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#chloe and alex (oxenfree)
jesse-wilder · 4 months
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Paul & Alex Casey: Aren’t there other people you can choose to torture with your existences?
Delsin, Fetch, Eugene, Chloe & Alex: Yes, but we choose you two because we hate you!
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aluka · 2 years
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i love when media aboyt timeloops have girls with blue hair in them you need to have a girl with blue hair for your timeloop to be complete
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ao3feed-seanfinn · 8 months
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by motts31
“One, Two, Three.. One, Two, Three, Hey, Alex, Jonas, Do you guys copy?”
Sean had thought about that radio message for a long while.
Maybe it was time to take a trip.
OR
Sean and the other Life is Strange protagonists take a trip to Edwards Island.
OR
a fic inspired by the Oxenfree easter egg in Life is Strange 2
Words: 1623, Chapters: 1/?, Language: English
Fandoms: Oxenfree (Video Games), Life is Strange (Video Game), Life is Strange 2 (Video Game), Life is Strange: True Colors (Video Game)
Rating: Not Rated
Warnings: Creator Chose Not To Use Archive Warnings
Characters: Sean Diaz, Alex Chen (Life is Strange), Chloe Price (Life is Strange), Maxine "Max" Caulfield, Alex (Oxenfree), Ren (Oxenfree), Jonas (Oxenfree), Clarissa (Oxenfree), Nona (Oxenfree), The Sunken (Oxenfree), David Madsen
Relationships: Alex Chen/Steph Gingrich, Maxine "Max" Caulfield/Chloe Price, Sean Diaz/Finn, Alex & Clarissa & Jonas & Nona & Ren (Oxenfree), Alex Chen & Sean Diaz (Life is Strange), Alex Chen (Life is Strange) & Alex (Oxenfree)
Additional Tags: chenrich and sinn mentioned only, riley and Jacob will probably appear at some point, no non-canon ships - Freeform, Other Additional Tags to Be Added, Alex Needs Therapy (Oxenfree), everybody needs a hug, POV Sean Diaz, the Alex’s meet, Short Chapters, at least for rn, no beta we die like Alex’s sanity, Post-Seek Adventure Ending (Life is Strange: True Colors), Post-Save Chloe Price Ending (Life is Strange), no real canon ending for sean, sean and daniel are both in mexico, So is Karen
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64bitgamer · 1 year
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nervousllikeme · 6 years
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tattoo piece/sleeve idea: girl video game characters
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no-mercy-collision · 7 years
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Does anybody play video games and make the choices that they believe the character themselves would choose instead of making the choices you would choose? Like, play it in the actual POV of the character, and not through your own eyes? For instance, I believe Max would actually sacrifice Chloe even though it’d be the most painful experience she would ever have to go through; I believe Clementine would kill Lee because she doesn’t want him to suffer and be left as a walker; I believe that although Clarissa was a horrible person, Alex would stop at nothing to save everyone on that island. Coincidentally, the way I believe the characters would act in the situation is the same way I would. Does that make any sense?
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destiny-smasher · 3 years
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Life is Strange: True Colors
Leading up to the release of Episode 1 of TellTale's The Walking Dead game, I was working freelance for GameRevolution at the time, lived in the area, and had the chance to play a build of the game to write a preview on it. I remember comparing it to Mass Effect because, at the time, there just...weren't games of that subgenre. Of course, by now we've seen an explosion of this type of game - the 'narrative/choice-driven game,' spearheaded and even oversaturated by Telltale to their own demise.
Out of all of the games that have come from that initial boom, Life is Strange by DontNod was and still is the most influential on my life, but I also have always harbored really conflicted feelings about it - especially with how it resolved its narrative. Hell, if you're reading this, you're probably aware that I spent a few years of my life creating a sequel fanstory which I even adapted a chunk of into visual novel format. Hundreds of thousands of words, days and days of life spent essentially trying to process and reconcile my conflicted feelings about this game's conclusion(s). Since then, I've been experimenting with interactive fiction and am currently developing my own original visual novel using everything I've learned from both creating and playing games in this genre. It's a subgenre of game I have a lot of interest and passion for because, when handled well, it can allow a player to sort of co-direct a guided narrative experience in a way that's unique compared to strictly linear cinematic experiences but still have a curated, focused sense of story.
Up until this point, I've regarded Night in the Woods as probably the singular best game of this style, with others like Oxenfree and The Wolf Among Us as other high marks. I've never actually put any Life is Strange game quite up there - none of them have reached that benchmark for me, personally. Until now, anyway.
But now, I can finally add a new game to that top tier, cream of the crop list. Life is Strange: True Colors is just damn good. I'm an incredibly critical person as it is - and that critique usually comes from a place of love - so you can imagine this series has been really hard to for me given that I love it, and yet have never truly loved any actual full entry in it. I have so many personal issues, quibbles, qualms, and frustration with Life is Strange: with every individual game, with how it has been handled by its publisher (my biggest issue at this point, actually), with how it has seemingly been taken away from its original development studio, with how it chooses to resolve its narratives...
But with True Colors, all of those issues get brushed aside long enough for me to appreciate just how fucking well designed it is for this style of game. I can appreciate how the development team, while still clearly being 'indie' compared to other dev teams working under Square-Enix, were able to make such smart decisions in how to design and execute this game. Taken on its own merits, apart from its branding, True Colors is absolutely worth playing if you enjoy these 'telltale' style games. Compared to the rest of the series, I would argue it's the best one so far, easily. I had a lot of misgivings and doubts going in, and in retrospect, those are mostly Square-Enix's fault. Deck Nine, when given the freedom to make their own original game in the same vein as the previous three, fucking nailed it as much as I feel like they could, given the kinds of limitations I presume they were working within.
I'm someone who agonizes every single time there is news for Life is Strange as a series - someone who essentially had to drop out of the fandom over infighting, then dropped out of even being exposed to the official social media channels for it later on (I specifically have the Square-Enix controlled channels muted). I adore Max and Chloe, and as a duo, as a couple, they are one of my top favorites not just in gaming, but in general. They elevated the original game to be something more than the sum of its parts for me. And while I have enjoyed seeing what DontNod has made since, it's always been their attention to detail in environmental craftsmanship, in tone and atmosphere, which has caught my interest. They're good at creating characters with layers, but imo they've never nailed a narrative arc. They've never really hit that sweet spot that makes a story truly resonate with me. Deck Nine's previous outing, Before the Storm, was all over the place, trying to mimic DontNod while trying to do its own things - trying to dig deeper into concepts DontNod deliberately left open for interpretation while also being limited in what it could do as a prequel.
But with True Colors, those awkward shackles are (mostly) off. They have told their own original story, keeping in tone and concept with previous Life is Strange games, and yet this also feels distinctly different in other ways.
Yes, protagonist Alex Chen is older than previous characters, and most of the characters in True Colors are young adults, as opposed to teenagers. Yes, she has a supernatural ability. And yes, the game is essentially a linear story with some freedom in how much to poke around at the environment and interact with objects/characters, with the primary mechanic being making choices which influence elements of how the story plays out. None of this is new to the genre, or even Life is Strange. But the execution was clearly planned out, focused, and designed with more caution and care than games like this typically get.
A smaller dev team working with a budget has to make calls on how to allocate that budget. With True Colors, you will experience much fewer locales and environments than you will in Life is Strange 2. Fewer locations than even Life is Strange 1, by my count. But this reinforces the game's theming. I suspect the biggest hit to the game's budget was investing in its voice acting (nothing new for this series) but specifically in the motion capture and facial animation.
You have a game about a protagonist trying to fit in to a small, tightly knit community. She can read the aura of people's emotions and even read their minds a little. And the game's budget and design take full advantage of this. You spend your time in a small main street/park area, a handful of indoor shops, your single room apartment. It fits within a tighter budget, but it reinforces the themes the game is going for. Your interactions with characters are heightened with subtle facial cues and microexpressions, which also reinforces the mechanic and theming regarding reading, accepting, and processing emotions. And you get to make some choices that influence elements of this - influenced by the town, influenced by the emotions of those around you, which reinforce the main plot of trying to navigate a new life in a small town community.
When I think about these types of games, the conclusion is always a big deal. In a way, it shouldn't be, because I usually feel it's about the journey, not the destination. And as an example, I actually really dislike the ending of the original Life is Strange. I think it's a lot of bullshit in many ways. The setpiece is amazing and epic, sure, but the actual storytelling going on is...really hollow for me. Yes, the game does subtly foreshadow in a number of ways that this is the big choice it's leading up to, but the game never actually makes sense of it. And the problem is, if your experience is going to end on a big ol' THIS or THAT kind of moment, it needs to make sense or the whole thing will fall apart as soon as the credits are rolling and the audience spends a moment to think about what just happened. When you look at the end of Season 1 of Telltale's The Walking Dead, it's not powerful just because of what choice you're given, but because through the entire final episode, we know the stakes - we know what is going to ultimately happen, and we know the end of the story is fast approaching. All of the cards are on the table by the time we get to that final scene, and it works so well because we know why it's happening, and it is an appropriate thematic climax that embodies the theming of the entire season. It works mechanically, narratively, and thematically, and 'just makes sense.'
The ending of Life is Strange 1 doesn't do that, if you ask me. The ending of most games in this genre don't really hit that mark. When I get to the end of most game 'seasons' like this, even ones I enjoy, I'm typically left frustrated, confused, and empty in a way.
The ending of True Colors, on the other hand, nails everything it needs to. Handily, when compared to its peers.
If you're somehow reading this and have not played this game but intend to, now is probably where you should duck out, as I will be
discussing SPOILERS from the entire game, specifically the finale.
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Firstly, since I don't know where else to put this, some criticisms I found with the game. And honestly, they're all pretty damn minor compared to most games of this type.
Mainly, I just wish the whole Typhon thing was handled a bit more deliberately. It's a bit weird to do the 'big evil corporation' thing (especially when a big corporation like Square Enix occupies as much as or even more of the credits to this game than the people who actually MADE it?) without offering more explanation and subtlety. The game certainly makes some efforts but they're mostly small and mostly optional, like background chatter or a handful of one-off bits of documentation/etc. you can find in the environment. I feel like Diane in particular needed to be fleshed out just a little bit more to really sell us on how and why things like this happen, why corporations make decisions that cost people their happiness, security, and lives and they just get to keep on doing it. I think just a little bit that is unavoidable to the player that puts emphasis on maybe how much the town relies on the money/resources Typhon provides would've helped. Again, this is minor, but it stands out when I have so little else to critique.
I would've liked to get more insight on why Jed is the way he is. No, I don't think we really needed to learn more about his backstory, or even really his motivations. I think we get enough of that. I just think it would've been great to somehow highlight more deliberately how/why he's built up this identity overtop of what he's trying to suppress. Maybe even just having Alex internally realize, "Wait, what the hell, Jed has been hiding these emotions and my powers haven't picked up on it?" or something to that effect could have added an extra oomph to highlight how Jed seems to be coping with his emotions by masking/suppressing them. Also really minor complaint, but again...there's not much else here I can think to really improve on within the confines of what's in the game.
The game doesn't really call Alex's power into question morally. Like. Max has an entire meltdown by the end of her story, second-guessing if she's even helped anyone at all, if she has 'the right' to do so, how her powers might be affecting or expressing her own humanity and flaws...this story doesn't really get into that despite a very similar concept of manipulating others. There's like one bit in a document you can choose to read in Alex's 'nightmare' scene, but that's really it. I feel like this sentiment and how it's executed could have easily been expanded upon in just this one scene to capture what made that Max/Other Max scene do what it did in a way that would address the moral grayness of Alex's powers and how she uses them, and give players a way to express their interpretation of that. Also, very small deal, just another tidbit I would've liked to see.
When I first watched my wife play through Episode 5 (I watched her play through the game first, then I played it myself), I wasn't really feeling the surreal dreamscape stuff of Alex's flashbacks - which is weird, because if you're read my work from the past few years, you'll know I usually love that sort of shit. I think what was throwing me off was that it didn't really feel like it was tying together what the game was about up until that point, and felt almost like it was just copying what Life is Strange did with Max's nightmare sequence (minus the best part of that sequence, imo, where Max literally talks to herself).
But by the time I had seen the rest of the story, and re-experienced it myself, I think it clicked better. This is primarily a story about Alex Chen trying to build a new life for herself in a new community - a small town, a tightly knit place. Those flashbacks are specifically about Alex's past, something we only get teeny tiny tidbits of, and only really if we go looking for them. I realized after I gave myself a few days to process and play through the game myself that this was still a fantastic choice because it reinforces the plot reasons why Alex is even in the town she's in (because her father went there, and her brother in turn went there looking for him), and it reinforces the theme of Alex coming to accept her own emotions and confront them (as expressed through how the flashbacks are played out and the discussions she has with the image of Gabe in her mind, which is really just...another part of herself trying to get her to process things).
By the time Alex escapes the mines and returns to the Black Lantern, all of the cards are on the table. By that point, we as the audience know everything we need to. Everything makes sense - aside from arguably why Jed has done what he has done, but put a pin in that for a sec. We may not know why Alex has the powers she does, but we have at least been given context for how they manifested - as a coping mechanism of living a life inbetween the cracks of society, an unstable youth after her family fell apart around her (and oof, trust me, I can relate with this in some degree, though not in exactly the same ways). And unlike Max's Rewind power, the story and plot doesn't put this to Alex's throat, like it's all on her to make some big choice because she is the way she is, or like she's done something wrong by pursuing what she cares about (in this case, the truth, closure, and understanding).
When Alex confronts Jed in front of all of the primary supporting characters, it does everything it needs to.
Mechanically: it gives players choices for how to express their interpretation of events, and how Alex is processing them; it also, even more importantly, uses the 'council' as a way of expressing how the other characters have reacted to the choices the player has made throughout the game, and contributes to how this climax feels. We're given a 'big choice' at the end of the interaction that doesn't actually change the plot, or even the scene, really (it just affects like one line of dialogue Alex says right then) and yet BOTH choices work so well as a conclusion, it's literally up to your interpretation and it gives you an in-game way to express that.
Thematically: the use of the council reinforces the game's focus on community; and the way the presentation of the scene stays locked in on Alex and Jed's expressions reinforces its focus on emotion - not to mention that the entire scene also acts as a way to showcase how Alex has come to accept, understand, and process her own emotions while Jed, even THEN, right fucking at the moment of his demise, is trying to mask his emotions, to hide them and suppress them and forget them (something the game has already expressed subtly by way of his negative emotions which would give him away NOT being visible to Alex even despite her power).
Narratively: we are given a confrontation that makes sense and feels edifying to see play out after everything we've experienced and learned. We see Alex use her powers in a new and exciting way that further builds the empowering mood the climax is going for and adds a cinematic drama to it. No matter what decisions the player makes, Alex has agency in her own climax, we experience her making a decision, using her power, asserting herself now that she has gone through the growth this narrative has put her through. Alex gets to resolve her shit, gets to have her moment to really shine and experience the end of a character arc in this narrative.
Without taking extra time to design the game around these pillars, the finale wouldn't be so strong. If they didn't give us enough opportunities to interact with the townspeople, their presence in the end wouldn't matter, but everyone who has a say in the council is someone we get an entire scene (at least one) dedicated to interacting with them and their emotions. If they didn't implement choices in the scene itself, it would still be powerful but we wouldn't feel as involved, it'd be more passive. If they didn't showcase Alex's power, we might be left underwhelmed, but they do so in a way that actually works in the context through how they have chosen to present it, while also just tonally heightening the climax by having this drastic lighting going on. If they didn't have the council involved, we'd lose the theming of community. If they didn't have the foil of Alex/Jed and how they have each processed their emotions, we'd miss that key component. And if we didn't have such detailed facial animations, the presentation just wouldn't be as effective.
Ryan/Steph are a little bit like, in this awkward sideline spot during the climax? Steph always supports you, and Ryan supports you or doubts you conditionally, which is unsurprising but also ties into the themes of Ryan having grown up woven into this community, and Steph being once an outsider who has found a place within it. They're still there, either way, which is important. The only relevant characters who aren't present are more supporting characters like Riley, Ethan, and Mac. Ethan being the only one of those who gets an entire 'super emotions' scene, but that also marks the end of his arc and role in the story, so...it's fine. Mac and Riley are less important and younger, as well, and have their own side story stuff you have more direct influence on, too.
But damn, ya'll, this climax just works so well. It especially stands out to me given just how rarely I experience a conclusion/climax that feels this rewarding.
And then after that we get a wonderful montage of a theoretical life Alex might live on to experience. Her actions don't overthrow a conglomerate billionaire company. She doesn't even save a town, really. If the entire council thinks you're full of shit, Jed still confesses either way - because it's not up to the council whether he does this, it's because of Alex, regardless of player choice. Honestly, even after a playthrough where I made most choices differently from my wife, there weren't really many changes to that montage at the end. It'd have been great if it felt more meaningfully different, but maybe it can be. Even if not, the design intent is there and the execution still works. It's a really nice way to end the story, especially since it's not even a literal montage but one Alex imagines - again, her processing what she's gone through, what she desires, expressed externally for us to see it. And for once, the actual final 'big decision' in a game of this type manages to be organic, make sense, and feel good and appropriate either way. You choose to either have Alex stay in Haven Springs and continue building her life there, or you can choose to have her leave and try to be an indie musician, with the events of the game being yet another chunk of her life to deal with and move on from (I haven't really touched on it, but music, especially as a way to express and process emotions, is a recurring thing, much like photography was in the original game, or Sean's illustrations in LiS2). For once, a climactic 'pick your ending' decision that doesn't feel shitty. It's pretty rare for this genre, honestly.
I could - and already have, and likely will - have so much more to say about this game and its details, but I really wanted to focus on touching upon a main element that has left me impressed: the way the entire game feels designed. It feels intentionally constructed but in a way that reinforces what it is trying to express as a story. It's not just trying to make people cry for the sake of 'emotions.' It is a game literally about emotions and it comes to a conclusion in a way that is clearly saying something positive and empowering about empathy and self-acceptance.
Storytelling is a craft, like any other, and it entails deliberate choices and decisions that can objectively contribute to how effective a story is for its intended audience.
A good story isn't something you find, after all.
It's something you build.
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explosionshark · 3 years
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Mostly How to Live Here, but also Somebody's Done For!
How to Live Here: something that i don't think ever made it into the text of the fic is that Rachel paid for Chloe's entire sleeve (and that it was something that Rachel did to help Chloe cover scars + to encourage her to stop self harming)
Somebody's Done For: tbh i didn't even care about this ship before i wrote this... BUT i won myself over, it was actually nice to explore their dynamic. i also really loved writing ren + alex friendship? the oxenfree kids are good, actually
Tell me a fic you associate with my username and I’ll tell you a secret about it
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mrs-evadne-cake · 4 years
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“You shouldn't like things because people tell you you're supposed to.”- Video And Table Top Games
Since we’re about to hit the Stranger Things Doldrums where it’s been a while since S3 and S4 has just started filming and if you’re anything like me you’re gonna start jonesing bad- I thought I’d make a So You Need A Hit survival kit for myself of some Stranger Things-esque media to read/watch/play during the wait and that maybe you guys might be interested too. Not all of them are gonna set the world on fire- but hopefully there’s some stuff that people haven’t seen before Expect a lot of Small Town Nostalgia, a bunch of monsters, and more plucky, dangerously unsupervised kids than you can shake a stick at. 
(STRANGER THINGS-ESQUE RECS CON’T) 
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Night In The Woods : “The player controls Mae, a recent college dropout, who has returned to her hometown, the sleepy mining town of Possum Springs. There, she struggles with the changes to her home and her former friends - Bea, Gregg, Angus and Germ. As Mae struggles with finding her own identity and coping with the massive changes in her life, she begins to have odd dreams with ominous messages, and discovers hints of some mysterious force living out in the woods of her community.” -TVTropes
(Gregg rulz okay.)
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Beyond: Two Souls : “The game centers on a young woman named Jodie Holmes, a girl with strange powers, raised from childhood in a research facility who tries to uncover the mystery of a strange poltergeist-like presence serving as her protector as well as Nathan Dawkins, a researcher for the U.S. government who serves as her surrogate father.” -TVTropes
(This is sort of a luke-warm rec. The game is...interesting and I wasn’t a fan, but too uncannily similar to the El/Lab/CIA elements of ST to leave off, so don’t take my word for it.)
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The Blackout Club : “Up to four players work together as members of The Blackout Club, a group of kids who have run away from home and teamed up to combat the mysterious supernatural force that has taken root within, and beneath, their homes. The young members of the club roam the town at night, avoiding their sleepwalking parents and the cult's technological sentries, doing what they can to save themselves — and everyone else.” -TVTropes 
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Life is Strange : “It's October 2013, and Maxine "Max" Caulfield  is an 18-year-old High School senior who just recently moved back to her hometown of Arcadia Bay, Oregon. When she sees her former best friend Chloe get shot by a fellow student, Max discovers she can rewind time. As Chloe and Max try to patch their rusted friendship...Max learns of Rachel Amber, a former Blackwell Academy student who disappeared under mysterious circumstances.... At the same time, Chloe and Max try to investigate the ramifications of Max's new power, spurred by Max's recurring visions of a tornado wiping out the town in four days.” -TVTropes
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Oxenfree : “Described as being both a supernatural thriller and a coming-of-age story, you play as the teenage Alex. Set one year after the death of her brother, Alex, her new step-brother Jonas, and her friends go to Edwards Island, an abandoned military base on the West Coast. While planning to have a night of simple partying, they instead get involved with the supernatural as they tune an old radio.”- TVTropes
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Day of the Tentacle: “Uber-nerd Bernard Bernoulli once risked his life to save the wacky Edison family from the control of an evil meteor. Five years later, he receives a desperate letter from the Edisons' friendly pet Green Tentacle begging him to return. It seems that Purple Tentacle, Green's evil brother, has imbibed some toxic waste carelessly dumped by Dr. Fred Edison and mutated into an insane genius. Dr. Fred has captured the two tentacles and is now going to put them both down. Bernard gathers his wacky roommates Laverne and Hoagie (a spaced-out, neurotic med student and a heavyset but easygoing roadie, respectively), and charges to the rescue.”- TVTropes 
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Control “Players control Jesse Faden, a young woman who's been on the run ever since a strange incident in her childhood. Aided by a mysterious presence, she manages to track down the US Government's Federal Bureau of Control, responsible for keeping the supernatural hidden, but she's arrived at the worst possible moment, as the Bureau has been invaded by an otherworldly force known as the Hiss. Appointed as the Bureau's Director by a mysterious entity known only as the Board, Jesse must now regain control of the agency's headquarters, the Oldest House.”- TVTropes
(For fans of the weird science CIA elements- heavily influenced by The SCP Foundation.)
Table Top Games:
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Tales From the Loop: “In Tales from the Loop, the players play as the Kids, a group of friends, aged 10-15, living in the late 1980s. In the Mysteries, the Kids encounter machines and creatures that have come to exist because of the Loop, a huge underground particle accelerator built in the late 1960s.”-Wiki
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Kids On Bikes: “Kids on Bikes chooses to place the game into a turn-of-the-century suburban setting. Players take on the roles of kids, teens, and adults in a seemingly ordinary world, who must come to terms with the extraordinary. It's a time where two-way radios were the prime method of communication for kids, where men in dark glasses and suits showed up without warning and were forgotten about the next day, and where the new kid in school hides a dark secret.” -Kids On Bikes
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Home By Dark: “A story game inspired by the resourceful and misunderstood kids of many 80’s films, along with the myriad homage films and series that have come since. You’ll play kids, teens, and adults that have discovered a powerful innocent in your small town. You must protect it from nefarious pursuers that want it for their own plans, all the while avoiding the growing danger that threatens the town. You and your friends help to protect this mysterious secret while insecurities, fears, and latent drama from their own lives will surface and threaten to unravel the whole plan.”- Home By Dark
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fandombarf · 5 years
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Top Ten
Woo! I got tagged by @the-redlion thank you much! (For anyone who wants to do this, do it and pretend I tagged you!)
List Ten of your favorite characters from Ten different Gaming Fandoms. 
*Okay first of all, this is really hard because I love so many characters T^T So just know that none of them are raked because they’re all equal.
1. Detroit Become Human - Simon (but also everyone else)
2. Fallout 4 - Paladin Danse, Hancock, & Preston Garvey
3. Life is Strange - Sean Diaz, Chloe Price, & Rachel Amber
4. Oxenfree - Alex & Jonas
5. Assassin’s Creed - Jacob & Evie Frye, Ned Wynert, James Kidd/Mary Reed, Elise de la Serre, Sean Hastings
6. Bioshock - Robert & Rosalind Lutece, The Security Bots, Little Sisters
7. Hellblade: Senua’s Sacrifice - Senua, Dillion, the Furies
8. The Last of Us - Joel, Ellie, Henry, Sam, Riley (Okay, like everyone except that creepy rapist)
9. Dreamfall Series - April Ryan, Zoe Castillo, Saga
10. Overwatch - Ana Amari & Soldier 76 
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My unfinished notebook doodles, part 1.
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jesse-wilder · 10 months
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Chloe: I’ll work it out with my mom.
Alex: You’re right, she’s really understanding.
Chloe: No, I’m just really sneaky.
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Life is Oxenfree: A Life is Strange/Oxenfree Crossover Story
read it on AO3 at https://ift.tt/2Ps0w7K
by ScaleGoblet
In this Life is Strange/Oxenfree crossover, Max and Chloe find a strange photo in Rachel's Dark Room file that leads them to Edward's Island. There they run into the Camena crew. Max pays particular attention to the strange girl, Alex, who seems constantly run down and tired. The Sunken take note of this interesting change to their games with Alex and respond accordingly.
Told with chapters in alternating points of view, we follow our cast as Max and Chloe try to look for clues and as Alex attempts to break the cycle once and for all.
Words: 2073, Chapters: 1/1, Language: English
Fandoms: Life Is Strange (Video Game), Oxenfree
Rating: Not Rated
Warnings: Creator Chose Not To Use Archive Warnings
Categories: F/F, F/M
Characters: Maxine "Max" Caulfield, Chloe Price (Life Is Strange), Rachel Amber, Alex (Oxenfree), Ren (Oxenfree), Nona (Oxenfree), Jonas (Oxenfree), Clarissa (Oxenfree), Michael (Oxenfree), The Sunken (Oxenfree)
Relationships: Maxine "Max" Caulfield/Chloe Price, Rachel Amber/Chloe Price, Nona/Ren (Oxenfree)
read it on the AO3 at https://ift.tt/2Ps0w7K
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gortash · 6 years
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name your top ten favorite female characters from different fandoms, then tag ten people
tagged by @corasharper thank U!!!!
liara t’soni (mass effect)
heather mason (silent hill)
dia kurosawa (love live sunshine)
terra branford (final fantasy)
cersei lannister (asoiaf)
alex (oxenfree)
merrill (dragon age)
asuka langley soryuu (evangelion)
chloe price (life is strange)
homura akemi (madoka magica)
UM i genuinely have no idea who to tag if u see this do it if u like!!! i know yall have good taste
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Ha, look at my old WIP summaries from 2015-2016
Katie: Serial fic about Rachel Amber possessing Kate Marsh’s body starting at the beginning of the 2013 school year. An angst/romance piece where they pass messages back and forth based on whoever is in control. Rachel has lost her identity and most of her memories, and is trying to put it back together, while Kate handles the fact that Rachel almost seems to be a better Kate than she is.
Chrononaut: While I now have a story called Chrononaut, the original Chrononaut was a story about Max rewinding the original week to try and make it perfect (similar to the ‘Everyday Heroes Contest’ universe), and most of all to save Kate Marsh. She succeeds easily, but then Chloe asks her to go back again to save Rachel. Max rewinds again and again, living out her days investigating everything that happened to undo it, and falling in love with Kate again and again. Eventually, she snaps, realizing that each time she had rewound, she had effectively killed the people she loved, and she was never getting them back.
Maxine Caulfield: A sequel of sorts to the above Chrononaut, Maxine was going to be a story about the Alternate Universe Max (who also has powers), living out the last day of her life. She was abducted by herself from another universe (the Chrononaut Max, who was based on that “Super Maxine” comic after episode 4 came out), who learns everything she can about her before killing her, as she tries to collapse all of the alternate universes that Maxes have created.
Moonlight: The original story that now is Something Wicked, Moonlight was about Max returning to Blackwell a year earlier. It was an E-rated story about her finding out that Rachel and Chloe were werewolves trying to protect Arcadia Bay from some looming threat. It also had the messiest romance outline - Max is fucking Rachel and Victoria but is in love with Kate and, unlike in all my poly stories, she’s just straight-up cheating. Oh, also, Frank was a witch.
No, you look good: It was Wednesday of Victoria’s true route of Love is Strange. It was literally just her looking at a picture Max sent her and then masturbating. It was a little empty on plot.
Arcadia Bay: The Masquerade: This was actually the very first fan work of any sort I created of Life is Strange, and it got to be like forty pages of outlining, I think. It was a Vampire: The Masquerade campaign (including sample PCs) I created after Episode 2 came out, in which Sean Prescott was a Ventrue vampire, and the whole Prescott family was a patriarchy in which, once someone’s son reached “of age”, his father would be turned into a vampire. Mark Jefferson was a ghoul who collected ‘special’ girls who met Sean’s restricted diet from the local high school. Max was an awakened mage. Rachel was a Malkavian vampire who had been turned by a serial killer vampire, and ended up ghouling Nathan. And this was all just the section on Malkavian/Ventrue relations. God. I even drew a map of AB as a metropolis.
Group Therapy for Possessed Kids: Crossover between Life is Strange, We Know the Devil, and Oxenfree. The main cast was Kate, Nathan, Alex, Clarissa, Neptune, Venus, and Jupiter. Victoria was a side character who was going to get with Clarissa, and Alex and Nathan were going to become besties. Kate was going to become the Devil.
World Revolution: A Chloe Price Story: Chloe became the chosen guardian of Arcadia Bay after Max saves the whole town from doom by rewinding a whole bunch of years, killing Sean, and never coming back to AB. She discovers that there is a girl nurturing Arcadia Bay’s life force, and that she has to be protected at all costs. This girl turns out to be Kate Marsh, and the two of them fight demons together. Chloe is a conjurer, and Kate has healing abilities. Pieces of this story were later chopped up and put into Moonlight, which was later chopped up and turned into Something Wicked.
Memories: Nathan Prescott: I actually did get into writing the Memories stories. They were supposed to snowball into a story in which Max shunts Nathan back in time to fix his mess with Rachel, but it instead turned into Chrononaut... which was left a permanent WIP after episode 5 came out and people sent me messages to write a happy ending for Life is Strange.
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myplaystationnl · 5 years
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Verhaal games
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De beste verhaalgames voor PS4: essentiële kopersgids.
ERICA Ontwikkelaar: Flavourworks Het verhaal: ontdek de gruwelijke waarheid achter een cultcomplot.  Deze meeslepende interactieve thriller staat garant voor volledige filmische ervaring, boordevol liveactionbeelden en Hollywood-productiewaarden. Leid Erica door een mysterieuze onderwereld waarin ze de gruwelijke geheimen rond de moord van haar vader ontdekt. Je beslissingen veranderen de manier waarop de verhaallijn zich ontwikkelt. Bovendien kun je ook fysiek communiceren met Erica's omgeving. Dankzij het innovatieve gebruik van het touchscreen van je smartphone of tablet of het touchpad van de DUALSHOCK 4 draadloze controller kun je met je vingers allerlei acties uitvoeren, zoals pianospelen of het doorknippen van een kabel.  https://youtu.be/28iBP_kkpdI ERICA MEER ZOALS DIT: Hidden Agenda Ga op jacht naar de beruchte 'Trapper'-moordenaar in deze angstaanjagende misdaadthriller en gebruik het touchscreen van je smartphone of tablet om moeilijke keuzes te maken die invloed hebben op hoe het verhaal eindigt. Werk samen met maximaal vijf vrienden om de identiteit van de moordenaar te onthullen, of neem het tegen elkaar op en voer je geheime opdracht uit zonder dat je wordt betrapt...  https://youtu.be/ROKKStfVIjg Hidden Agenda Detroit: Become Human Ontwikkelaar: Quantic Dream Wat is het verhaal?: Ontdek wat het betekent om mens te zijn in een wereld waarin androïden de mensheid van dienst zijn. Je leidt de androïden Markus, Kara en Connor door hun individuele verhalen, en je komt voor vele keuzes te staan en ziet hoe ze reageren op de wereld om hen heen, wat leidt tot vertakkende verhaallijnen waarin onderdanige androïden in opstand komen tegen de mensheid, of de mensheid proberen te redden. Kies je de vreedzame oplossing? Of zoek je de confrontatie op wanneer de androïderevolutie begint? Wees voorzichtig, want één verkeerde beslissing kan leven of dood betekenen voor je personages - maar het verhaal gaat door. https://youtu.be/8KCDR8cMer8?list=PLAw4BbdVNXnUpnguzH7z-cx66fc1xYRWG Detroit: Become Human The Heavy Rain and BEYOND: Two Souls Collection Als specialisten op het gebied van diepe, emotionele en aangrijpende verhalende gameplay, weeft Quantic Dream vertakkende en meeslepende verhaallijnen tot enkele van de beste voorbeelden van cinematische games. The heavy rain and beyond https://youtu.be/dZ0yvdu66fs The Heavy Rain and BEYOND: Two Souls Collection Ontwikkelaar: Quantic Dream Wat is het verhaal? Jaag op een seriemoordenaar en bescherm je zoon. In Heavy Rain speel je met name als Ethan - een vader op zoek naar de Origami-moordenaar die zijn jonge zoon gekidnapt heeft - en drie andere speelbare personages, die allemaal hun eigen rol spelen bij het vinden van de moordenaar. Tijdens het ontrafelen van het mysterie, wordt Ethan geteisterd door gestoorde berichten van de moordenaar, en de keuzes die je maakt bepalen welke personages overleven of doodgaan, waardoor het verhaal zich op verschillende manieren ontwikkelt en vertakt. Beyond two souls Ontwikkelaar: Quantic Dream Wat is het verhaal? Gebruik bovennatuurlijke krachten en leidt een wanhopige jonge vrouw naar de vrijheid. BEYOND: Two Souls vertelt het verhaal van Jodie Holmes, een jonge vrouw met uitzonderlijke krachten en een bovennatuurlijke band met de ziel van een andere wezen, Aiden. Volg het verhaal van Jodie van jong meisje tot volwassen vrouw en help haar om haar krachten te omarmen - en probeer een misdadige CIA-cel te ontlopen die Jodie als wapen wil gebruiken. Beyond: Two Souls, met in de hoofdrollen Ellen Page en Willem Dafoe, beleefde zijn première op het Tribeca Film Festival en werd geprezen om zijn personages, stemacteurs en interactieve verhalen. Life is Strange Ontwikkelaar: DONTNOD Wat is het verhaal?: Draai de tijd terug om de toekomst van een kleine kuststad te redden. Dit episodische avontuur heeft veel gepassioneerde fans aangetrokken sinds zijn debuut in 2015 - en dat is helemaal terecht. Het is een van de meest complexe, emotionele games in dit genre. Fotografiestudente Max keert voor het eerst sinds jaren terug naar haar geboortestad Arcadia Bay. Wanneer ze het leven redt van haar oude vriendin Chloe, ontdekt Max haar unieke gave - ze kan de tijd terugdraaien. Max, geplaagd door voorgevoelens over een donkere toekomst, moet haar gave leren begrijpen - en leven met de gevolgen van het verleden veranderen. https://www.youtube.com/watch?v=AURVxvIZrmU Life is Strange MEER VAN DIT SOORT DINGEN: Life is Strange 2 In dit vervolg volg je de broers Sean en Daniel die op de vlucht slaan na een tragisch incident. Ze proberen de nieuwe bovennatuurlijke krachten van Daniel te begrijpen. https://youtu.be/jtWUf4rus5g Life is Strange 2 Until Dawn Ontwikkelaar: Supermassive Games Wat is het verhaal?: Overleef een nacht in een verlaten blokhut... Samen met een moordenaar. Een afgelegen blokhut. Een groep tieners. Winter in de Amerikaanse wildernis. Zelfs mensen die weinig horrorfilms gezien hebben weten dat dit vragen om problemen is, en inderdaad, naarmate het verhaal van Until Dawn zich ontwikkelt, gaat alles gigantisch mis voor de acht vrienden die in de val zitten op de berg. Dankzij de vertakkende verhaallijn waar elke beslissing die je neemt verstrekkende gevolgen heeft, kunnen spelers het spelverloop veranderen, personages redden van de moordenaar - of ze aan hun lot overlaten. Until Dawn is een van de meest aangrijpende games van de afgelopen tijd, en een must voor horrorfans. https://youtu.be/FcxkVg9JHz0?list=PLAw4BbdVNXnWJI9wd1IGgSGqtKSgPjejP Until Dawn MEER VAN DIT SOORT DINGEN: Kholat Reis naar de verlaten Oeral om de dood van negen Russische wandelaars te onderzoeken in dit geprezen mysterie op de PS4. https://youtu.be/gR4gQo7EgLE Kholat The Dark Pictures: Man of Medan Ontwikkelaar: Supermassive Games Wat is het verhaal?: Maak keuzes die het lot van vijf vrienden gestrand in de Grote Oceaan bepalen. De makers van Until Dawn, Supermassive Games, keren terug als meesters van spannende, cinematische verhalen - met het eerste deel van The Dark Pictures-antologie, een serie losstaande interactieve horrorgames. De eerste game, Man of Medan, is gebaseerd op waargebeurde verhalen, intrigerende legendes en klassieke horrorfilms, en vertelt het verhaal van een groep vrienden op een gedoemde duiktrip. Ze worden overvallen door een storm en raken op drift op de Grote Oceaan, en een dagje op zee verandert in een nachtmerrie. Je moet beslissingen nemen die over leven en dood gaan, en richting geven aan het verhaal. https://youtu.be/uYFvOvNA6UM The Dark Pictures: Man of Medan The Inpatient Ontwikkelaar: Supermassive Games Wat is het verhaal?: Vind je geheugen terug nadat je ontwaakt in een spookachtig sanatorium. De meesterlijke vertellers van Supermassive Games brengen hun unieke spannende verhaal naar VR met The Inpatient, een psychologische horrorgame die zich afspeelt 60 jaar voor de gebeurtenissen van Until Dawn. Als je het aan durft om je PS VR-headset op te zetten, ontwaak je als patiënt in een mysterieuze medische faciliteit. Je weet niet hoe je er terecht bent gekomen, dus je moet je geheugen terugvinden en keuzes maken die het verhaal van het spookachtige sanatorium bepalen. Om alles nog realistischer te maken, kan je stembesturing gebruiken om de gesprekken met de sinistere personages te leiden. https://youtu.be/MfyMfeXXQ7U The Inpatient Gone Home Ontwikkelaar: The Fullbright Company Wat is het verhaal?: Ontdek het lot van je vermiste familie. De dingen die we achterlaten vertellen meer over onszelf dan we denken, en in Gone Home laat The Fullbright Company objecten een verhaal vertellen zonder te leunen op tussenfilmpjes. Je kruipt in de huid van Katie, die na een jaar in het buitenland terugkeert naar huis, dat volledig verlaten blijkt te zijn. Haar enige aanwijzing is een briefje van haar jongere zus Sam, waarin ze smeekt niet naar haar op zoek te gaan. De enige manier om uit te vogelen wat er gebeurd is, is om het huis te doorzoeken en proberen uit te vogelen wat er gebeurd is toen Katie in het buitenland was, om zo het lot van haar naasten te ontdekken. https://youtu.be/EQB93VAwWCY Gone Home The Walking Dead: The Telltale Series Ontwikkelaar: Telltale Games Wat is het verhaal?: Bescherm een jong meisje in een wereld waarin ondoden de dienst uitmaken. De meeste horrorfans zijn bekend met de wereld van The Walking Dead, en Telltale Games heeft een meeslepend, verhaalgerichte ervaring gemaakt die zich afspeelt in het hetzelfde diepe zuiden van Georgia als het bronmateriaal. Het verhaal volgt Lee, een overlevende in deze apocalyptische wereld, en Clementine, een jong meisje in deze gevaarlijke wereld, en de episodes vormen interactieve, meeslepende games die zich meer op het verhaal en de personages richten dan op traditionele gameplay. In de vier seizoenen bepalen spelers de richting van het verhaal door gesprekskeuzes te maken, terwijl Lee en Clementine wanhopig haar ouders proberen te vinden in een spannende, emotionele serie gebeurtenissen. https://www.youtube.com/watch?v=JOMScEpwaFI The Walking Dead: The Telltale Series MEER VAN DIT SOORT DINGEN: The Wolf Among Us Volg een gruwelijk spoor van moorden en bepaal de richting van het verhaal van een pulpthriller in een wereld van sprookjes en folklore. https://youtu.be/7a_St9DTuO0 The Wolf Among Us Oxenfree Ontwikkelaar: Night School Studio Wat is het verhaal?: Een groep vrienden opent een beangstigende bovennatuurlijke scheur op een onheilspellend eiland. Dit grafische avontuur van Night School Studio gaat over een groep van vijf vrienden die betrokken raken bij een bovennatuurlijk mysterie nadat ze onbedoeld een spookachtige scheur geopend hebben. Je speelt als Alex, een opstandige tiener die haar nieuwe stiefbroer Jonas meeneemt naar een oud militair eiland voor een zomerfeestje. Wanneer het verhaal een duistere kant opgaat, bepalen jouw beslissingen hoe het verhaal van Alex en haar vrienden zicht ontwikkelt. Je kunt Oxenfree in vier tot vijf uur uitspelen, en de game is dus ideaal als je op zoek bent naar een korter avontuur - of wanneer je alle unieke eindes wilt zien. https://youtu.be/iQckbJoA5rI Oxenfree Everybody's Gone to the Rapture Ontwikkelaar: The Chinese Room Wat is het verhaal?: Verken een idyllisch dorp, vlak nadat de wereld tot zijn einde is gekomen. The Chinese Room bewijst dat een verhaalgame niet boordevol expositie hoeft te zitten om een emotionele impact te hebben, en ze werden dan ook beloond met een BAFTA-nominatie voor dit verhaal over het einde van de wereld. Het verhaal speelt zich af in een typisch Engels dorpje, enkele dagen na de 'primaire gebeurtenis' die het einde betekende voor de mensheid. Je onderzoekt de beangstigend stille plattelandsomgeving, en vind fragmenten van herinneringen in de verlaten huizen, winkels en speeltuinen. Ondanks dat je geen fysieke personages tegen het lijf loopt, krijgen spelers een goed inzicht in de levens van de mensen in het dorp en de verwoestende gebeurtenissen die het slaperige stadje getroffen hebben - een bewijs van de unieke vaardigheden van de ontwikkelaar. https://youtu.be/YZOMJf9y8qs Everybody's Gone to the Rapture MEER VAN DIT SOORT DINGEN: Dear Esther The Chinese Rooms grote succes maakt de weg vrij voor EGTTR, en vertelt een tragisch verhaal dat zich afspeelt op een afgelegen eiland in de Hebriden. https://youtu.be/wqtNTldRQ2c Dear Esther What Remains of Edith Finch Ontwikkelaar: Annapurna Interactive Wat is het verhaal?: Los het mysterie op van de verdwijning van de familie Finch. Dit unieke, met een BAFTA bekroonde verhaal over dood en ontdekking is gemaakt door Giant Sparrow - de creatieve geesten achter de bekroonde exclusieve PS3-game The Unfinished Swan. Verken samen met de 17-jarige Edith Finch het mysterieuze huis van haar familie, en ontdek de duistere omstandigheden van de verdwijning van elke generatie in een anthologie van speelbare verhalen. Ervaar elk uniek verhaal door de ogen van Edith, verken haar omgeving in de verschillende tijdperken, en ontdek waarom ze de laatste Finch in leven is. https://youtu.be/fXbyP7O_Dso What Remains of Edith Finch MEER VAN DIT SOORT DINGEN: The Vanishing of Ethan Carter Onderzoek de verdwijning van een jongetje in een pittoreske bergstad in dit sfeervolle paranormale mysterie. https://youtu.be/a9CO_B2Drhk The Vanishing of Ethan Carter Firewatch Ontwikkelaar: Campo Santo Wat is het verhaal?: Laat je drukke leven achter je en duik de wildernis in - waar je niet zo alleen bent als dat je denkt. Een rustgevend nationaal park in Wyoming vormt de achtergrond voor Firewatch, het verhaal van een man op middelbare leeftijd die een persoonlijke tragedie achter zich probeert te laten door boswachter te worden. Vanuit de toren die je nieuwe thuis wordt, zie je niets anders dan prachtige bergen, bossen en meren - maar niets is wat het lijkt. Met niets meer dan een walkietalkie - en de stem van Delilah, je leidinggevende - leidt je de gesprekken die je met elkaar hebt en waar Henry het bos onderzoekt, nadat duidelijk wordt dat hij niet helemaal alleen is en oude mysteries uit de geschiedenis van het park tot leven komen. https://youtu.be/R3WPZOS1o_M Firewatch Broken Age Ontwikkelaar: Double Fine Wat is het verhaal?: Verken de levens van twee personages die onverwachte avonturen beleden. Net zoals traditionele point-and-click-avonturen, richt Broken Age van Double Fine zich op gesprekken en puzzels, met fantastische beelden en grappige teksten. Het is een verhaal over twee tieners in volledig verschillende werelden, die zich toch in een verrassend gelijke situatie bevinden. Verken de levens van Shay, een ontdekkingsreiziger in de ruimte die elke dag dezelfde routine uitvoert, en Vella, een jong meisje dat door haar dorp geofferd zou worden aan een monster, maar op tijd weet te ontsnappen. Schakel tussen de twee personages en hun verhalen, en help ze de baas te worden over hun eigen leven. https://youtu.be/CPC74oee4TI Broken Age MEER VAN DIT SOORT DINGEN: A Night in the Woods Beleef in dit unieke avontuur het verhaal van Mae, die terugkeert naar haar geboortestad nadat ze gestopt is met haar studie. https://youtu.be/8109dIuc-bo A Night in the Woods Grim Fandango Ontwikkelaar: Double Fine Wat is het verhaal?: Help de doden het hiernamaals te bereiken en ontrafel een duister plot om je bedrijf te gronde te richten. Dit bekroonde avontuur van LucasArts is een must voor fans van puzzels, mooie verhalen en onvergetelijke personages. Reis naar de onderwereld en speel vier jaar als de grappige Manny Calavera, een reisagent bij de het Department of Death die luxe pakketten verkoopt aan zielen die op weg zijn na het hiernamaals. Verzamel items en informatie en red Manny van een samenzwering die zijn verlossing bedreigt in deze unieke combinatie van film noir en Mexicaanse folklore. https://youtu.be/-j7kwRXvxYA Grim Fandango MEER VAN DIT SOORT DINGEN: Day of the Tentacle Remastered Ga op een breinbrekend puzzelavontuur en voorkom dat een gemuteerde paarse tentakel de wereld overneemt. Read the full article
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