

Occasionally, you have the option to pick up objects. These eventually get explored in the form of flashbacks and a meetup with Karen. For the player, this makes you curious about Karen’s motivations and the events of the past. For example, you might find some of Sean’s mother Karen's poetry, but given the fact she left the family shortly after Daniel’s birth, the object is soured from his perspective. Sean will have a dry comment for each thing, his perfunctory elaboration attaching new details and backstory to objects. You look at things – objects, paraphernalia, pictures and the like. So what do you do in Life is Strange 2? Well, you move Sean, the elder of two brothers, through narrowly-defined spaces, like the interior of a house or the linear path of an empty road. (Spoiler warning: this article discusses story beats and mechanics from Episodes 1-5 of Life is Strange 2) What you do is equally important as what you say. You truly do need to behave like a big brother. When the player does take control, gameplay options are deliberately narrow and often non-essential. What makes Life is Strange 2 compelling is that the rewards on offer aren’t the usual upgrade trees or random loot drops, but instead deepening character histories and interactions.
