The critically acclaimed story adventure game Life is Strange: Before the Storm was recently concluded in the third and final episode that released last Tuesday. Read: Life is Strange: Before the Storm episode 3 review Although the narrative was finished, questions remain about both the behind the scenes process of creating the game, and the future of the series moving forward. Fortunately, we were given an opportunity to interview Zak Garriss, who works on the Deck Nine development team as narrative director, for answers.

See on the Microsoft Store Some minor spoilers for Life is Strange: Before the Storm are below!

Brendan Lowry, Windows Central: What has been the toughest part of developing Before The Storm? Zak Garriss, Deck Nine development: Following in DONTNOD's footsteps in making a new Life is Strange was pretty terrifying, frankly. They accomplished something incredible in the first game, something so unique and beautiful and thoughtful. So even though we fought fiercely to get to make this project, even though we loved the first game with all our hearts and desperately wanted to tell a story in Arcadia Bay, the prospect was still intimidating. Best VPN providers 2020: Learn about ExpressVPN, NordVPN & more In the end, it's been a privilege to tell Chloe's story, and the community's response has been overwhelming to all of us at Deck Nine. Which character has been the most fun to write for and develop so far? Chloe is my favourite. Her complexity takes the shape of seemingly opposing forces that nevertheless are quite real – she's fiercely independent and also incredibly lonely, wildly angry but also vulnerable, brittle in her pain but at the same time funny – getting to tell her story has felt like a story that almost anyone can relate to, in that. Has it been a challenge to faithfully recreate Arcadia Bay from the perspective of a prequel? Certainly! On the one hand, DONTNOD crafted a vivid and unique world with bold strokes that we, as diehard fans of the first game, could follow. But on the other, we wanted to tell a story that wove in and out of the version of Arcadia Bay fans knew from the first game – a story that could feel both familiar and, at the same time, new. That's always hard. In the first game, Max's spirit animal was a deer. In Before the Storm, the frequent appearances of the raven seem to imply that's Chloe's. Is there any meaning behind that? There is! I had a very specific set of meanings intended with the raven, which I will (perhaps frustratingly) refrain from sharing! All the details are there in the game; I will leave it to the community to decipher the symbol for what it's supposed to mean. Rachel stands out in Before the Storm as one of the few main characters who we never met in the original game. Has creating her from the ground up with nothing to reference been difficult? Well…in a way, we have had a sort of reference from the first game. Each character who spoke about Rachel served as a sort of mirror darkly, an indirect point in the constellation of her life. In that, she's the kind of person who leaves impressions everywhere she goes, impressions which often reveal more about the character impressed upon than the source itself. But we found a harmony in the ways the first game presented her, enough of one to construct a version we fell in love with for Before the Storm.