I think with Telltale the games's plots are "here are the events and their sequence, how you react to them or think of them up to you!" The game there episode, the path you take from A - D, generally speaking. You pick between B or C to get to D, but the way the characters interact with you after choosing either is rich enough that the way they grow or reveal more of their character seems nuanced enough to be enjoyable and meaningful. With Life Is Strange, it's three steps backward regression. Firstly, there's not a lot of good in either. In one ending, the town is fine, but you're the only one who remembers, and also your friend is dead. In the other, you choose to let that town get wiped from the face of the earth, and the friend who begged you not to, best case scenario, might actually vent some frustration over that. You're basically choosing between A)a blank canvas so all your interactions with them are for naught, or B)cutting out a corner of the canvas and tossing the rest of the canvas into the fire, made even more morally unconscionable because even the party that has the most to gain in that choice is chambering a round into gun. handing it to you and begging you to do the right thing. In both, Max is left with a heavy-handed warning to never use her power again. So not only did you they give us the worst Kobayashi Maru in storytelling I've ever been exposed to, but they also murdered the fun supernatural/sci-fi gameplay in future pre/sequals that piqued my interest in the first place. And it's in my Steam library FOREVER.



Sorry. The disappointment and pure What-The-F***ery I felt at the game's conclusion echoed back to me.