Life Is Strange has always been about emotions, thats absolutely the heart of these games.

With empathy, it felt thats what these games are all about.

So lets move it front and centre and make it a power.

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Consequently who is the main character?

  • but it does have advantages.

We develop the character and the power very much in tandem, right from the outset.

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Its a very organic process, which takes a very long time, says Lawrence.

We spend many months in the beginning of development in the concepting phase.

Its become the beating heart of the game.

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Erika just kind of stepped in and brought Alex vividly to life, says Lawrence.

I mean, its partly about player choice, says Lawrence.

But for those who would be frustrated by the episodic release pattern, we save them from those frustrations.

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Approaching it this way is a lot more coherent and organic, I think.

Its also a sign of the episodic model going somewhat out of style.

I can’t imagine we’d go back to the episodic model, says Lawrence.

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The reaction has been very positive.

I think we were careful to keep that episodic structure, because that does seem to appeal to players.

That’s all part of the DNA of Life is Strange.

Ive never directly asked them this, but they wouldnt be human if they didnt have some apprehension!

Before The Storm was a very useful stepping stone.

He describes that game as great onboarding ground.

I think they nailed it.