my "life is strange 2" review

 1)     My review on the game

Life is Strange 2 Review: A Journey of Choices, Consequences, and Humanity

Life is Strange 2 is an interesting and good game. It’s not perfect but it’s something I do enjoy playing. I have been reading reviews from people who have their opinions about the game, both good and bad. Especially with the politics of this game. I don’t usually play this sort of game, but I had to give it a try.

 

At the heart of Life is Strange 2 is the journey of two brothers, Sean and Daniel Diaz, who are forced to flee their home in Seattle after a traumatic incident with a police officer. While the game’s narrative revolves around issues of race and immigration, I found it to be much more universal than that. As a Deaf and gay person, I’ve experienced my own struggles with being “othered”—whether it’s in how people treat me because of my deafness, or how my sexual orientation has made me feel isolated at times. Watching Sean and Daniel navigate a world that is hostile and prejudiced against them, I couldn't help but relate to their feelings of fear, rejection, and frustration.

The game delves into the complexities of what it means to survive in a world where you’re constantly judged, whether it’s because of your ethnicity, your appearance, or something you can’t control. Sean is thrust into the role of protector for his younger brother Daniel, and watching him grapple with that responsibility—while also dealing with his own moral compass—felt deeply personal. It’s a reminder of how important it is to fight for those you love, especially when the world is determined to tear them down.

 

One of the most compelling aspects of Life is Strange 2 is the way it gives you control over how the story unfolds. The game offers you difficult choices that feel truly impactful. For example, in the opening episode, you’re confronted with a racist man who accuses you of theft (whether you’re guilty or not), and you must decide how to respond. You can choose to flee, steal in retaliation, or even resort to violence to defend yourself. The choices you make set the tone for the entire journey.

As I played, I found myself struggling with the urge to exact revenge on those who treated the Diaz brothers unfairly, especially in the face of the systematic racism and hostility they faced. The temptation to use Daniel’s supernatural powers to get back at people who wronged them was strong, yet I feel like it’s not something we should want. Yes people are bigoted and rotten and deserve everything they get. But what would that say about us? About me, even?

There’s a subtle but important distinction in the game between self-defense and seeking revenge. While it's easy to justify using powers or violence in response to mistreatment one has to wonder what do we hope to achieve by lashing out in anger? I’m not saying we should turn the other cheek or be forgiving, but not to let it affect us. I know I’ve been mistreated so much myself, though not to the extent what these boys had, but it affected me so bad that I wish I could suspend time and give those who wronged me a piece of my mind. But even if that was offered, I wouldn’t take it. Again, not as forgiveness, or that I am better than them, but I just don’t want them to have any power over me.

 

For me, this mirrored experiences I’ve had in my own life. There are times when my Deafness or my sexuality has made me the target of mockery or discrimination. The temptation to lash out and assert myself is always there, but it also raises the question: What do we really gain by responding with anger or revenge? In Life is Strange 2, the game doesn’t give you simple answers. It forces you to reflect on the consequences of your actions—not just for yourself, but for those around you.

As Sean, you’re given the responsibility of shaping Daniel’s future. He’s young, impressionable, and unaware of the cruelty of the world, which makes the burden even heavier. As I played, I found myself constantly asking, "What kind of person do I want Daniel to become?" The choices I made had a ripple effect on him. It made me reflect on the impact that my own decisions have on others—whether it’s how I stand up for myself as a Deaf individual, or how I support and defend my LGBTQ+ community.

Character Development and Relationships

The emotional core of Life is Strange 2 is the relationship between Sean and Daniel. The game does a remarkable job of portraying their evolving dynamic as they journey through the hardships of their world. At the start, Daniel is a naive child, unaware of the harshness of life, but as the story progresses, he becomes more aware of his powers—and of the world’s injustices.

Watching Daniel grow, not just in strength but also in his understanding of morality, felt deeply moving. The game does a fantastic job of showing how your actions—whether gentle or forceful—shape Daniel’s view of the world. As someone who has had to navigate my own growth and understanding of who I am, I couldn’t help but relate to Daniel’s development. There were moments where I was frustrated with him, especially as he struggled to reconcile his powers with his own sense of right and wrong. But those moments also reminded me of the challenges I’ve faced in my own life: learning how to stand up for myself, discovering my own sense of morality, and figuring out how to live authentically in a world that sometimes wants to make me shrink.

Reflection on Real-World Issues

While Life is Strange 2 certainly deals with issues of race, immigration, and systemic injustice, its themes are universal in many ways. The game doesn’t just focus on the Diaz brothers' struggles as immigrants—it touches on the broader experience of being marginalized, whether for your race, your disability, or your sexual orientation.

As a Deaf and gay person, I’ve felt the sting of exclusion and prejudice. Whether it’s the frustration of having to constantly explain myself in a hearing world, or the discrimination I've faced within the LGBTQ+ community, Life is Strange 2 brought those feelings to the surface. The game confronts uncomfortable truths about the world we live in, but it also encourages empathy. It asks players to reflect on what it means to be part of a marginalized group, and how we can fight for our rights without compromising who we are.

The tension in the game between the urge for vengeance and the need for self-preservation mirrored something I’ve struggled with in my own life. I’ve faced moments where it would have been so easy to lash out against those who’ve wronged me—but doing so wouldn’t have healed me, and it wouldn’t have made me any better than the people who hurt me. Life is Strange 2 asks the question: How do we hold on to our humanity when the world constantly tests it?

Character Development and Relationships

A key strength of Life is Strange 2 is its portrayal of the bond between the two brothers. Sean’s responsibility for Daniel, who begins the game as a naive child unaware of the world’s darker sides, forms the emotional core of the story. As the story progresses, Daniel grows in power and understanding, but he also becomes more susceptible to the influence of his surroundings—whether it’s the choices you make as Sean or the people you meet on the road.

The game does a fantastic job of showcasing how different decisions influence the relationship between the brothers. At times, Daniel’s growing abilities could feel like a burden, especially when he’s pushed into making tough moral choices of his own. The game asks you to consider not only the consequences for yourself but also for Daniel, who is learning from your decisions.

 

 

 

2)       The issues of immigration, racism and such.

 

For many fans of the game, this focus on immigration and race was one of its most powerful aspects. The depiction of systemic injustice, particularly the way that the Diaz brothers are treated by law enforcement and society at large, was deeply resonant. Sean and Daniel, as Mexican immigrants, are targeted by racist individuals and subjected to unfair treatment by authority figures throughout their journey. For players who have experienced discrimination, whether due to their ethnicity, background, or other marginalized identities, Life is Strange 2 feels like a reflection of the struggles they may face in real life.

However, not everyone embraced the game’s political themes. Some critics felt that the game’s treatment of these topics was too overt or preachy. For them, the game’s narrative could feel like an exercise in moralizing, rather than offering a compelling story. These players argued that the portrayal of immigration and racism was simplistic or even reductive, offering little space for nuance or alternative viewpoints. Some felt that the game’s stance on these issues alienated them, leaving little room for dialogue or differing opinions. For them, the game’s messages about race and justice were heavy-handed and did not allow for a broader exploration of complex social dynamics.

The Power of Choice—and Its Consequences

For many fans, the game’s exploration of these moral choices is what makes it so compelling. It asks players to engage with difficult questions of justice, power, and revenge. In a world where systemic racism and prejudice are prevalent, how far are you willing to go to defend yourself or protect your loved ones? The game’s portrayal of these choices—often without easy answers—feels real and raw. It mirrors the complexities of real-world moral dilemmas, especially when faced with systemic oppression.

On the other hand, some critics of the game argue that the choices presented to the player are not as morally complex as they might seem. They contend that the game pushes players into certain ideological corners, making it difficult to avoid its political message. For these players, the moral decisions feel less like true choices and more like opportunities to reinforce the game’s preordained stance on race and immigration. Instead of allowing for a range of responses to injustice, they argue, Life is Strange 2 demands that players align with a certain perspective, which can feel restrictive for those who may not agree with the game’s framing of these issues.

The Relationship Between the Brothers

Beyond its political commentary, Life is Strange 2 is fundamentally about the relationship between Sean and Daniel. Sean’s role as protector of his younger brother is the emotional core of the game. As Daniel’s powers grow, Sean must balance his responsibility to keep him safe with the need to guide him in the right direction. As Daniel matures and begins to understand the world’s cruelty, the choices Sean makes take on even greater significance.

For many players, the emotional weight of watching Daniel grow and change was one of the game’s most powerful elements. The bond between the brothers feels real, and it’s easy to get invested in their journey. As a player, you become not only responsible for Sean’s decisions but also for the kind of person Daniel becomes—someone who will eventually have to navigate the same world that has treated Sean so cruelly. The emotional stakes are high, and it’s hard not to feel a personal connection to their journey.

However, some players felt that the game’s focus on this relationship sometimes overshadowed the larger political themes. Critics argue that while the game does an excellent job of portraying the brothers’ emotional bond, it doesn’t always give enough space to explore the broader social issues it raises. The game’s focus on the personal aspects of Sean and Daniel’s relationship sometimes detracts from a deeper exploration of systemic injustice, leaving some players feeling that the political commentary was more surface-level than it could have been.

 

3)       Plot holes and solutions

1. The Time Gap Between Episodes: Lack of Urgency and Consequences

The Issue:
The timeline in Life is Strange 2 is a bit fuzzy. At the start of the game, after the tragic event with the police officer, Sean and Daniel are on the run and urgently need to escape. The brothers’ goal is to reach Mexico, where they hope to find safety, but the game takes place over several months, and this large gap in time between episodes creates a sense of narrative dissonance. The urgency of escaping seems to wane as the episodes progress, which undercuts the emotional tension and makes the journey feel less perilous.

Additionally, the lack of consistent police involvement or pursuit during the brothers’ journey is strange. Given the high-profile nature of the event—Sean and Daniel were involved in a police officer's death, and they’re essentially fugitives—the police should have been actively searching for them, which is rarely emphasized throughout the game. The absence of this constant pressure makes the brothers' escape feel too easy at times, undermining the stakes of their journey.

Possible Solutions:

  • Increase the Tension with Ongoing Police Pursuit:
    One way to resolve this issue would be to show more direct consequences from the incident early on. The game could have highlighted more of the media’s obsession with the brothers as fugitives, which would have made their every move feel more dangerous. It could also depict the authorities stepping up their search. For example, Sean and Daniel could come across roadblocks or police checkpoints more frequently as they travel. There could be a constant sense of "we need to move fast" in the air, with the brothers needing to change their route or hide more often. This would reflect the urgency of their situation and create more tension.
  • Tighten the Timeline for Episodes:
    Instead of the vague time jumps between episodes, Life is Strange 2 could have adopted a more immediate, real-time progression, where the brothers’ journey is shown over the course of days or weeks rather than months. This would better convey the sense of urgency, with Sean constantly reminding Daniel about the need to stay ahead of the law and avoid drawing attention. Additionally, the timeline could be more explicitly stated at the beginning of each episode to give players a clearer understanding of how long they’ve been on the run.
  • Consequences of Time:
    The game could have shown more clear, practical consequences of time passing. For example, Sean and Daniel’s resources could dwindle as time passes, forcing them to make more desperate choices. They could experience exhaustion or sickness from constantly being on the move. This would make the urgency of their goal—getting to Mexico—feel more real, as the brothers would be physically and emotionally worn down by the journey.

 

2. Lack of Realistic Police Involvement

The Issue:
In the early episodes, Sean and Daniel’s flight from Seattle feels like a desperate escape. Yet, as the game progresses, there is little to no active involvement from the police, which feels unrealistic given the severity of the crime they were involved in. Sure, the game hints at some pursuit through radio announcements or brief news reports, but the brothers rarely seem to face the consequences of their fugitive status, which detracts from the tension of their escape.

At one point, it feels like the brothers are slipping through the cracks of a nationwide manhunt. The lack of police interference during critical moments—such as crossing state borders or even interacting with people who might recognize them—makes their journey feel almost too easy. While there are minor interactions with law enforcement (e.g., a sheriff in Episode 2), they don’t really result in any lasting consequences, nor do they escalate as you’d expect from a high-profile case.

Possible Solutions:

  • A More Persistent Law Enforcement Presence:
    The police should have been more of a constant threat throughout the journey. They could have been a looming presence, with news reports and sightings triggering the brothers to alter their plans. For instance, every time the brothers stop to get supplies, there could be a lingering threat of being recognized. Law enforcement could have shown more vigilance at borders, bus stations, or other public places where the brothers might have been vulnerable.

Perhaps, there could be moments where Sean and Daniel must make tough decisions to avoid police detection—like hiding in plain sight or using their environment to create distractions. For example, if a character like the Hunter or Finn had recognized them, they could have been forced to either hide or leave, complicating their relationships and introducing more tension.

  • The Game Could Introduce a Detective or Officer Following the Brothers:
    A subplot could involve a specific detective or police officer (maybe even an officer who was involved in the original incident) who is persistently after Sean and Daniel. Instead of abstract news reports, this could manifest as actual scenes where the brothers narrowly escape detection. If this officer were a more personal antagonist, they could create more of an emotional connection to the player. The officer could be portrayed as a relentless pursuer, perhaps even developing a moral conflict of their own—torn between justice and empathy for the brothers.
  • Consequences for Public Exposure:
    There could be greater repercussions when Sean or Daniel interact with people who are either unaware of their fugitive status or actively support them. Some characters might betray them to the police for money or safety, leading to scenes of heightened danger. Alternatively, if the brothers are publicly recognized (say, through news stories or online posts), they should face immediate consequences like roadblocks, a narrowing of their options, or the need to take more dangerous routes to avoid capture.

 

3. Greater Focus on the Social and Political Context of the Brothers’ Fugitivity

The Issue:
While the game touches on issues like immigration, race, and justice, it doesn’t fully dive into how these issues would affect the brothers as fugitives, especially in a post-2010s America. For example, they’re on the run in a country where deportation, racial profiling, and systemic injustice are serious threats to people like them. However, these issues are often brushed over in favor of a more focused narrative on the brothers' relationship. While this is a powerful story choice, it means that the urgency of their situation can sometimes feel like it's missing the larger, more immediate risks that should come with being in their position.

Possible Solutions:

  • More Realistic Depictions of Immigration Struggles:
    Given the brothers’ situation as Mexican immigrants trying to cross into Mexico, their journey could have reflected more of the systemic obstacles that immigrants face in the U.S., particularly under an administration hostile to immigrants. For example, they could have encountered more encounters with ICE (Immigration and Customs Enforcement) or been more directly impacted by anti-immigrant sentiment. There could have been scenes where the brothers are forced to make quick decisions about who they trust and where they go next, constantly trying to evade detection while trying to remain safe from deportation or arrest.
  • Highlighting the Brothers’ Place in the Broader Social Context:
    The brothers’ journey could have been more directly shaped by the socio-political environment of the time, especially regarding how authorities and the public perceive them. At times, the game touches on racism and prejudice, but a deeper exploration of how the brothers' status as "illegals" affects their interactions could have been a focal point. For example, they could have crossed paths with others in the same situation—undocumented immigrants fleeing violence, looking for safety, or even trying to get to Mexico—and experienced a greater sense of solidarity or division. This could have added more emotional weight to their mission, making the journey more complicated by the intersection of their identities and their circumstances.
  • The Immigrant Experience and Crossing Borders:
    The game could have had more focus on the challenges of crossing borders—both the physical and metaphorical ones. The brothers could have encountered people who were just as desperate, or worse off, creating moral dilemmas and showing the harsh realities of border crossings. The brothers’ attempts to reach Mexico could have been impeded not just by law enforcement, but by the systemic violence, corruption, and exploitation that immigrant communities often face.

 

4. The Lack of Consequences for the Brothers' Early Actions

Plot Hole:
In the early episodes, Sean and Daniel are forced to go on the run after an accidental police shooting. Despite being involved in a highly publicized incident, there seems to be little investigation into their actions, and they often move across state lines without much concern from authorities. The lack of serious police pursuit early on, especially considering how intensely the event is portrayed, feels unrealistic. Law enforcement would likely be searching for them across the country after such a major event.

Solution:
To fix this, the game could have introduced more consequences for the brothers' actions early on. For example, the authorities could have been more actively hunting for them, which would add tension and make the journey more perilous. Alternatively, the game could have used the news coverage or social media to highlight the brothers’ growing notoriety. Having law enforcement track them in a more organized way could raise the stakes and create moments where the brothers have to constantly outwit or evade the law, further adding to the stress and pressure they’re under.

Additionally, the game could have made it clear that their status as "fugitives" had a real impact on their ability to find shelter, resources, and safety. This would also provide an opportunity for the brothers to encounter more morally ambiguous characters, as some might be willing to help them while others might fear the consequences of aiding them.

 

5. Daniel’s Powers and Lack of Proper Control

Plot Hole:
Daniel’s supernatural powers are central to the story, but throughout the game, there’s a lack of consistent explanation or exploration of why his powers work the way they do. In particular, there are moments when Daniel’s powers are used seemingly at random or without the full scope of control, but other times he seems to be able to use them in a way that would be much harder to explain or predict.

For example, in Episode 2, Daniel uses his powers to save Sean during a confrontation, but the game doesn’t fully address the limitations of Daniel’s control over them. Sometimes his powers appear to be under his conscious control, and other times they manifest spontaneously or with little apparent reason.

Solution:
A more consistent exploration of Daniel’s powers could have made the narrative feel more grounded. The game could have taken time to explain that Daniel's powers were growing out of his emotional state and that as he matured, they became harder for him to control. The more Sean and Daniel struggled with their circumstances, the more Daniel’s powers could have fluctuated in strength and stability, with certain emotional events being triggers. This would have made Daniel’s powers feel more unpredictable, heightening the drama and uncertainty of his journey.

Another solution could have been for Sean to help Daniel with emotional regulation, using more deliberate training or exercises to teach Daniel how to control his powers. This would not only make the power dynamics between the brothers clearer but also provide more narrative weight to the choices Sean makes in guiding his younger brother. More emphasis on Daniel learning to control his abilities could have allowed for more conflict—especially as his powers grow stronger and more uncontrollable in later episodes.

 

6. The Unclear Role of the "Hunter" in the Story

Plot Hole:
In Episode 3, the character of the "Hunter," a religious figure who believes the Diaz brothers are part of some larger cosmic purpose, is introduced but doesn’t play a significant enough role in the story to justify the attention given to him. While his initial encounter with Sean and Daniel seems like it might be a major development, he fades from the narrative without any clear resolution. The game sets him up as a potential antagonist or mentor figure but never really explores his motivations or his role in the brothers’ journey.

Solution:
A better way to address this would have been to either develop the character of the Hunter further or remove him entirely. If the Hunter was intended to be a source of guidance or conflict, his role should have been expanded. Perhaps Sean and Daniel could have stayed with him longer, allowing him to become more of a mentor figure (albeit a morally ambiguous one), or he could have presented a deeper ideological challenge to Sean, forcing him to reconsider his approach to morality and responsibility.

Alternatively, if the Hunter’s role was meant to be a brief encounter, his presence could have been better integrated into the larger narrative by providing a clearer thematic purpose—such as exploring how people often project their own beliefs onto others, or how religion can be used both to inspire and control. His sudden disappearance feels abrupt, especially considering the impact he initially had on the brothers.

 

7. The Brothers’ Journey Lacks Real Social Commentary on Being an Immigrant

Plot Hole:
Though Life is Strange 2 makes a strong effort to address the issues of immigration and systemic racism, some players have felt that the game doesn’t fully dive into the nuances of these topics. There are a lot of “bad guys” that the brothers encounter—racists, corrupt authority figures—but the broader social, political, and cultural implications of being an immigrant in the U.S. are often presented in a somewhat surface-level manner.

Solution:
The game could have incorporated more moments where Sean and Daniel interact with other immigrants or people from different backgrounds who have their own personal stories of what it means to be an "outsider." These interactions could provide more depth to the narrative and show the complexity of the immigrant experience. The game could have also explored how immigration laws and societal expectations impact families in more detail, from their fears of being detained, to the ways their status as outsiders affects their opportunities for work, education, and safety.

Additionally, showing how the brothers’ relationship to their identity evolves in the face of these societal challenges would make their personal journey feel even more relevant to the themes of immigration. Maybe Sean could have had moments of questioning his own sense of belonging, reflecting on how he’s treated in a country that often views him as "other." This could have added a layer of internal conflict to the game, making the brothers’ journey not just about external survival, but also about navigating their place in a divided world.

 

8. The Ending and Its Lack of Closure

Plot Hole:
The final episode of Life is Strange 2 provides players with multiple endings based on their choices, but for many, the ending feels somewhat abrupt or lacking in closure. The fates of Sean and Daniel seem rushed, and the choices made throughout the game don’t always feel fully explored or resolved. While the emotional payoff of the ending is significant, some players felt that the game’s narrative couldn’t fully reconcile its weighty themes with the way the story concludes.

Solution:
To address this, the game could have provided more time for the final confrontation and decision-making process. Instead of rushing to wrap up the story, the developers could have given Sean and Daniel more space to reflect on their journey, their growth, and the choices that led them to this point. The brothers could have encountered more meaningful resolutions to their emotional arcs, allowing them to come to terms with their past actions and their future. This would have made the ending feel less like an abrupt culmination of events and more like a natural conclusion to the brothers' transformative journey.

Additionally, the game could have explored a more definitive future for the brothers, showing how they’ve changed and how their relationship has evolved as a result of their experiences. More closure on their individual character arcs would have helped bring a more satisfying emotional resolution to the story.

 

4)       Making choices and consequences like the game “Detroit become human

 

1. More Branching Paths for Character Relationships

Current State in Life is Strange 2:
In Life is Strange 2, the most important relationship is that between Sean and Daniel, but while the choices you make influence their bond (for example, how Daniel sees Sean or how he reacts to certain situations), the story mostly keeps the brothers on a fixed path, with limited variations based on your decisions. You can shape Daniel’s personality and his moral compass, but it doesn't feel as though you have as much agency in how his development directly changes the course of the plot or impacts the ending. The relationship feels largely driven by the main plot, with decisions having a more subtle or abstract effect.

How it Could Be Like Detroit: Become Human:
In Detroit: Become Human, every character has a complex web of interactions with others, and your choices constantly shift the dynamics of these relationships. If Life is Strange 2 had adopted a similar approach, your decisions could have had more profound and far-reaching consequences on how Sean and Daniel interact with each other—and with other characters they meet along the way. For example:

  • Rivalry vs. Brotherhood: Your choices could affect whether Sean and Daniel's relationship is one of mutual respect, sibling rivalry, or even estrangement. If Sean is too harsh or manipulative with Daniel, Daniel might grow resentful, potentially creating a rift that could alter key moments in the story. In contrast, if Sean offers more trust and patience, Daniel might grow more confident and morally grounded.
  • Trust and Loyalty: Characters the brothers meet could have more dynamic relationships. For example, characters like the "Hunter" or the group they meet in Episode 3 (Finn, Cassidy, etc.) could develop their own unique relationship with Sean and Daniel based on your choices. You could either have an adversarial relationship with certain characters, or you could form deep bonds of trust and camaraderie that help or hinder your journey. Depending on how these relationships evolve, the outcomes of episodes could shift more dramatically.
  • Romantic Relationships: If the game explored a romantic subplot (similar to Detroit’s relationships), players could have the ability to form meaningful bonds with characters like Cassidy or Finn, where your actions directly influence the course of those relationships. The emotional stakes could be raised by choices like whether to protect or abandon these characters, whether to encourage or shut down their feelings, and how those choices impact the group dynamic.

 

2. Direct Impact on Plot and Outcomes

Current State in Life is Strange 2:
The choices in Life is Strange 2 do impact the storyline, but they often feel secondary to the broader narrative arc. The story’s conclusion and emotional beats feel relatively set, and the decisions you make mostly impact small aspects of the game—like whether Daniel gets upset with Sean or how much support they receive from others. There is some flexibility, but the plot moves largely in the same direction regardless of your choices.

How it Could Be Like Detroit: Become Human:
In Detroit: Become Human, choices often have immediate consequences that ripple throughout the rest of the game. Imagine if Life is Strange 2 had given more direct weight to the player’s decisions, where your choices shaped major shifts in the storyline or led to significantly different outcomes, especially in relation to the brothers’ journey. For example:

  • Character Survival and Consequences: Like Detroit’s choice to save or sacrifice certain characters, decisions could directly impact whether characters survive or die based on Sean and Daniel’s interactions. For example, if Sean were too harsh or selfish in certain situations, characters like Finn or Cassidy could die or be arrested, directly altering the brothers’ path. If Sean chose a more empathetic approach, certain characters could remain alive and become critical allies later in the game.
  • Moral Choices That Affect the Larger Narrative: The choices between “revenge” and “self-defense” could play out more visibly in Life is Strange 2. If the player chooses to respond violently to injustice, it could create lasting tensions with other characters—both allies and antagonists—forcing Sean and Daniel to confront the consequences of their anger and aggression. A character like Daniel could begin to view Sean differently based on how he handled these situations, leading to a changing power dynamic between the brothers.
  • Diverging Story Paths: The game could have implemented more diverging story arcs based on the relationships you build with different characters. If Sean and Daniel form strong bonds with certain people, that could affect the final mission or the brothers’ chances of survival. The game could create different factions or alliances, where the relationships you build shape the support and resources available to you in the final episodes. These shifts in power and relationships would force you to consider how you interact with others and not just whether you make the “right” moral choice.

 

3. Multiple Endings Driven by Character Dynamics

Current State in Life is Strange 2:
While the game does have multiple endings, the core emotional outcome is determined by how the brothers’ journey plays out. Most of the endings are variations on the same central idea: the brothers are either reunited or separated, with Daniel’s powers playing a central role. However, the exact ending depends more on overall plot choices than on the deeper relationships you’ve built throughout the game.

How it Could Be Like Detroit: Become Human:
In Detroit: Become Human, the game features multiple endings that feel deeply connected to the player’s choices and the relationships they’ve nurtured throughout the game. Each of the protagonists—Connor, Kara, and Markus—has a different path that can diverge significantly based on how they interact with others, form alliances, and make ethical choices.

For Life is Strange 2, relationships could have played a central role in unlocking these alternative endings. For instance:

  • Brotherhood and Unity: If Sean and Daniel maintained a strong, trust-based relationship throughout the game, they might end up with a more hopeful and united ending, where they find peace or safety together. Conversely, if Daniel grows resentful or rebellious against Sean (perhaps because Sean’s decisions were harsh or conflicting), the brothers might go separate ways, with Daniel taking a more independent or dangerous path.
  • Character Arcs and Emotional Payoffs: Imagine if characters like Finn or Cassidy had larger roles in the ending based on your relationship with them. In one ending, they might sacrifice themselves for the brothers, in another, they might betray them out of self-interest or fear of the law. The relationships you build could completely change how the final moments of the game play out, creating different emotional climaxes depending on who’s with you and who’s not.

 

4. A More Fluid Moral Compass

Current State in Life is Strange 2:
Life is Strange 2 has a moral framework, but it often feels binary. Sean is either "good" or "bad," with the choices he makes mostly impacting his relationship with Daniel or other characters. While this allows for emotional weight, it doesn’t always reflect the moral complexity of real-life decisions. Characters are often painted as either villains or heroes, and the game doesn’t explore the nuances of these moral choices in enough depth.

How it Could Be Like Detroit: Become Human:
One of the standout features of Detroit: Become Human is how it handles the complexity of morality. Each decision feels like a spectrum, where players can choose between more morally gray options, leading to complex outcomes. If Life is Strange 2 had adopted a similar system, choices could have been more reflective of a character’s emotional state, history, and future. For example:

  • Shades of Morality: Instead of being forced into stark choices like “should Sean steal” or “should Sean confront a racist person,” the game could have given more middle-ground options. For instance, Sean could have chosen to de-escalate a situation without necessarily being passive, or he could have stood up for himself and Daniel in a more indirect way that doesn't necessarily mirror his earlier violent or empathetic actions.
  • Character Evolution Based on Interactions: Rather than having a fixed good-bad spectrum for Sean’s character, his morality could evolve over time based on his interactions with others. If he built bonds based on trust and care, he could lean toward a more empathetic path, while if he made more harsh decisions (choosing violence, betrayal, or abandoning people), his moral compass would shift in a darker direction. This would make the choices feel more fluid, and players would constantly question what they’d do in situations where the “right” choice is unclear.

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