The way Dontnod plays with the setting helps sell the idea that players are in a young boy’s shoes. Once he’s defeated the “monster,” the scene reverts back to the real world. Once in the basement, the scene changes to show Chris square off against the fearsome Water Eater. However, he needs to reset the water heater. In the demo, Chris is scared of entering the basement. As Captain Spirit, Chris will have a number of objectives to undertake. The other is the unforgiving real world in which Chris’ mother is out of the picture and his father is drinking before breakfast because it’s “game day.”Īnother big change is the inclusion of a quest system. One is composed of a child’s fanciful daydreams. This kind of visual trickery helps players buy into the illusion that Chris has mysterious powers. The way the shot is framed, you can’t see the remote control in his other hand until after the TV is blaring static. For instance, he’ll hold out his hand to turn the television on. “It was interesting to us to have the feeling for the player to walk with someone near me and they can answer or not.”Ĭhris can also use his Captain Spirit “powers” as a different way to interact with objects in the environment. “We wanted to improve the feeling of answering someone,” says co-creative director Raoul Barbet. Players can choose to respond or ignore all while continuing to explore. In the demo, this was on display as Chris’ father, Charles, called to him from upstairs. Players can now respond in some instances while moving. The art style, character design, and music all fit what players have come to expect.ĭontnod has worked to make dialog more natural. The update is noticeable, but “Captain Spirit” retains everything that made both “Life is Strange” and its Deck9-developed prequel stand out.
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