Life is Strange: True Colors shows the power of Alex’s empathy in new E3 showing
Life is Strange: Real Colors designer Deck 9 exposed more details about the video game’s compassion mechanic in a discussion throughout publisher Square Enix’s E3 discussion Sunday. The next Life is Unusual video game, which is arranged to be launched on Sept. 10, has to do with a 21-year-old Asian American lady called Alex Chen who transfers to Colorado to reunite with her sibling Gabe. When her sibling inexplicably passes away, Alex utilizes her supernatural power, Compassion, to learn what took place in the peaceful mountain town.
The clip reveals that Alex has long had a hard time with these powers; she calls them a curse instead of a present, usually ending up being overwhelmed by others’ sensations of unhappiness, anger, and worry. Throughout the story, she pertains to terms with her powers and discovers catharsis in unraveling what took place to Gabe, according to the trailer.
“Life is Strange: True Colors, at its core, is about empathy,” Felice Kuan, Real Colors senior personnel author, informed Polygon. “We were interested in the way that narrative games are kind of empathy engines, because you are literally embodying the experience of another character. We wanted to take that concept even further and make that the premise of the game — and, in fact, give the player a chance to embody a character who then herself embodies the lived experiences of other characters in the game.”
When a character in Real Colors experiences a strong feeling, Alex (and the gamer) will have the ability to see their entire body radiant with a vibrant aura. Alex can hear ideas and sensations; in the trailer, Alex strolls in on another character, Mac, thinking of a secret he’s attempting to avoid his sweetheart, Riley. The gamer, as Alex, will then need to pick how to continue: Do you inform Riley, or cover for Mac? These minutes effect Real Colors in methods huge and little.
For individuals experiencing even more powerful feelings — detailed with a brighter, more lively aura — Alex can nearly occupy their brain through a mechanic called “Nova.” Manufacturer Rebeccah Bassell informed Polygon that these are “bespoke” minutes that change Alex’s truth. She can “see” an extreme feeling manifest itself and after that take off — actually — in the space.
“There’s a lot of nuance to how people experience emotion,” Bassell stated. “We can’t just say that everybody experiences sadness this way, or happiness this way, so each moment is tailor made for the person itself, and the person who’s experiencing that emotion.”
She indicated a minute from the clip when Alex connects to an artist called Charlotte. “When she has a very strong emotion, the paint brushes fall off the wall, grotesque statues begin to emerge, and you can see her hammering away the statue,” Bassell stated. “Alex can see those environmental changes as clues to help figure out what Charlotte — or whoever she’s talking to — is feeling.”
Then, gamers choose how to utilize that details: Do you assist this individual through whatever they’re going through? Or do you, possibly, remove that feeling — and what effect does that have on Alex and the other characters?
At its core, Real Colors has to do with human feeling and compassion, about linking to other individuals. “Alex’s power serves as an incredible vehicle to get into that, and we try to explore it from every angle imaginable,” Deck 9 author Jonathan Zimmerman stated.
Zimmerman stated the core tenets of the Life is Unusual franchise — normally, these are narrative video games with character-driven stories — stay in Real Colors. Still, there are some distinctions. For one, the video game has a single release date; Deck 9 is moving far from Dontnod’s chapter-based release schedule. The story, too, is a bit more fully grown; previous video games included teenagers, and Alex is somewhat older at age 21. The option to concentrate on older characters was intentional, Deck 9 stated, and in the course of her story, Alex will be coping with things that are relatable to individuals closer to her age.
The setting, in the village of Sanctuary Springs, makes the video game base on its own, different from the other titles. Sanctuary Springs is embeded in Colorado, an imaginary town motivated by the real-life state, which simply takes place to be where designer Deck 9 lies. It’s a location that looks phony (due to the fact that it’s so dang quite) up until you see that it’s really genuine, Bassell chuckled.
“The forced intimacy of a small town was something we deliberately closed as a place for Alex to cope with a similar kind of issue with her emotional intimacy,” Kuan stated. “She comes to know people extremely well. And that can be wonderful and enhance belonging. And that can be a big problem as well.”
Jobber Wiki author Frank Long contributed to this report.