Life is Strange: Double Exposure

Almost a decade ago I played Life is Strange, and it left a strong impression on me like few games can. With relatable characters, a tense story, and wish-fulfillment mechanics at their best, the original Life is Strange delivered an unforgettable experience. Unfortunately, I haven’t played the two intermediate games, but that doesn’t really matter because this first edition returns to the previous protagonist, putting Max back at the center of the story. Therefore, I entered the latest installment of the series, Life is Strange: Double Exposure, with high expectations.

Life is Strange: Double Exposure is developed by Deck Nine Games and published by Square Enix. The game was released on October 29, 2024 for Steam, PS5, and Xbox Series X|S, while a Switch version is in development. The Steam version was used in this review.

We follow Max Caulfield several years after the events of the first game, having mentally and physically removed himself from everything that happened in Arcadia Bay, now teaching at Caledon University on the other side of the country. He wasn’t trying to turn back time and was mostly looking forward to a normal life… until his new best friend Safi was found dead, shot to death.

His old powers over time have weakened from disuse, but a new power is coming in its place: the ability to switch between two different timelines — one in which Safi is dead and another in which she’s alive. Afraid that the same fate will overtake Safa in this timeline, Max embarks on a mission to find out who killed her, in order to prevent a crime in one timeline and find peace in the other.

I have to mention right off the bat that the new power seems less genre related compared to the first game, but realistically, that threshold is set high. Going back in time to try another choice seems like something most players do in adventure games using shooting. It was a great reference to the gaming experience, and I doubt any other power could come close… but if they had just redone turning back time, it would have felt worn out and out of ideas.

Instead, the new power affects the narrative in a different way. As the game progresses, you can see all the ways this event unfolds, follow two different stories simultaneously, and use information from one to get more out of the other. This is not about correcting mistakes, but about satisfying curiosity — how things could look different.

As in previous games, player choice is an important part of the experience, and major and minor choices are presented after each chapter, encouraging you to try again and see how things might turn out differently. Many of these choices significantly affect the story, as well as how others see you and what fates individual characters experience. Even when the stakes aren’t that high, it’s nice to have a scene that only happened because of something you did earlier.

I have to give special praise to the characters in this game. It’s hard for me to call them realistic because every college student I know would die of embarrassment if they were as honest and open as this cast of characters, but they’re certainly pretty likable. No matter what was going on, I always smiled at the little interactions between them, whether they were doing some silly hobby or comforting each other.

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I also appreciate all the little stories that run parallel to the main story, in both timelines. There are tons of NPCs you can talk to who have their own problems. It’s a small detail that gives the world extra life and is a reward for players who explore and peek into everything.

In many ways, Life is Strange: Double Exposure follows the format of modern adventure games: you walk around, talk to people, collect items and information and use them to solve simple puzzles and advance the plot. The main element that stands out is Max’s power to switch between the two timelines.

Sometimes it’s quite simple — the evidence might not exist in one timeline, or a character might be busy in one version. In other cases, you use the power for spatial puzzles, going through obstacles, closed doors, or simply to “peek” into another timeline and see what people are doing when you’re not around.

By far the most interesting application of this power is not something that will help you, but quite the opposite. As the game progresses, two editions of the same character can have completely different experiences or opinions about you. When you talk to people, the game often throws in unexpected topics to ask about that may not be part of their experience. If you want to get through without getting weird looks, you have to keep track of which timeline you’re in when things happen — which isn’t always easy when you’re frequently switching between timelines.

There’s a lot to love about the art direction of Life is Strange: Double Exposure. There is great cinematography in the scenes, and the characters have a recognizable style, although they stick to a realistic approach. The art style also contributes to the gameplay, because in the world where Safi is alive, warmer tones prevail, while cooler tones are present in the world where Safi is dead.

Also, special emphasis is on the soundtrack, which has an “indie punk band” feel most of the time. Despite the murder mystery, what makes Life is Strange memorable is the atmosphere it provides. You often get moments where you can just sit back and relax with the music, which adds to the cozy atmosphere that the characters want back or gives you time to process everything that happened.

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I have only one complaint: the game needs a little extra processing. Transitions between scenes are a bit abrupt, and objects are visibly loading. A small detail, but it occasionally took me out of the game and spoiled the experience.

In a way, Life is Strange: Double Exposure feels like a homecoming. Although it does not surpass the original, it provides more of what made the series special, while having its own identity.

Nostalgia is a sensitive topic. On the one hand, many players want a continuation of Max’s story from the first game, but the risk is that the series will turn into endless repetition. I believe that Deck Nine Games managed to balance between those two extremes and put the series in a place where it can only grow and progress. I look forward to the next adventure.

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