Life Is Strange: Video Games and Moral Imagination (Spoilers!)

I’ve spent a little too much time, in the past week or so, playing a game on my computer.

The game in question, with the deceptively trite title Life Is Strange, is an example of what may be an emerging genre in video games: a graphic adventure game that amounts to an especially rich and engaging interactive story, with a particular game-play mechanic, some mild puzzle solving, some free exploration of the setting of each scene, an overarching mystery to investigate, and a series of tough choices that affect future (and past!) parts of the story.

In this case, the narrative device and game-play mechanic is the ability to rewind. The main character is Maxine “Max” Caulfield, an 18-year-old photography student at a high school for the arts, who suddenly finds herself able to manipulate time by undoing some decisions and trying other options. Important elements of the plot and a number of the puzzles that need to be solved depend on this ability.

SPOILER ALERT! I will not reveal any particular details of the plot, especially from the later chapters, but I will be discussing the general outlines of the game and the general outlines of its ending. If you have an interest in video games that might lead you to play Life Is Strange, and if you really don’t like to know too much about the trajectory of a story before you start it, you might not want to read on.
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