Life Is Strange Before The StormEdit
Life Is Strange: Before the Storm is a 2017 episodic graphic adventure developed by Dontnod Entertainment and published by Square Enix. Acting as a prequel to Life Is Strange, it transports players to Arcadia Bay in 2010 and follows Chloe Price and Rachel Amber as they navigate friendship, grief, and the consequences of their choices over three episodes. Unlike the original game’s time-rewind mechanic, Before the Storm emphasizes character-driven dialogue and relationships, offering a tighter, more intimate look at the forces shaping Chloe’s outlook before the events of the first game. The game is notable for its moody atmosphere, musical sensibility, and a focus on personal responsibility, loyalty, and the sometimes painful costs of standing up for oneself.
From a broader cultural lens, the work sits at the intersection of personal storytelling and social issues that frequently spark debate in contemporary media. Proponents argue the narrative treats teenagers as serious, morally engaged individuals capable of making difficult decisions, while critics sometimes frame such stories as products of a cultural moment that foregrounds identity and activism. Supporters contend the work emphasizes universal themes—trust, resilience, and the frictions of growing up—more than political messaging, though not everyone agrees on where the line lies between realistic depiction and advocacy. The reception and interpretation of the game’s relationships, including Chloe’s developing bond with Rachel Amber, contributed to ongoing discussions about representation in games and the role of empathy in interactive storytelling. For background, see Life Is Strange and its universe, as well as the continuing work of Dontnod Entertainment and Square Enix.
Development and release
Life Is Strange: Before the Storm was developed by Dontnod Entertainment and published by Square Enix. It was released in three episodes in 2017, with Episode 1: Awake, Episode 2: Brave New World, and Episode 3: Hell Is Empty. The narrative design centers on Chloe Price, a returning resident in Arcadia Bay, and her growing partnership with Rachel Amber, a popular student who is both charismatic and elusive. The game was issued for multiple platforms, including PlayStation 4 and Xbox One as well as personal computers, with a focus on dialog-driven sequences and quick-time events that advance character development rather than a traditional action focus. For broader context on the world and its creators, see the pages for Life Is Strange, Arcadia Bay, and Dontnod Entertainment.
Plot and setting
Set in 2010, the story unfolds in and around Arcadia Bay as Chloe Price returns to town and reconnects with Rachel Amber. The relationship between Chloe and Rachel becomes the emotional core of the game, driving decisions that reveal each character’s past traumas, ambitions, and loyalties. The episodic structure allows players to guide conversations and actions that shape trust, risk, and consequences, often testing Chloe’s willingness to protect friends at personal cost. The setting retains the cinematic texture and small-town atmosphere that characterized Life Is Strange, with a soundtrack that strengthens mood and character moments. The game explores themes of grief, friendship, and the tension between personal desire and responsibility, setting the stage for events that resonate with audiences familiar with Life Is Strange while standing on its own as a coming-of-age tale.
Characters
- Chloe Price — A determined, restless teen whose sharp wit and stubborn streak mask deeper hurts. Her bond with Rachel Amber becomes the emotional engine of the story. See Chloe Price.
- Rachel Amber — A charismatic, enigmatic figure whose confidence and vulnerability drive much of the plot’s tension and evolution. See Rachel Amber.
- Supporting figures in Chloe’s life, including her mother and other acquaintances in Arcadia Bay, provide a foil to the protagonists’ ambitions and fears. See Joyce Price and other local figures in the Arcadia Bay setting.
Gameplay and narrative structure
Before the Storm is structured as an episodic adventure, with dialogues, character portraits, and environmental storytelling taking the lead. Player choices influence how Chloe and Rachel relate to one another, how external pressures are managed, and how certain conflicts resolve. Unlike the original Life Is Strange, the game emphasizes the immediacy of the two leads’ interactions and the emotional stakes of their friendship and personal decisions. See Video game, Life Is Strange for companion materials, and note how episode structure (Awake, Brave New World, Hell Is Empty) frames the narrative arc.
Development choices and reception
The reception highlighted strong performances and writing, especially in portraying a close, complicated female friendship and the vulnerability of adolescence. Critics praised the atmosphere, soundtrack integration, and character-driven storytelling that builds toward the emotional crescendo characteristic of the Life Is Strange series. Some commentators, however, pointed to the shorter scope and pacing relative to the original game, and debates emerged around the game’s treatment of relationships and social issues that appear in the narrative. In discussions about representation and storytelling in games, supporters argued that the portrayal of a same-sex relationship between Chloe and Rachel contributes to a more inclusive and human-centered canvas, while critics on the other side sometimes framed such depictions as politicized or propagandistic. Proponents counter that the core of the story remains universal—how people choose to support those they care about when faced with hard truths and painful consequences. See Life Is Strange, Rachel Amber, and Chloe Price for related profiles and context.
Controversies and debates
Life Is Strange: Before the Storm sits within a broader cultural conversation about how games portray sexuality, identity, and adolescence. For some audiences, the relationship at the heart of the narrative was a refreshing, nuanced portrayal of young love and friendship that avoids melodrama; for others, debates crystallized around whether such content belongs in a game aimed at teen and young adult players. From a perspective that emphasizes traditional social expectations and personal accountability, the criticisms often described as “woke” are viewed as overinterpretations that miss the point of the story’s emphasis on personal responsibility, family support, and moral choice. The central claim in this view is that the game’s value lies in presenting a believable, morally complex world where characters bear the consequences of their decisions, rather than delivering a political manifesto. Advocates of this interpretation argue that inclusive storytelling can coexist with a focus on universal human experiences—loyalty, risk, grief, and resilience—without subordinating narrative craft to abstract ideology. See also the debates around representation in contemporary media and the way narrative games balance social issue storytelling with character-driven drama.
Legacy and influence
Before the Storm contributed to the ongoing Life Is Strange canon by deepening the world-building of Arcadia Bay and expanding on Chloe Price’s backstory and motivations. It also reinforced the franchise’s approach to episodic storytelling, where player choices shape ongoing relationships and tonal direction. The game’s reception helped frame discussions about how to handle sensitive topics in interactive media, including LGBTQ representation, with many praising the craft while others challenged the balance between social commentary and entertainment. See Life Is Strange for how the prequel’s events connect to the broader arc of the series and Dontnod Entertainment for the studio’s broader body of work.