Life Is Strange: Double Exposure is arriving soon, and it takes Max Caulfield on a new journey from one coast of the United States to the other.
In a sneak peek, we got to experience 45 minutes of the game where Max has new powers to jump between parallel realities. In one world, her friend Safi is alive; in the other, Safi has been murdered, and the killer might still be out there. Max’s quest is to save her friend before it’s too late. We had the chance to chat with Jonathan Stauder, the game’s creative director, and Felice Kuan, the narrative director, about Max’s new story and her move to Vermont.
GameSpot: Does Double Exposure choose one ending from the first game as the true ending?
Jonathan Stauder: Not at all. When you start the game, you’ll get to decide what happened in the first game. From there, your chosen path becomes your canon.
So Max isn’t shifting between two realities from the first game’s ending?
JS: Exactly. The two realities are simple: one where Safi is alive and one where she’s dead. It has nothing to do with Arcadia Bay.
Why did you decide to move Max to Vermont?
Felice Kuan: We wanted her far away, on the opposite side of the country. Plus, we were excited about having a winter setting after the Halloween vibe of the last game.
How can players be sure this is the same Max from the first game?
JS: It’s definitely your Max. Once you confirm your choice from the first game, you carry that Max forward and evolve her story.
The plot sounds like the movie Another Earth. Was it an inspiration?
[Both developers confirm they haven’t seen it.] Were there other inspirations?
FK: The multiverse concept is very popular in literature, but we wanted to find Max’s unique take on it. We aimed for her meaningful intersection with these ideas.
JS: I’m a big fan of Remedy games and their unique style. We wanted to create our own version of time travel across alternate universes. Later in the game, you might notice visual elements that feel a bit like Remedy’s work.
Will there be licensed music in this game?
JS: The soundtrack will be filled with fresh, original music. We wanted the music to reflect Max and Safi’s story and how they influence each other. More details on the music will be released before the game launches.
Fans, we really hope this game lives up to the hype.
Some fans think bringing Max back is just fan service. What’s your take?
FK: Once you play the game, it will be clear that this story is meant for Max. The first game was very impactful, and there’s still a lot to explore after her big choice.
JS: We found that shifting between two different timelines was a great way for Max to work through her issues from the first game and find some closure. We realized this could be a great Max game, and here we are.
Are there things you couldn’t do in the first game that you can do now?
JS: Definitely, especially from a technical standpoint. This is the first Life Is Strange game in Unreal Engine 5, which allows for better visuals and performance. Max’s new power to shift between spaces without load screens is something we couldn’t have done before.
FK: We love the first game and tried to build on everything it did, but more. We can now address topics like teen suicide even more openly and integrate them into the game’s core.
Do all Life is Strange games share the same universe?
JS: Yes, everything made by Don’t Nod and Deck Nine is part of one continuity. However, the comics and novels can be a bit more complicated.
So do all these characters discover their powers during their lowest points?
JS: Exactly.
KF: Not every power is suitable for a Life is Strange game. The powers need to be closely tied to the character’s trauma, and when that connection clicks, it’s exciting.
Life Is Strange: Double Exposure launches on October 29 for PC, PS5, Xbox Series X|S, and Switch. You can preorder now and get bonuses like a steelbook case and other goodies.