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Michel: It took a long time! It was one of the very first parts we worked on, as we started production of Life is Strange 2. The scene features loads of little decisions that fold in on each other - how long did it take to get right? When is FINAL FANTASY VII out on Switch and Xbox One?.Max and Chloe's story continues: a look inside the Life is Strange comic.We went hiking in Washington and took lots of photos, which we used as reference.
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Michel: The scenery was a challenge because we’ve never worked on that type of environment before. Jean-Luc: I’m so glad you enjoyed that part of the game - it was one of the first things we finished when we started making Episode One, and I’m glad it turned out well. Firstly the scenery in those woodlands is stunning - how did you go about creating those ‘sets’? I’ve written before about my favourite part of Life is Strange Episode 2 - where Sean and Daniel spend a night in the woods (read that here) and I’d like to talk about it a little. We’re moving on from the story and setting of Season 1.īut there are a few more subtle references planned for this season - I don’t want to spoil anything though! Jean-Luc Cano: If you add too many callbacks or, you know, ‘fan service’ there’s a risk that we start to follow the story of the first game. So the Arcadia Bay scene in the first episode is a good example - it was an organic way to reference the earlier games that fit logically into that part of the story. There’s always opportunity - these games exist in the same world after all, but we add them only where it makes sense. Michel Koch: It’s tricky - callbacks and references to previous games shouldn’t impact story. It must be tempting to cram each new Life is Strange 2 episode with Easter Eggs and references to Season One - how difficult is it deliver callbacks without negatively impacting the story? Warning: Unrestrained spoilers for Life is Strange and Life is Strange 2 from this point If you missed the first (spoiler-light) part of this discussion, head over here: In this spoiler-filled interview, we talk about the dangers of fan service, the best and worst bits from each season and Mushroom surprise. Our discussion with Life is Strange 2 co-Creative Director Michel Koch and Writer Jean-Luc Cano continues.