Because of the guidance I had given him in previous instances, he listened to me and obeyed. At one point, I told Daniel to be honest with another character about his power, as opposed to keeping it a secret. You are also influencing how Daniel might react later. Your interactions in these situations have interesting consequences, because you aren’t determining Sean’s actions alone. I like how this made me view my choices less in terms of optimizing certain story results, and more in terms of helping Daniel learn right from wrong. Can he recognize the boundary between killing an animal and a person? Daniel looks up to Sean, and moments like these effectively keep that fact in the forefront of players’ minds. For instance, if you let him use his ability to kill a dangerous animal instead of scaring it off, that may solve an immediate problem – but you have to wonder what it teaches him about how to use his gift in the future. This last point is important, because Daniel has mysterious telekinetic powers, and how he uses them – or doesn’t – depends largely on Sean’s guidance. You are simultaneously shaping a relationship with him and setting examples for him to follow. Unlike similar dynamics in other narrative games (like Lee and Clementine in The Walking Dead), Sean isn’t just protecting Daniel from danger. The bond between the Diaz brothers is the most consistently compelling element of Life is Strange 2. Sean and Daniel Diaz are two young brothers on the run, and developer Dontnod tells an emotional tale about the connection between them, all while encouraging players (as Sean) to see choices in terms of what they mean for nine-year-old Daniel. It adds dimension by putting another character’s needs before your own. Having that kind of agency is fun, but Life is Strange 2 takes a different approach. Many of the decisions we make in choice-driven games boil down to selfish outcomes we want to get the best rewards, or spark romance with our favorite love interests.
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