I wouldn’t like to get into details here either.) The ambience hit the right notes perfectly here and there, and, unlike in Telltale’s games (or LCG nowadays…), your decisions do seem to have an impact on the outcome of the story. I do have to express that a few scenes in the endings could be heartbreaking. Now I could explain what the seven endings are, but then you’d have no reason to play the game, and since I brought up the border, you can at least get the hint of a few of them. I’m going to say it blatantly: Life is Strange 2’s end isn’t as effective as the first one’s. The first game’s finale with its psycho terror touch, followed by the shock last decision, it was exciting to experience, but now… despite the seven endings, it feels weaker than what we have seen four years ago. To be honest, we have seen better from Dontnod before. You get to the border, and then you have to make the last big decision. Then you’d progress, but you will not get far, which is why Wolves feel a bit like… rushed or not appreciated by the devs. The issue here is that nearly half the episode feels slow, with not much happening, and the game will throw in multiple characters that you might either not remember, or see for the first time. Now, we are one month after the events of the previous chapter, near the Mexican border, after finding our mother. However, you’ll still have to get to the border wall between the United States and Mexico, and meanwhile, you might walk to the wall yourself, depending on how you have effectively raised Daniel, the little brother with the supernatural powers, by the decisions you have made in the previous four episodes. Life is Strange 2 isn’t much of a sequel to the first one, but it still is a sequel, and it can be seen in one of the scenes via a cameo – yes, the two games end up connecting up to each other, and I honestly did not expect it to happen, so it’s a quite positive idea. This time, all I can say in the intro that this game did not get the usual order of writing about it.
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