Fans of Life is Strange are set to travel back in time, albeit without the actual time travel mechanic, when they begin Life is Strange: Before the Storm, which is a dark and lonely time for Chloe. She was close with her father, who recently passed away, and she’s struggling to cope with the adjustment to her family life.
While Chloe is at her most vulnerable, she unexpectedly meets Rachel, and the two quickly form a strong friendship (or romance, depending on your in-game choices). Rachel will go through difficult family issues as well, but being around Chloe will give her the strength to get by.
Not only did the original game and this prequel, Before the Storm, feature a pair of female leads but it featured LGBTQ themes. But the developer did so in a way that was unpoliticised and genuinely focused on the special relationship and love between the characters. It was something that resonated incredibly well with players, who found the lack of agenda refreshing.
This is the story of the two girls meeting and the kind of meteoric impact that they have on each other. And it’s also about how incredible it is when you’re trapped in the kind of place that Chloe is trapped in – which is basically being really sad and really alone – what it can be like to meet someone who has the power to pull you out of that.
in an interview for Fandom, lead Writer, Zak Gariss and Producer, David Hein explained:
“I think I really admire, as a player and a fan, what Dontnod did in the LGBTQ space too. I want to see more gay characters whose gayness is maybe the least interesting thing about them and the kind of acceptance and inclusivity that comes with that territory,” said Gariss.
“The whole studio at Deck Nine and the writing team, we really see that responsibility or almost prerogative to continue telling stories with those voices as seriously as can be. That’s a huge privilege for us and we really tried to treat that carefully, thoughtfully, deliberately and gratefully, because these are issues that are important to us as a culture in our studio and the kinds of stories that we want to be telling.”
“We want to honour those communities, which are traditionally not given the microphone a lot — especially in games. It’s a huge honour to get to do that too.”