#but honestly this is super from my heart and nothing i write and publish externally connects me with people the way self-pubbed stuff
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discoidal · 7 months ago
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would you guys be interested in like a serialized weekly release of one of my WIPs rn? it's divided into chapters which themselves are divided into smaller parts, and the way it is right now i have enough for 13 posts.
title is Baby Birds, and it's a series of journal entries from Ava Carreon, a freshly eighteen year old high school senior who suddenly starts lactating glue. kind of like if jennifer's body was even weirder about bodily fluids. let me know what yall think!
format would look like this probably
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siriusist · 5 years ago
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Hi! I’ve been following you for a lil lil bit, but already you seem super smart and knowledgeable so.. what are some books or other pieces of writing you think everyone should read? Have a lovely day!
B’aww, thank you! <3 You too nonnie! <3
Just off the top of my head at three o’clock in the morning, and the qualification that you provided that its something that ‘everyone should read,’ I’m going to go for more books that I found changed me fundamentally, as a person, after reading them. That may be a self-help book; that might be a societal critique, that might be a work of classic literature. I tried to give a bit of everything. <3
 I’ll put a little copy-and-paste synopsis here for you for each book, and will elaborate if necessary in brackets. 
BEHOLD: LAUREN’S LIST OF LITERARY RECOMMENDATIONS:
From My (Non-Law) Bookcase (But still are about political issues):
Rage Becomes Her: The Power of Women’s Anger by Soraya Chemaly: 
‘As women, we’ve been urged for so long to bottle up our anger, letting it corrode our bodies and minds in ways we don’t even realize. Yet there are so, so many legitimate reasons for us to feel angry, ranging from blatant, horrifying acts of misogyny to the subtle drip, drip drip of daily sexism that reinforces the absurdly damaging gender norms of our society. In Rage Becomes Her, Soraya Chemaly argues that our anger is not only justified, it is also an active part of the solution. We are so often encouraged to resist our rage or punished for justifiably expressing it, yet how many remarkable achievements would never have gotten off the ground without the kernel of anger that fueled them? Approached with conscious intention, anger is a vital instrument, a radar for injustice and a catalyst for change. On the flip side, the societal and cultural belittlement of our anger is a cunning way of limiting and controlling our power—one we can no longer abide.’
Academic Ableism: Disability and Higher Education by Jay T. Dolmage:
‘Academic Ableism brings together disability studies and institutional critique to recognize the ways that disability is composed in and by higher education, and rewrites the spaces, times, and economies of disability in higher education to place disability front and center. For too long, argues Jay Timothy Dolmage, disability has been constructed as the antithesis of higher education, often positioned as a distraction, a drain, a problem to be solved. The ethic of higher education encourages students and teachers alike to accentuate ability, valorize perfection, and stigmatize anything that hints at intellectual, mental, or physical weakness, even as we gesture toward the value of diversity and innovation. Examining everything from campus accommodation processes, to architecture, to popular films about college life, Dolmage argues that disability is central to higher education, and that building more inclusive schools allows better education for all.’
(This book strays into more academic categories, but it’s still really great that this sort of book is being written. I personally recognise its value as someone with mental health struggles and who has had to fight ironically in the legal sphere for myself in terms of finding support within my own career moving forward as a lawyer/legal academic. I think the fact that the narrative that disabilities are seen as the antithesis of secondary education despite claims of diversity is something that all university students need to guard themselves against, or at least educate themselves on, in order to work against some systems that even though they espouse equality, might not have their best interests at heart. 
I’ve ironically found this especially terrible in law, where my first term of law school I was told ‘girls like you don’t go to law school,’ followed by constant questioning by the community at large after graduate that any hint of mental weakness equates to being unfit to practice law. This is despite the majority of lawyers having mental health problems, if not full blown addictions. It’s honestly why I’m pivoting back to academia (law prof), or moving to practice for the government (which enforces union restrictions on how long a lawyer can actually work, where firms just actually work them to death without union protections ironically; ugh. My whole point is, I’m not ashamed of having mental health problems in a field largely categorised by achievements in secondary education. I feel no reason to hide it, even though people tell me to. If someone is ashamed of me over something I had no control over developing, then I probably don’t want to be involved with them, do I? (A good method I recommend; it may cut off some superficial ‘friends’/’opportunities,’ but it leads to those who truly understand what a mental health disability may entail, and how strong you are for overcoming it).
White Fragility: Why It’s so Hard to for White People to Talk about Racism by Robin DiAngelo:
The New York Times best-selling book exploring the counterproductive reactions white people have when their assumptions about race are challenged, and how these reactions maintain racial inequality.
In this “vital, necessary, and beautiful book” (Michael Eric Dyson), antiracist educator Robin DiAngelo deftly illuminates the phenomenon of white fragility and “allows us to understand racism as a practice not restricted to ‘bad people’ (Claudia Rankine). Referring to the defensive moves that white people make when challenged racially, white fragility is characterized by emotions such as anger, fear, and guilt, and by behaviors including argumentation and silence. These behaviors, in turn, function to reinstate white racial equilibrium and prevent any meaningful cross-racial dialogue. In this in-depth exploration, DiAngelo examines how white fragility develops, how it protects racial inequality, and what we can do to engage more constructively.
Two Mental Health-Related Books:
Do Nothing: How to Break Away from Overworking, Overdoing, and Underliving by Celeste Headlee:
‘We work feverishly to make ourselves happy. So why are we so miserable?
Despite our constant search for new ways to optimize our bodies and minds for peak performance, human beings are working more instead of less, living harder not smarter, and becoming more lonely and anxious. We strive for the absolute best in every aspect of our lives, ignoring what we do well naturally and reaching for a bar that keeps rising higher and higher. Why do we measure our time in terms of efficiency instead of meaning? Why can’t we just take a break?
In Do Nothing, award-winning journalist Celeste Headlee illuminates a new path ahead, seeking to institute a global shift in our thinking so we can stop sabotaging our well-being, put work aside, and start living instead of doing. As it turns out, we’re searching for external solutions to an internal problem. We won’t find what we’re searching for in punishing diets, productivity apps, or the latest self-improvement schemes. Yet all is not lost - we just need to learn how to take time for ourselves, without agenda or profit, and redefine what is truly worthwhile.
Pulling together threads from history, neuroscience, social science, and even paleontology, Headlee examines long-held assumptions about time use, idleness, hard work, and even our ultimate goals. Her research reveals that the habits we cling to are doing us harm; they developed recently in human history, which means they are habits that can, and must, be broken. It’s time to reverse the trend that’s making us all sadder, sicker, and less productive, and return to a way of life that allows us to thrive.’
(I just read this book lately and I love it; it’s really follows the history of how we’ve come to this point where we can’t shut off our brains, and we see ourselves in this really puritanical, commercialist manner: How we define ourselves by how much we produce, and if we fall short of this goal by being (ironically) human, we berate ourselves for it. This really has let me shift my mentality towards a much healthier, less ‘workaholic’ mode in my COVID downtime, and really helped me move towards a healthier lifestyle in the jobs I’m searching for now that I’ve left school. Recommended for anyone taking the big leap into the full time work world).
Chained to the Desk by Bryan Robinson:
‘Americans love a hard worker. The worker who toils eighteen-hour days and eats meals on the run between appointments is usually viewed with a combination of respect and awe. But for many, this lifestyle leads to family problems, a decline in work productivity, and ultimately to physical and mental collapse. Intended for anyone touched by what Robinson calls “the best-dressed problem of the twenty-first century,” Chained to the Desk provides an inside look at workaholism’s impact on those who live and work with work addicts—partners, spouses, children, and colleagues—as well as the appropriate techniques for clinicians who treat them. Originally published in 1998, this groundbreaking book from best-selling author and widely respected family therapist Bryan E. Robinson was the first comprehensive portrait of the workaholic. In this new and fully updated third edition, Robinson draws on hundreds of case reports from his own original research and years of clinical practice. The agonies of workaholism have grown all the more challenging in a world where the computer, cell phone, and iPhone allow twenty-four-hour access to the office, even on weekends and from vacation spots. Adult children of workaholics describe their childhood pain and the lifelong legacies they still carry, and the spouses or partners of workaholics reveal the isolation and loneliness of their vacant relationships. Employers and business colleagues discuss the cost to the company when workaholism dominates the workplace. Chained to the Desk both counsels and consoles. It provides a step-by-step guide to help readers spot workaholism, understand it, and recover.’
(I also just read this one, and it’s an older book edited to a third edition, and it shows. However, it also does the important work of demonstrating how workaholics should be treated in the same category as anyone else who gets any sort of ‘high’ from something, like drugs or alcoholism. It opens with the quote (and I’m paraphrasing here), “Workaholicism is the best dressed addiction.” It’s the one we’re rewarded for constantly, not matter what mental toll it takes on us. While I’m not exactly ready to sign up for a twelve-step plan (and some of the chapters are specifically for spouses and children), it still dishes out some really good advice about feeding other areas of our lives and how to not simply focus on work.)
From My Undergraduate Degree (Classics and Double Minor in English and German Literature, with a little World Literature thrown in for good measure):
Things Fall Apart by Chinua Achebe: 
THINGS FALL APART tells two overlapping, intertwining stories, both of which center around Okonkwo, a “strong man” of an Ibo village in Nigeria. The first of these stories traces Okonkwo's fall from grace with the tribal world in which he lives, and in its classical purity of line and economical beauty it provides us with a powerful fable about the immemorial conflict between the individual and society. The second story, which is as modern as the first is ancient, and which elevates the book to a tragic plane, concerns the clash of cultures and the destruction of Okonkwo's world through the arrival of aggressive, proselytizing European missionaries. These twin dramas are perfectly harmonized, and they are modulated by an awareness capable of encompassing at once the life of nature, human history, and the mysterious compulsions of the soul. THINGS FALL APART is the most illuminating and permanent monument we have to the modern African experience as seen from within.
(This is a classic of African Literature, and what I wrote my world literature paper on in first year. It really is a story about the affect of a fall of one culture, where Okonkwo is the prime example of what a ‘man’ may be in this society, to how this society (and African societies as a whole) are affected by European colonialism. How one man can be seen as a paradigm of perfection at one point in time, and the scourge of the earth at another, when he stubbornly holds to his ideals, no matter how flawed they may be. It’s a book I remember reading the ending of, and it’s a theme for all three of these books, and just looking down and literally letting out an, “Ooooooooh~~~~” xD That’s really my ‘tell’ of a good book. I haven’t reread it since then, but it’s always stuck with me). 
Animal Farm by George Orwell:
‘Perhaps one of the most influential allegories of the 20th century, George Orwell's Animal Farm has made its way into countless schoolrooms and libraries, and has been the inspiration of several films. Written in 1945, before Orwell's conceptually similar 1984, Animal Farm's world consists of anthropomorphized farm animals as they attempt to create an ideal society--it becomes dystopian as the flaws of the ideology seep out. Like 1984, Orwell meant for Animal Farm to represent a Communist state, and to depict its downfalls. With a message that is not soon to be forgotten, Animal Farm reminds us that "all animals are equal, but some animals are more equal than others."’
(It’s stereotypical and you’ve probably read it, but I still love this book to pieces and literally have an Animal Farm pin on my bag xD If you haven’t read it, read it: It also has the OhhhOOohhh~ effect xD)
Fahrenheit 451 by Ray Bradbury:
‘Ray Bradbury's internationally acclaimed novel Fahrenheit 451 is a masterwork of 20th-century literature set in a bleak, dystopian future.
Guy Montag is a fireman. In his world, where television rules and literature is on the brink of extinction, firemen start fires rather than put them out. His job is to destroy the most illegal of commodities, the printed book, along with the houses in which they are hidden. Montag never questions the destruction and ruin his actions produce, returning each day to his bland life and wife, Mildred, who spends all day with her television "family". But then he meets an eccentric young neighbor, Clarisse, who introduces him to a past where people didn’t live in fear and to a present where one sees the world through the ideas in books instead of the mindless chatter of television. When Mildred attempts suicide and Clarisse suddenly disappears, Montag begins to question everything he has ever known. He starts hiding books in his home, and when his pilfering is discovered, the fireman has to run for his life.’
(What do I have to say by this point? Another Ooooh~ effect book xD)
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destiny-smasher · 7 years ago
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Life is Strange: Before the Storm (Episode 1)
I’ve spent so much time discussing this prequel over the past few months, it’s a bit tricky to try and sum up things into something readable. As lengthy as this post is, there’s plenty of details I have to let go of. I’d like to lay out my biggest pros, cons, and a bit of commentary on how I feel about its very conception and potential intent, along with some casual predictions.
I was very critical of this project from the moment it was leaked, but I quickly grew to support Deck Nine, the studio developing the game, because it was easy to see how passionate and thoughtful they were being. Makes sense, right? The sort of dev team who would want to take on a Life is Strange story would probably be the sort to be mindful of just how delicate such an undertaking is. Square-Enix, however, gradually frustrated me more and more, and their choices and actions with this entire project kept me on my guard all summer. With the first episode released, I can confirm my feelings about both companies’ involvement haven’t changed -- I’m still very supportive of Deck Nine, and I’m still rather frustrated and confused with Square-Enix. This first episode helped prove to me to that the developer definitely does have their heart in the right place, and has the ability to realize the same kind of potential one might expect from a follow up to such a special game. I have my concerns, but to be honest, most of them have arisen from Square-Enix's questionable setup to this project and the premise of the game itself bothering me on a core level.
With most video game releases, the way a game is marketed or how it's conceived is rarely important to me. However, Life is Strange was a special indie game that doesn’t come along often. Before I discuss the actual game itself, I feel compelled to bring up the reveal and marketing of this project. We of course don't know the full story, but what we do know has unfortunately colored the whole project with a weird shade. Setting aside the interpersonal experiences I've run into with fellow fansm I will say that at the heart of my concerns is the unshakable feeling that DontNod did not want this game to get made. The feeling that DontNod, who created these characters and this world, wanted those characters to be left alone. That's just speculation at this time, but everything I've seen and heard seems to point in this direction, and while that's not the developer's problem, it is the publisher's. When an indie team creates such an earnest indie game with a strong emphasis on narrative and themes about regret and not being able to fix the past, goes on to say the story is done and they're going to leave it alone, it's pretty damn odd to me to proceed with producing a prequel about the past, ditching the protagonist of the original story, and focusing on two women who we know meet unfortunate fates. Oh, and the actual creators of the characters aren't involved. Oh, and neither are the actors. AND it's not gonna connect its story to the original game because it's “stand-alone” (why make a prequel, then?). AND it's going to cost more but have fewer episodes. AND the fourth episode is conveyed as a thinly veiled cash grab to get fans of the first game to ante up for the Deluxe Edition right away. When a pre-existing narrative has been around for years, and its creators have had ample time to consider how they might expand upon their own story and are ready to let it go, then I'm much more understanding of giving the reigns to someone new who might have that interest. It must've been barely a year since Life is Strange was finished, however, before Square set this prequel into motion. That's way too soon to hand those keys off to someone else entirely, especially if those who created the keys weren't happy about it. The fact that it has taken all summer for DontNod to even acknowledge the game's existence is suspicious, and at this point, even a positively spun statement would come across as legally obligatory pleasantries. I have confidence that both dev teams have mutual respect for one another, but the seeming lack of communication between them with regards to such a delicate story is unfortunate, and I just hope that whatever Deck Nine is doing, the core concept of it was approved by DontNod as a team – or that they at least end up happy with it. Now, let me take a step back from this and point out that Square has made steps to try and correct and reassure concerns folks have had, and that's good. But a lot of it has come across as damage control for fires that shouldn't have even started. All right. There's my frustration with Square-Enix out of the way. Let's move on to the actual episode that has been released. I went into this game feeling very wary, worried, and concerned. I walked away from it feeling...pretty OK, and even pleasantly surprised by parts of it. I will be discussing the game freely, so if you have not experienced the story and don't want to know about any details beforehand, you should stop reading this now and come back when you're ready.
Partway through this I stop referring to Deck Nine in the third person and begin addressing them directly, partly because I'm honestly writing this as a personal expression to them, specifically, because I really do think they have a lot of skills being put to work, and I want to provide useful criticism, support, and feedback, which they've personally expressed an interest in. So, Madeleine, Felice, and anyone else at Deck Nine who might be reading this, I just want to express that it really means a lot to see your team interacting with us fans so directly and openly. I can say that I feel like Deck Nine “gets it” when it comes to what made Life is Strange special, how it connected to people, and what kind of overall aesthetic and tone it has. It's a shame that the concept of the story itself places things in such a bizarre, trapped kind of position, though. I've had so many conversations about this game in the past few months, I'm not even really sure what I would like for it to do as a game or as a prequel. Most angles I've approached it with just end up leaving me feeling worried and dissatisfied. Some things are better left alone. I honestly still feel like this story was one of those things – but, to be fair, that story still hasn't been fully told yet. And this first episode has certainly illustrated that there is intent at work here. This doesn't feel like a cash grab or something purely being made for fanservice. And yet, I still can't see where it could go within the bounds that they've laid out and still coalesce with its source material in a way that is fulfilling and meaningful. I've been vocal in the past that for as much as I love Life is Strange, I found its climax to be unfulfilling, illogical, and self-defeating. If Before the Storm can manage to somehow lead things into the original game's story in a way that can make sense of things (ex. the titular 'Storm'), my feelings about the nature of the overarcing story itself could change drastically. From where I'm standing right now, though, this story still feels pointless and unnecessary. And I really hope that by the end, that changes. When it comes to Chloe, Rachel, and essentially everything relating to them, we don't really learn anything new in this episode. Nothing mind-blowing or revelatory is given to us. On the upside, it means that things basically line up with pre-existing canon, makes fine sense, and even reaffirms things that were implied in Life is Strange. On the downside, the narrative feels like it's spinning its tires here in terms of plot, shoving these two characters together in a way that feels rushed and forced while simultaneously not going anywhere with them. If you look at the actual plot of this episode, and compare it to Max's, the stakes are so much lower, the trajectory of the protagonists so much more unclear, and the character development itself much more shallow. This is not a knock on Deck Nine's abilities so much as the choice of content. Chloe Price was already in such a bad place at age 19. Go back three years and...she doesn't exactly have much room to grow, and even if she does, what's the point when we already know where she ends up? When we already know where Rachel ends up? (and if this all some alternate universe thing, given that AU's are already established as a canonical aspect of this lore, it's gonna be super tricky to make that concept not feel hamfisted if it's gonna be a big plot reveal later) There's clearly more compelling stuff going on with Rachel if only because we don't truly know Rachel, and I do like that this episode sets up some dramatic things for her, but I'm still left feeling like I don't really get a sense of what her arc is supposed to be here. When you're telling a story with only three episodes, it can go a long way to make clear – by showing, not telling – what is at stake for the characters, and what their goals are. I get that  this is a story about teenage drama, but even Max, who was such an uncertain character, had an opening act that established very clearly what her goals were, and what internal and external obstacles she was going to have to confront.  With this story, that clear sense of direction is missing. To be fair, that very well could be intentional, given the emphasis on mystery, trickery, and such. And part of the problem is that there's sort of a 'ceiling' for where this narrative can feasibly go, and thus how these characters could be developed. Again – the very premise itself is, in a lot of ways, holding the story back, and that's a shame. It's a shame because on a technical level, there is a lot of good stuff going on here. The overall aesthetic, the themes, the writing, it all does feel in-line with the source material. While the painterly vibes of the original game are replaced with a bit more flat of a visual design, seeing the character's faces actually emote in a noticeably more detailed way is a technical improvement over the original, and was actually something I was very excited to see. In a way the first game couldn't really achieve, there are even moments here that let the visual expressions alone tell story beats. The music is good, but I actually felt like a lot of the episode was too quiet on this front. While this does heighten the impact of the music later on, the actual story beats didn't quite match the intensity of the music for me. Even the montage at the end felt a little off, like it was trying to replicate the ending of the first episode of Life is Strange but rushed through things too quickly. The subtle addition of more detailed sound effects was great, though. Like the expressions on the faces, those additional sound details put another layer of depth to the setting. The camera angles in particular were another noticeably upgrade from the presentation of the original game. On the downside, some scenes felt very awkward – controlling Chloe through the world in general felt particularly clunkier and harder to do than moving Max around; certain moments that expect you to control the camera in order to pick options, like the clothing bit, were also weird and unclear at first, in a way that didn't occur in the first game, maybe because they usually kept the camera behind Max's back? On the upside, there were a lot of cinematic choices I really liked that fleshed out the presentation, from Chloe grabbing her phone in the bathroom to the neat stuff during the 'Smash' scene in the junkyard to the angles during the tabletop game...just a lot of more dynamic and intriguing camera angles. I honestly wish there were even more “reflection” moments, like Max would often have. The moment with Chloe smoking was a great parallel between the characters while capturing that same reflective vibe. The writing isn't exactly going to turn heads, and there's still a fair amount of corny dialogue (mostly when characters are trying too hard to be 'edgy' or 'sassy'), but the original game had this, too, and usually, it just ends up feeling like that same kind of honest cheesiness you might expect. Some moments, however, the writing gets distractably bad – mainly, the Backtalk sequences, and a couple of clunky dialogue sequences like Chloe's chat with Joyce (which can feel unbalanced and off). The Backtalk is a fine idea on paper, but in practice it's just...taking something away, rather than adding to things. The timer puts unneeded pressure on the player, and lends these segments to be more about random guessing or shallow word play than any kind of legitimate, thoughtful intimidation. I do like the idea of Chloe being an asshole to intimidate people, but it, erh, does kind of feel odd to be encouraged to be an unnecessary dickhead to people who usually don't really deserve it because they're just trying to do their jobs. This is Chloe's character, though, and she is the opposite of Max, especially at this point in their lives, so I get the intent. But the dialogue here is at its weakest, its mechanically unclear and ultimately feels kind of pointless. My recommendation for making it more engaging would be to make it more like what it feels inspired by: the sword fighting in Monkey Island. Let the player use info they've previously obtained to give them more options during an 'encounter' without making it obvious when those options are useful (like finding those bits of things to bring up to Joyce at the house). Give them time to consider their choices, and in turn make the actual dialogue that ensues feel less like hamfisted schoolyard playground disses and more like actual intimidation. I think there's some potential to this mechanic but it needs work. Hopefully, by episode 3, we'll be in for some legitimately intense Backtalk sequences in circumstances that actually warrant threats and intimidation. Noteworthy moment – the wine-theft scene was...just...yeesh. Given the tone of most of this episode, that scene in particular just felt weird, like we were transported from an indie teen drama and into a Nickelodeon cartoon. I've seen the argument made that this scene was intentionally goofy in order to lower the player's guard so the junkyard scene hit us with more 'oomph,' but...yea, I'd recommend tackling the humor in the more organic way you were able to with most of this episode, like the D&D scene. Speaking of which – wow, what a pleasant surprise that was! That scene in particular, I think, really showed what you guys are capable of. Even the Backtalk mechanic's finickiness was less noticeable here because of the less serious context. Getting to meet new characters who were adorable and realisticwas such a treat – much more interesting and engaging to me than the somewhat predictable interaction with Victoria, which felt kind of tacked on for fanservice. The D&D scene felt organic, original, and charming. I especially loved the detail where if Chloe has read Joyce's self-help book earlier, she whips out the phrase she read if the player chooses to encourage Mikey. This was my favorite scene in the episode, and it had nothing to do with Chloe Price being present, or even being tied to Life is Strange in any way. I admit in my own interpretation of the characters for All Wounds, I've written Chloe making D&D references due to a history of playing it with Max – so there's some personal bias that helps elevate this scene for me, but still, I think this was a great scene. Likewise, the 'two truths and a lie' scene was also a game played via dialogue choices, and it, too, felt organic and fresh, using the players' element of choice to more readily establish a connection to the world and what its characters were doing (as opposed to just grilling someone for information or to just move the plot along). In terms of the overall tone and emotion of this episode, the dream sequences were an intriguing callback to Max's Nightmare. There were many interesting details there which made it feel genuinely connected to future events in this forboding way, so I hope there's something intentional there. On that note, I found the imagery of Max hanging to death on a tree branch to be...a bit too much. This is coming from someone who relishes that darker kind of imagery, but usually that's when the character being attacked is actually present within the narrative. The frequency and intensity of Max-bashing going on in this episode made me uncomfortable and that 'hangman' imagery even felt kind of disrespectful to Max's character. I'm not going to do what  others have done and jump to conclusions about 'ohhh they're portraying Max as an asshole' or what-not. In truth, I felt what you've expressed with those letters was so intense and angry that it has an intent. After all, the original game had a strength in showing one side of a character to set up a broad expectation, only to subvert it later to remind us that real life human beings are three-dimensional. The implication I pick up from all of this Max-hating is that it's there to show us just how special Max was to Chloe, just how painful it is for her to face their disconnection, and thus just how meaningful it is for Chloe, three years later, when Max finally reappears (which, I mean, simultaneously has me questioning exactly what your plan is with Rachel, given the layers of context here). I really hope the story you're telling will somehow end up somewhere that subverts all of this Max-hating toward what the original game ultimately does with Max and Chloe. From where I'm standing right now, just one episode in, it feels over the top and unnecessary, but again, I'm giving you the benefit of the doubt that there's a purpose there. The fact that Max is even dressed how she is three years in the future, and the fact that her text states she's see Chloe when she dies – which is, literally, how things play out – combined with the overt 'All Seeing Eye,' and how Chloe's dream even foretold how Rachel would start the fire, all of this feels thought out and intentional, rather than mere coincidence. I certainly hope that's the case, as a story precursing one about time travel could certainly incorporate supernatural foresight in interesting ways. This brings me into the aspect of the supernatural. I was a little offput by how interviews and PR stuff tried to tell us there'd be no supernatural elements at play when it seems apparent that there will be. When a story lies to its audience, that's fine, but when the physical, real-life people are lying about it, that's dodgy. I'm honestly more intrigued by the supernatural stuff here than I ever thought I'd be, and I think it's because between the foresight element of the dreams, the spirit animal implications, and the unnatural wind projected onto Rachel's fire, it tickles my imagination with the possibility of “Oh shit, could this story actually end up implying an explanation behind Life is Strange's biggest plot hole?” The title, 'Before the Storm,' the name of the Platinum trophy, 'Bring on the Storm,' and the premise of the fourth episode focusing on Max and Chloe all further adds to this gut feeling for me that you might actually be trying to fill in some blanks with the origin of the tornado. Because, frankly, the tornado in Max's story is my saltiest issue with everything in those five episodes, so the idea of some kind of explanation tying it together with Rachel and Chloe's past is actually very intriguing to me.
Here's the thing, though: no matter what your team has planned, no matter what big plot twist you might have in store, someone out here in the fandom has already predicted it, and for others it might not even feel too surprising by the time we get there. Either way, surprise and shock value are an exciting but fleeting emotion. I genuinely hope that whatever climax this story is leading up to, you focus more on the execution and establishing a rational resolution rather than just trying to grab “the feels.” I can already tell from this first episode that you've thought ahead with this stuff. From way back when your game was unfortunately leaked, a single question on a marker board has kept me intrigued by what this story will hopefully explore: “Is Rachel good?” I think that question has already been implicitly brought up in this episode, and while the technical plot hasn't moved much of anywhere yet, the prospect of this question, the different themes it could entail, and how it could ultimately flesh out Chloe's background and this world, are all things that have me more interested than I expected. While I think the core relationship of this prequel has been pushed too quickly and illogically, it's true that teens can make decisions irrationally and have sudden bursts of intense emotion – Rachel's angry fits were an example of this I didn't actually expect from her, but now feel almost like I should have, and I also feel a sense of intent with that. Part of me feels like I should talk more about Rachel and Chloe's relationship here, but honestly, I'm just having a hard time feeling invested. I don't think it's because anything is “wrong,” I mean...it makes enough sense for them, given all we learned about them in the original game. I guess it's just that knowing how things turn out – and Rachel's evident role in that – is disconcerting to just how quickly Chloe is diving into this, and how too eagerly Rachel is to pull her in. It makes me feel just as wary about Rachel as would've expected to, and maybe that's the point. Of special note are the very interesting parallels you've drawn between characters from Shakespeare's The Tempest and Rachel, Chloe, and Nathan. Very fascinating implications, I adore the intertextuality here, and the literal 'storm' imagery makes it such a great fit to be drawing from. I'm expecting to see some kind of meaningful payoff here, as well. You might notice that a lot of what I'm saying at this point is basically me seeing seeds you've planted, and expecting those to germinate and grow by the end here. Three episodes is a very short storytelling space, though. I'm worried about just how fulfilling these threads can be resolved, and I admit that how this story ultimately concludes will probably play a huge part in how I ultimately feel about it. But, at the very least, I hope this helps you get a grasp on what kinds of thoughts your story has put into the head of someone who is very invested in this world. I'll confess that I'm maybe not as hyped to see more as I was with the original game. And so much of this prequel makes me feel...just, weird, in a bad way. But, I will just as readily confess that most of what I am worried about or am taking issue with doesn't really have to do with your efforts as a creative team, but rather, the very nature of what this story is in relation to the source material, and the creators of these characters not really being present. I think that for a first software release for a new dev team, this is some great stuff, and to be blunt, I am actually more excited for whatever your team will be working on a year from now – hopefully something entirely your own? – than for this prequel. I'm certainly curious to see what Before the Storm does, and how you continue to build off of this start, but I just want your team to know that I'm already more excited to see what you come up with down the road when you've established yourselves and don't have these unnecessary weights to be contending with. I think this episode's strongest moments don't actually rely on its connections to Life is Strange at all, they just happen to inhabit Arcadia Bay – which you have been able to recapture well, at the same time. There are some discrepancies, a couple questionable details that don't seem to line up, and the incessant Max-bashing feels super weird, but as someone else who's written fan-made content with this world, I can understand the delicate nature of trying to set up dominoes someone else made and trying to line them up in a way where they’ll topple in an elegant fashion. With everyone shouting in your ears that can’t make it easier, but I see such attention to detail in your work that I have much more faith than I did a month ago that as long as the story culminates into something meaningful and satisfying, I think a lot of those 'weird' things some fans are feeling right now will be easier to let go of. And even if things go south with this project, I think you’ve already established the potential your team has. Good luck with the next three episodes. I went into this feeling so much anxiety, fear, and doubt, and while not all of that has been resolved, I'm at least relieved that the team working on this seems to be capable, passionate, and up to the task.
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