In my review of Life is Strange: True Colors I complained (as many
people have) that, as someone who comes to
Life is Strange significantly for the slice-of-life (is strange) stuff,
I would have liked more of that and less plot-driven investigation of the
game's central mystery. I guess maybe this was intentional because it feels
like a huge chunk of that element was reserved for the additional
Wavelengths DLC, which was released a few weeks after the main game.
In Wavelengths, you play as Steph, fan favourite character from
Life is Strange: Before the Storm and supporting protagonist of
True Colors, over the course of her life working at the Haven Springs
record store, Rocky Mountain Record Traders, and its attached local radio station, KRCT. Even though it's set in 2018,
Wavelengths feels like the ultimate game for the pandemic lockdown era;
in the course of its three-to-four-ish-hour runtime you, as Steph, spend your
entire time in said radio station and record store. With the exception of the
ending cutscene, you see and interact with absolutely no-one in person, all of
your human contact occurring via phone calls, text messaging, dating apps and
a video chat. Time, lockdown and and budgetary limitations aside (it's a bit weird that you
never serve customers in the game), this is all strongly tied to the game's
central exploration of the self-perpetuating effects of loneliness and the
causes of self-destructive behaviour, as encapsulated in the character of Steph
and her tendency to run away from any situation in life which risks becoming too
serious, permanent, or intimate. I've heard it rumoured that at some point in the development there were going to be more face-to-face interactions and/or scenes outside the store and booth, but the lockdown made this impossible; if that's true, I don't think the game really suffered from lacking those elements, and is probably actually stronger as a result of it.
On the surface, Wavelengths is your usual Life is Strange fare:
you wander around your environment, interact with objects to hear the player
character's thoughts on them, communicate with characters (in this case purely
electronically), solve simple puzzles and make choices which shape your
experience of the story. And yet in some respects Wavelengths really
invests in how this kind of gameplay evokes the experience of undertaking
routine, predictable tasks as you perform these actions in order for Steph to do
her job. This isn't exactly something new in video games, but it uses it to
really capture the slice-of-life element to which I referred in my opening. Ever
imagined what it would be like to run a local radio station? Well, a lot of it
involves queuing music, reading boring ad copy and sitting in a small room
waiting for time to pass.
I have to admit that Wavelengths, and Steph's presence in the main game,
were two of the things that motivated my interest in True Colors, and I
thought it was a sensible choice to take a beloved but relatively fringe
character from one of the spinoffs and elevate her to a bigger role. Being able
to actually play as Steph and get inside her head is better still, as the game
deliberately takes what we knew about her and complicates it.
Before the Storm presents her as an imaginative student, wise beyond her
years with a variety of interests and a big heart. True Colors presents
her as charismatic and confident, to the extent that I almost felt that the
Steph of True Colors was difficult to recognise as the same character
from Before the Storm. So Wavelengths really goes into examining
how Steph changed over the nine years between when those two games take place,
and how her struggles to deal with the experience of loss shaped her approach to
life.
Initially, I expected Wavelengths to just be a humorous "here are a few
days in the life of Steph" thing where you hung out at the radio station,
listened to indie music and said silly stuff on the air. But it actually goes
into a lot more than that about what it's like to feel unsure of yourself and
your life's direction, to push people away, and to carry around unresolved
grief. I really didn't expect this relatively short piece of DLC to have as much
emotional weight as it did, but I honestly found it quite powerful, perhaps
moreso than the main game, in which the central drama was so totally
foregrounded in the marketing.
A bit like Before the Storm's "Farewell" DLC, Wavelengths differs
from the main game in that there's no mystery and the narrative is pushed
forward not by any kind of plot contrivance but rather by the characters' own
trajectory. In this case, it takes the shape of understanding why Steph is who
she is, in a way tied into the original Life is Strange (a game in which
Steph didn't actually feature, as she hadn't been invented yet when that game
was made). The game begins by asking if you've played the original, and if so
whether you chose to save the town or not. I've obviously played the original multiple times and chosen both endings at least once, but originally decided to go with the
"didn't save the town" (i.e., saved Chloe) ending, and I certainly did not
expect that to feature the way it did, with Steph in that decision's course of
events dealing with the death of her mother in the storm implicitly caused by
Max Caulfield's use of time travel in the original game. The second time I went with "saved the town", in which Steph's trauma is instead the murders of Rachel and Chloe.
I think the first option I chose was a pretty clever move on the part of the developers because one
advantage the "Sacrifice Arcadia Bay" ending has always had is that it doesn't
really show you significant consequences for Max's choice. It's implied that
everyone in the town was killed (and Life is Strange 2 confirmed that
very many of them were) but you never really saw the consequences of that unless
you played Life is Strange 2 or now; here I was transposed from the shoes
of Max, sacrificing the town to save Chloe's life, in the original, to Steph's,
dealing for years afterwards with the thought of her mother having been killed
in the freak weather event of the original game.
As a way of exploring more from the original game's narrative I really think
this was a pretty decent move on Deck Nine's part, as you find Steph scared of
getting close to anyone for fear that she will lose them unexpectedly like she
did her mother (or Rachel and Chloe, but more on that below), and with even her friend Mikey from
Before the Storm being pushed away. We see via text message that Steph does socialise with Gabe, Ryan and Charlotte from True Colors, but by
setting the entire game inside the record store we get the sense that that's
where she spends a lot of her time, shut away from everyone, keeping them at a
distance, on the other side of the glass, caught between staying in Haven
Springs as part of some seemingly half-hearted effort to get a new start and
feeling the pull to again run away and do something new (which moving to Haven
seems to have been in the first place).
Like all of the Life is Strange games it's testament to how well they
engage with a certain kind of player (like myself) that I can have so much to
say about a four hour piece of downloadable content, but the empathetic writing
and the simultaneous presentation of what seems like an escape from reality with
the less pleasant causes and consequences of that escape are more than powerful
enough to make the experience worth contemplating. Wavelengths succeeds
in this real-life stuff while also expanding upon what was only implicit in
True Colors, namely that Steph was flaky and tended to drift from place
to place, avoiding putting down roots. This explains why. And I wonder if this
was set out from the start, and is why we were given less stuff about
her backstory in the main game, or, if what I've heard is true, that the
decision for the DLC to be about Steph's life was made later in the game's
development, and that it's just a happy accident.
Wavelengths takes place over four seasons, starting in Spring shortly
after Steph has decided to stay in Haven Springs and ending in winter on New
Year's Eve of 2018, a few months before Alex's arrival in the main game, which
is shown in the final cutscene. Each season is about thirty to sixty minutes of
gameplay depending on how slowly you choose to take them, as you're free to wander
around the record store, banter on the air and chat with the girls Steph
rather futilely matches with on a dating app. It's all pretty mundane stuff, but that's
what I'm here for. Spring is basically an intro to the radio station's
mechanics: playing and queuing records, answering the station phone, helping
people make decisions by rolling a D20 and reading ad copy, that Steph can
choose to either take seriously or mock. Summer starts building upon the game's
themes, with the last day of Pride Month causing Steph to reminisce about the
experience of growing up as a gay woman in the northwest of the USA. Autumn (or
Fall if you prefer) becomes much more somber, with a more direct representation
of the consequences of Life is Strange the first on Steph's life. I have
to say that the developers did a pretty good job here of demonstrating how the
events of the first game might have impacted a character who hadn't been
invented when the first game was developed, and I sure as hell felt bad for her. Finally, Winter concludes with Steph maybe finding a little solace after the
rather difficult feelings brought up by the previous season, although still
dwelling, appropriately, on the lonesome image of her popping champagne by
herself at midnight, alone in the record store.
I like to play Life is Strange games slowly, one chapter or episode a day
whenever I'm coming to one fresh or doing a replay, and while
Wavelengths realistically is too short for this to be a sensible approach
if you want a big hit of gameplay and/or of the character in one go, I did find
it to be quite evocative of the "nostalgic" experience of life that the series
has always captured so well, in which you know the ending is coming, and you
want to see it, but at the same time you don't want it to end. I felt pretty
deflated when Wavelengths did end, not because I didn't like it but
rather because I enjoyed my time as Steph and wanted more, just like I did with
True Colors proper. In fact, I think I probably enjoyed
Wavelengths more than the main game given its slice-of-life focus and
intensity of the kind of indie music that has always been so fundamental to the
franchise's atmosphere. Being able to actually queue up the records every season
and have them play in the background is great, and the official album or single
artwork for each release is even rendered in the series' distinctive
impressionist-watercolour art style. I would have liked more songs, especially
in Spring where the auto-DJ defaults to crappy country and western library
music, but I appreciate that that was kind of the point, and as the game goes on
and Steph customises the playlist further, the automatic music becomes much more
in keeping with her style.
Another significant feature of this DLC is the return of Steph's friend Mikey,
also from Before the Storm, with whom she plays tabletop RPGs, this time
over video chat, another pre-emptive retroactive nod to the years of lockdowns
and working from home. It's good to see the character return and he's used
effectively to demonstrate Steph's genuine and lasting friendships and how she
doesn't always need to run away. There are also very, very brief voice
cameos in Steph's recollections of Chloe and Rachel, both voiced by their
Before the Storm voice actors, but this is pretty perfunctory, not that I
really expected more. I think it's better to keep this stuff limited, especially
as Steph is a character retconned into the story by the prequel; this implies
that after Before the Storm she and Mikey would hang out with Chloe and
Rachel sometimes but seemingly left before Rachel disappeared (and, depending on
your choice, Chloe was murdered). It's a nice touch without going into too much
detail if you haven't played the original game. I think either way it works,
although the version in which she lost her mother to the storm is probably a
little more believable than the loss of two friends with whom, by the time of
the original game, she was presumably (had she been invented yet) no longer
closely in touch.
I suppose Wavelengths gives True Colors the greater longevity and
development of its secondary characters that I thought it needed, but despite
featuring one of the same characters and taking place in part of the same
setting it almost feels more like a separate experience in its own right,
independent of the central game. I think it demonstrates a direction that the
series could continue on further, i.e. focusing more on the day-to-day and
exploring characters' lives in detail, and working that into a narrative in its
own right. In the event that Deck Nine makes another Life is Strange game
in a few years, I wouldn't object to it taking a healthy dose of inspiration
from Wavelengths. I've played it through twice now, and I feel that
there's probably still more optional dialogue I could unearth, but it kind of
feels melancholy to think that now I really, truly have completed
True Colors. I don't even want to finish writing this review because that means it's really over. Life is Strange is notorious for leaving its fans
with that feeling, and this is no exception. I return to the same question I
asked of True Colors: what do these games offer us that is missing in our
own lives? And would we really be happier if we could be like Steph, feeling
isolated and alone in a small-town radio station? What do
we actually want, and where do we want life to take us? If something like Wavelengths has so much appeal, I
think it speaks more powerfully than ever to the series' connection with the
desire for what is simply a more emotional life, and a more emotionally
experiential one, in which we can feel something, rather than just being.
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