When Max Caulfield finds her friend Safi dead, she tears open the way to a parallel timeline. Here, Safi is still alive, and still in danger. With her new power to shift between timelines, M... Read allWhen Max Caulfield finds her friend Safi dead, she tears open the way to a parallel timeline. Here, Safi is still alive, and still in danger. With her new power to shift between timelines, Max tries to solve and prevent the same murder.When Max Caulfield finds her friend Safi dead, she tears open the way to a parallel timeline. Here, Safi is still alive, and still in danger. With her new power to shift between timelines, Max tries to solve and prevent the same murder.
- Awards
- 1 win & 2 nominations total
Hannah Telle
- Max Caulfield
- (voice)
Blu Allen
- Moses Murphy
- (voice)
Jake Cuddemi
- Reggie Kagan
- (voice)
Bahr Dawoud
- Yasmin Fayyad
- (voice)
Rachel Crowl
- Gwen Hunter
- (voice)
Ashlynn Hideman
- Loretta Rice
- (voice)
Rhianna DeVries
- Chloe Price
- (voice)
Alexis Jordan Bloom
- Additional Cast
- (voice)
- (as Alexis Bloom)
Billy Vinson
- Additional Cast
- (voice)
Cara Bernard
- Additional Cast
- (voice)
Featured reviews
Not what I expected from the game, but I have to say that it felt cozy, I liked the writing, the feling that it gave me, I reallly liked that the action takes place only in a few places, it feels so cozy, and the winter atmosphere, it amazong.
It not even close to the first Life Is Strange with Max, and it's a bit of a shame of that. But it was a kindfull reminder of the masterpice that we witnessed 10 years ago.
The graphics are great, and the characters are well made and they feel alive. But on the flow of the game there are a few things that do not make sense, like strange loading screens, or something the scene ends where you do not expected.
But I really enjoyed the whole experience, I get the hate, but it's one of the best games of 2024, and I am so glad that I got played it.
It not even close to the first Life Is Strange with Max, and it's a bit of a shame of that. But it was a kindfull reminder of the masterpice that we witnessed 10 years ago.
The graphics are great, and the characters are well made and they feel alive. But on the flow of the game there are a few things that do not make sense, like strange loading screens, or something the scene ends where you do not expected.
But I really enjoyed the whole experience, I get the hate, but it's one of the best games of 2024, and I am so glad that I got played it.
I never post reviews, but I felt compelled to write this one because I really want to offer genuine advice to the developers.
Deck Nine has repeated the same mistakes here that we saw in Life is Strange: True Colors, and that Don't Nod made in Lost Records previously.
What's going wrong with these games?
The game starts with a strong and promising setup.
The early plot builds intrigue and emotion.
But then it slows down: long, drawn-out dialogues, repetitive environments, and tedious investigations drag the momentum.
Choices feel meaningless, the branching paths hardly change the story.
A mid-story twist might raise hope, but what follows is a downward slide.
The narrative becomes predictable and emotionally flat.
Endings often feel rushed, underwhelming, and lack emotional payoff. You're left thinking: What was the point of all this?
Some serious advice:
Go back and revisit Life is Strange 1 and Life is Strange 2. Compare those with the newer titles, and you'll see the shift.
Give us choices that matter. Players want decisions that have real consequences.
Design more diverse, engaging environments, not ones that feel reused or repetitive.
Focus on deep, emotional storytelling, not investigative chores.
Music, art, and mini-games should enhance the narrative, not replace it. They should be the cherry on top instead of carrying the game.
Endings should leave us in tears, feeling fulfilled, or grappling with tough decisions, not feeling indifferent.
One frustrated point:
It genuinely feels like the second halves of these games are written by a completely different team. The narrative loses focus and emotional weight. I strongly recommend bringing in more writers who specialize in character-driven storytelling.
Fan Service:
Please remember that fans are the backbone of your success. Listening to your community and offering even a little fan service can go a long way. Many players were hoping to see familiar characters like Chloe, even a small glimpse would've meant a lot. Fan service, when done right, shows that you care about your long-time players.
On Representation:
I believe representation should feel organic and allow for choice. In recent titles, it feels like the relationship options are less about the player's freedom and more about checking boxes. I'd prefer if we were given more neutral ground to decide how our character connects with others, whether romantically or platonically, so everyone feels included and immersed. Forced diversity won't resonate with everyone.
Final Thought:
We're asking for the soul of Life is Strange to return, the raw emotional storytelling, the difficult choices, the relationships that stay with us long after the game ends, and the endings that hit hard. That's what made the original games unforgettable.
This is my honest take: What went wrong?
Deck Nine has repeated the same mistakes here that we saw in Life is Strange: True Colors, and that Don't Nod made in Lost Records previously.
What's going wrong with these games?
The game starts with a strong and promising setup.
The early plot builds intrigue and emotion.
But then it slows down: long, drawn-out dialogues, repetitive environments, and tedious investigations drag the momentum.
Choices feel meaningless, the branching paths hardly change the story.
A mid-story twist might raise hope, but what follows is a downward slide.
The narrative becomes predictable and emotionally flat.
Endings often feel rushed, underwhelming, and lack emotional payoff. You're left thinking: What was the point of all this?
Some serious advice:
Go back and revisit Life is Strange 1 and Life is Strange 2. Compare those with the newer titles, and you'll see the shift.
Give us choices that matter. Players want decisions that have real consequences.
Design more diverse, engaging environments, not ones that feel reused or repetitive.
Focus on deep, emotional storytelling, not investigative chores.
Music, art, and mini-games should enhance the narrative, not replace it. They should be the cherry on top instead of carrying the game.
Endings should leave us in tears, feeling fulfilled, or grappling with tough decisions, not feeling indifferent.
One frustrated point:
It genuinely feels like the second halves of these games are written by a completely different team. The narrative loses focus and emotional weight. I strongly recommend bringing in more writers who specialize in character-driven storytelling.
Fan Service:
Please remember that fans are the backbone of your success. Listening to your community and offering even a little fan service can go a long way. Many players were hoping to see familiar characters like Chloe, even a small glimpse would've meant a lot. Fan service, when done right, shows that you care about your long-time players.
On Representation:
I believe representation should feel organic and allow for choice. In recent titles, it feels like the relationship options are less about the player's freedom and more about checking boxes. I'd prefer if we were given more neutral ground to decide how our character connects with others, whether romantically or platonically, so everyone feels included and immersed. Forced diversity won't resonate with everyone.
Final Thought:
We're asking for the soul of Life is Strange to return, the raw emotional storytelling, the difficult choices, the relationships that stay with us long after the game ends, and the endings that hit hard. That's what made the original games unforgettable.
This is my honest take: What went wrong?
They tried to make a story full of plot twists but they failed miserably. They shocked me at first but the development of the ideas was awful. Good music and facial animations, but even if the game was not attached to the franchise, it would be a mediocre game. It felt silly at times, side conversations not funny, and all the action happens in like 3 places. Not many sets where the story happens. Voice acting is still in a high note though. I liked the new mechanics but after aome time it gets repetitive. After chapter 2 I just wanted to finish the game quickly. All I was asking was a well written story, but no, I didn't find it in this game.
This game was absolutely amazing and truly doesn't deserve the hate it's received. Deck Nine did an outstanding job, crafting the story in the best way possible given their creative choices. Many players seem upset that Chloe isn't in the game, but Deck Nine does a fantastic job of exploring Max's emotions about everything that happened. Max is in deep pain and feels stuck in her past, and the way Deck Nine portrays her struggles is beautiful and authentic. It's a genuine and emotional depiction of grief and loss. Don't listen to the negativity-try the game yourself and experience the story's depth and impact. This game has so much to offer if you approach it with an open mind and a willingness to connect with Max's journey.
Life Is Strange: Double Exposure has been developed by Deck Nine and published by Square Enix on Nintendo Switch, PlayStation 5, Windows and Xbox Series X/S in autumn 2024. This episodic fantasy drama game is the fourth installment of the Life Is Strange video game series that has been existing for nine years as I'm writing this review. This new game easily outclasses its two immediate predecessors but doesn't match the original Life Is Strange released nine years ago.
The element fans have been most excited about is the return of the protagonist of the first game: Maxine Caulfield. In this game, she has moved to Lakeport, Vermont where she is working as a photographer-in-residence at Caledon University. She has left her family, her hometown and most memories of her past behind to start a new life. However, her life takes yet again a sinister turn when she finds her friend and the university president's daughter Safi Llewellyn-Fayyad shot to death on an observation deck. Maxine Caulfield will travel between a reality in which her new friend is dead and another one in which she is still alive to figure out what happened and how she can possibly save Safi Llewellyn-Fayyad.
This is the first game I have ever been playing on Playstation 5 and I have overall been enjoying Life Is Strange: Double Exposure. First and foremost, I have certainly appreciated the game's characters from brave, calm and intelligent Maxine Caulfield over arrogant, influential and secretive administrative assistant Vinh Lang to dishonest, narcissistic and popular head of the literature department Lucas Colmenero. Secondly, I have dug the video game's mysterious atmosphere thanks to numerous scenes taking place at night and the entire game set during a snowy winter. Thirdly, the video game's story has been intriguing enough to inspire me to finish this game in about one week and a half despite numerous other commitments. The game's length of about seventeen hours in my personal case represents exactly what I have been looking for. The challenge level is decent but not frustratingly difficult as it makes the entire game coherent and fluid from start to finish. Another noteworthy highlight has once again been the laid-back indie pop soundtrack that blends in splendidly, even for someone like me who usually prefers gothic rock and heavy metal.
However, this game hasn't been without a few flaws. The characters, plot lines and settings are a little bit too similar to the original Life Is Strange video game in my opinion. This is more than just a nod as this new game at times struggles to stand on its own two legs. Those elements also make the new game somewhat predictable and might not inspire fans to play this release multiple times. Since I value atmosphere over creativity, those downsides however don't ruin the game for me. While many other reviewers have expressed their different degrees of disappointment, my overall evaluation of Life Is Strange: Double Exposure remains very positive and I'm glad to have remained faithful to this video game series and would play another installment in a heartbeat.
To keep it short and simple, I would strongly recommend Life Is Strange: Double Exposure to fans of fantasy dramas who like to take their time exploring the game's atmosphere, characters and settings while those constantly comparing this game to the first installment in the series or those expecting a most creative reinvention of the franchise might both feel quite disappointed. As for potential new fans, I would obviously suggest discovering this franchise in chronological order but you can also play Life Is Strange: Double Exposure without any prior knowledge as the few noteworthy elements are briefly described in this new game to provide some valuable background information without spoiling the original game in my humble opinion.
The element fans have been most excited about is the return of the protagonist of the first game: Maxine Caulfield. In this game, she has moved to Lakeport, Vermont where she is working as a photographer-in-residence at Caledon University. She has left her family, her hometown and most memories of her past behind to start a new life. However, her life takes yet again a sinister turn when she finds her friend and the university president's daughter Safi Llewellyn-Fayyad shot to death on an observation deck. Maxine Caulfield will travel between a reality in which her new friend is dead and another one in which she is still alive to figure out what happened and how she can possibly save Safi Llewellyn-Fayyad.
This is the first game I have ever been playing on Playstation 5 and I have overall been enjoying Life Is Strange: Double Exposure. First and foremost, I have certainly appreciated the game's characters from brave, calm and intelligent Maxine Caulfield over arrogant, influential and secretive administrative assistant Vinh Lang to dishonest, narcissistic and popular head of the literature department Lucas Colmenero. Secondly, I have dug the video game's mysterious atmosphere thanks to numerous scenes taking place at night and the entire game set during a snowy winter. Thirdly, the video game's story has been intriguing enough to inspire me to finish this game in about one week and a half despite numerous other commitments. The game's length of about seventeen hours in my personal case represents exactly what I have been looking for. The challenge level is decent but not frustratingly difficult as it makes the entire game coherent and fluid from start to finish. Another noteworthy highlight has once again been the laid-back indie pop soundtrack that blends in splendidly, even for someone like me who usually prefers gothic rock and heavy metal.
However, this game hasn't been without a few flaws. The characters, plot lines and settings are a little bit too similar to the original Life Is Strange video game in my opinion. This is more than just a nod as this new game at times struggles to stand on its own two legs. Those elements also make the new game somewhat predictable and might not inspire fans to play this release multiple times. Since I value atmosphere over creativity, those downsides however don't ruin the game for me. While many other reviewers have expressed their different degrees of disappointment, my overall evaluation of Life Is Strange: Double Exposure remains very positive and I'm glad to have remained faithful to this video game series and would play another installment in a heartbeat.
To keep it short and simple, I would strongly recommend Life Is Strange: Double Exposure to fans of fantasy dramas who like to take their time exploring the game's atmosphere, characters and settings while those constantly comparing this game to the first installment in the series or those expecting a most creative reinvention of the franchise might both feel quite disappointed. As for potential new fans, I would obviously suggest discovering this franchise in chronological order but you can also play Life Is Strange: Double Exposure without any prior knowledge as the few noteworthy elements are briefly described in this new game to provide some valuable background information without spoiling the original game in my humble opinion.
Did you know
- TriviaMax is the first to be the protagonist of 2 Life Is Strange games.
- GoofsThe Polaroid Now camera in the game is depicted without the dark foil film shield present on all box-type Polaroid cameras and with the battery indicator on red light, signifying the internal battery is depleted.
- ConnectionsFollows Life Is Strange (2015)
- SoundtracksSomeone Was Listening
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