
Episode 1 now FREE! Life is Strange is an award-winning and critically acclaimed episodic adventure game that allows the player to rewind time and affect the past, present and future.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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To All of you...
Life is Strange parece um jogo simples no começo, porém, quando você começa a entrar no ritmo do jogo, você fica totalmente imerso. A trilha sonora, a narrativa, as sensações de desconforto nos momentos de tensão são muito bem feitas, [spoiler]além do plot perto do final do jogo[/spoiler]. Não tem muito mais o que dizer, apenas jogue essa obra.
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Languages: English*, French, Italian, German, Spanish - Spain, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
my fav although i wish they kissed more
CHLOE
The game starts with the main character trying to hide from a tornado inside a lighthouse, only to wake up and realize it was just a dream. That is how the game welcomes you, the critically acclaimed Alan Wa...it a second. Wrong game. That is actually how you are introduced to the critically acclaimed Life is Strange, though you would be forgiven for the initial mix-up. Step into the shoes of Max Caulfield as she navigates Arcadia Bay, a small town in the middle of nowhere facing some seriously paranormal stuff. If that specific setup feels instantly familiar, it is because the atmosphere borrows heavily from Stephen King, a man who has made an entire career out of trapping ordinary people in bizarre, isolated situations. The structural similarities to Alan Wake don't stop at the lighthouse intro, either. The game fully embraces a television-like episodic format, which is also highly reminiscent of the classic Telltale Games formula. This structure gives the narrative a deliberate, cliffhanger-heavy pacing that makes it incredibly hard to put down once you start. But Arcadia Bay holds much deeper, darker secrets than just impending strange weather. You are immediately thrust into a dense narrative web involving the mysterious disappearance of a local girl, Rachel Amber, and the looming threat of an apocalyptic tornado. As you pull on these threads, you quickly cross paths with Nathan Prescott, a volatile, wealthy classmate whose erratic behavior and dangerous connections tie into the town's darker underbelly, adding a layer of grounded human malice to the supernatural dread. To deal with it all, Max unlocks unexpected time-bending superpowers. Funny enough, these time shenanigans mark yet another similarity to a Remedy project, only this time the timeline is flipped. Life is Strange actually beat Quantum Break to the punch. At its core, the game is incredibly charming, even if it wears its heart on its sleeve. It honestly feels like playing through 13 Reasons Why, just with a sci-fi time-travel twist. While the characters can admittedly feel a bit one-note or stereotyped at times, their archetypes are entirely serviceable for the specific story being told. The writing captures that heightened high school vibe perfectly. The game can be genuinely funny at times, making me chuckle at a few puns, while other bits of dialogue are equally, unapologetically cringe. It is perfectly balanced, giving you that authentic, slightly awkward adolescent experience. Beneath the overarching plot of missing girls and apocalyptic storms, the game excels in how these time mechanics affect minor details and optional character interactions. Take Alyssa, for instance. A background character you have the option to repeatedly save from minor misadventures at various points in your journey. On their own, these interactions are just hilarious, slapstick moments of everyday heroism. However, I was genuinely surprised to find that even these seemingly random acts of either kindness or comedy ripple outward and have a deeper effect later on. It is a really nice touch that breathes life into the supporting cast and rewards you for genuinely paying attention to the world around you. Much like 13 Reasons Why, the game's soundtrack is absolutely top-tier indie gold, acting as the perfect emotional anchor for Max's journey. The exact moment Alt-J started playing early on in the story, I felt the atmosphere click and knew I was going to completely binge this game. But the absolute icing on the cake is the ending song. I have been a massive fan of Foals ever since I first heard "Olympic Airways" on a FIFA soundtrack back in the late 2000s, and over the years, they easily became my favorite band. Hearing their track "Spanish Sahara" score the emotional climax of the ending was just cathartic. An absolute gut-punch of a needle drop. It feels incredibly poetic, especially since this happens to be my 100th review on Steam. Talk about good timing. Pun absolutely intended. Ultimately, I thoroughly enjoyed my stay in Arcadia Bay. This coming-of-age story was a deeply welcome change of pace for me personally. It beautifully allowed me to live out the "second chance," the ultimate "what-if" fantasy, rather than forcing me to sit with the "it is what it is" reality of our own world.
Life is ... weird
bu oyunla ilgili her şeye bakılıyorum ama özellikle de chloe price'a ayrı bayılıyorum <3
the way that this 'game' handles tangible tragedies is done okay at best and immature at worst. placing Max Caulfied (and you, the player by extension) in-situ and having the urgency to form make-or-break decisions had some level of emotional depth, and im not going to pretend that it didn't tug on my heartstrings a little bit. however, the severity of the narrative is so seriously dampened from the (lack of a better word) interesting (negative connotation) dialogue that was implemented into this game that at certain points it felt more comical than discursively poignant. the TEENAGE interactions are so disconnected from reality and lack that sort of juvenile back-and-forth banter that naturally occurs and feel more like how boomers would think millennials talk. I promise you nobody actually says 'shakabrah'. I see a lot of other reviews critiquing Chloe's character as the weakest part of the story, claiming her to be dislikeable and bratty and her relationship with max to be extremely toxic. I kind of agree. I don't really have much to say about her that hasn't already been said as I do agree with a lot of those statements, however I don't believe its fair that a majority of the blame is projected on her as Max has about as much spice in her personality as a wet piece of cardboard. The reason why i think I could see a little bit of myself in her is because the player kinda has no choice but to project their own myths and personality into max to make her at least somewhat interesting. I wanted to also expand on the 'game' aspect of life is strange. it presents itself as a story where the consequences of your actions are thrown into the spotlight, inviting players to put a lot of thought into the route you would want to take as the decisions you make inevitably cause a butterfly effect that will affect a greater part of the narrative. That is in large part a lie..! whilst nowhere near as egregious as the 'game' that Mixtape claims itself to be, without giving away too many spoilers towards the end all the actions you have made come to a moot point as it funnels you into two choices that will inevitably occur no matter the decisions you've picked. It feels really cheap and I feel like it disregarded the many hundreds of times that I rewinded to undo an action that I thought would later impose a risk to the outcome that I had wanted. The cinematography is swell to give credit where credit is due however the main positive standout for me was the OST for this game. It is incredible. The blend of acoustic with hints of synthesiser usage help establish the grounded parts of this narrative whilst also hinting at a supernatural tension. Especially in the first chapter, this creates a strong precedent for the overarching themes of this game (just a shame it wasn't executed to its full potential). I could also tell there was a lot of thought put into the licensed tracks for this game. None of them felt out of place, in relation to the dialogue it actually felt quite necessary for some of its delivery. Syd Matters is such an underrated artist and I appreciate this game for putting him on my radar. I really, really wanted to like Life is Strange and feel that outburst of emotion as other reviewers claimed to have had, but as I neared the end of the game I moreso just became impatient as I realised the majority of my choices were never even even consequential. Solely as a coming of age story, its fine I guess, but as a game, It really could've been more impactful.
"I WAS EATING THOSE BEANS!"
jo
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $13.6M | 37.9K | 93% | $16.99 | |
| $110.5K | 381 | 96% | $9.99 | |
| $0 | 15.1K | 93% | Free | |
| — | 0 | — | — | |
| — | 142 | 78% | $16.99 | |
| $14.9M | 40.3K | 98% | $14.99 |