While Telltale Games, the maker of The Walking Dead series, went down in flames, the mantle for storytelling games shifted to a French studio in Paris called Dontnod Entertainment. Dontnod had a big success in 2015 with the original Life Is Strange title that blended storytelling, teen angst, and supernatural powers.
The success of that game gave Dontnod the confidence to continue with that series, and the studio debuted Episode 1 of Life Is Strange 2 in September 2018. The studio’s publisher, Square Enix, released new episodes every quarter and now the tale of Sean and his younger brother Daniel is coming to an end. Like a couple of lost wolves, the brothers hit the road the together after a tragedy forced them to flee their home. Along the way, the player assumes control of Sean and has to make decisions that will make a big impression on his younger brother. As Daniel’s supernatural powers grow, Sean has to make the right calls. And the result is a lot of drama.
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I sat down with the Life Is Strange 2 leadership team as they toured Silicon Valley. Our interview group included writer Jean-Luc Cano, co-creative director Raoul Barbet, and co-creative director Michel Koch. They have finished their work on Life Is Strange 2, whose fifth and final episode debuted via publisher Square Enix on the PC and consoles earlier this month. I’m about to play the fifth episode to find out what happens with the two wayward brothers. In the meantime, we had a nice, spoiler-free chat.
Here’s an edited transcript of our interview.
Above: Life Is Strange 2 leaders (left to right): Jean-Luc Cano, Raoul Barbet, and Michel Koch.
Image Credit: Dean Takahashi
GamesBeat: With the last episode, I observed that there was a very directed ending to it. I didn’t have so much control over the outcome of the fight scene. I didn’t feel like I had decision-making power in that. But the thing that was interesting was that I had a lot of power over who I was going to hook up with. There’s so much choice on that front. That was interesting. There must be something deliberate about why you set it up that way. Maybe that’s a place to start?