Square Enix Seeks Fan Input Following Life is Strange: Double Exposure's Underwhelming Reception
Square Enix is conducting a post-launch survey targeting Life is Strange fans following the less-than-stellar reception of Life is Strange: Double Exposure. The survey delves into various aspects of the game, even directly questioning players on its perceived value. The feedback gathered will likely shape the direction of future installments in the series.
Life is Strange: Double Exposure, released in October 2024, had high expectations riding on the return of Max Caulfield, a beloved character from the original 2015 title. Despite this, the game received mixed reviews, currently holding a 73 critic score and a 4.2 user score on Metacritic for its PS5 version. This lukewarm response is largely attributed to significant narrative choices within the game.
The situation worsened with Deck Nine Studios, the developer, announcing layoffs in December 2024. In an effort to understand the game's shortcomings, Square Enix distributed a 15-minute questionnaire to Life is Strange fans. This survey probes key areas, including narrative quality, gameplay mechanics, technical performance, and ultimately, whether players felt the purchase was worthwhile and if their experience impacted their interest in future entries.
Square Enix Seeks Answers to Life is Strange: Double Exposure's Underperformance
The survey results are crucial for Square Enix to pinpoint the game's weaknesses. This contrasts sharply with the positive reception of Deck Nine's previous title, Life is Strange: True Colors, which was lauded for its compelling narrative and emotional resonance. Alex Chen, the protagonist of True Colors, also resonated far more strongly with players than Double Exposure's characters.
While Life is Strange: Double Exposure hinted at potential storylines for future games, the community feedback collected by Square Enix will undoubtedly play a significant role in shaping upcoming titles. The extent to which future games will incorporate fan feedback, and the balance between fan service and creative vision, remains to be seen.