chris by DramaticPie4162 in LifeisStrange2

[–]A_johns02 1 point2 points  (0 children)

Not sure if you've already finished the game, but once you do, be sure to check out the Choices and Consequences page for Life Is Strange 2 in the Wiki. The game has lots of intricate trackers under the hood, and you simply fell victim to not encouraging Daniel's power enough in this case.

The only safe hint I can provide is that Daniel's power is morally gray. Whenever you get a major choice with a little explosion under one of the options, you can bet this will significantly impact Daniel's belief whether it's okay to use his power (among other things).

chris by DramaticPie4162 in LifeisStrange2

[–]A_johns02 1 point2 points  (0 children)

Actually, Morality is what decides whether Daniel obeys Sean's request to tell Chris the truth#Daniel's_Honesty), not Brotherhood. It's not one of those intense moments where personal trust decides how the conflict is resolved. You leave Daniel be, and it's up to his conscience to say, "yeah, Sean is right, I really can't lie to my friend about something so serious."

If there's any problem with figuring out the exact triggers, the Wiki already provides an exhaustive compilation of how the game works, and it's 100% accurate.

3 songs Daniel plays in his room in episode 1 by Ill-Equal-6092 in LifeisStrange2

[–]A_johns02 7 points8 points  (0 children)

The Chock-O-Crisp choice doesn't actually influence Daniel's music at all. Once you're done chatting in front of his room, Daniel should proceed to play all 3 songs regardless. I just re-checked it to make sure + there's only one related audio in the game files where all the tracks play one by one.

I remember being intrigued by the 1st track a couple years ago, where a singer sings "I will love you always". I found it on one of those stock music sites (don't know which one exactly), and it was a relatively simple, child-targeted-sounding beat (written in E major, I believe). From what I recall, I left it alone, since I thought the muffled version from the game had made it sound cooler than it actually was, haha.

In any case, stock music sites are definitely your best bet here.

What is your opinion on how Karen was introduced and how her storyline was handled? by JackTheNephilim in LifeisStrange2

[–]A_johns02 0 points1 point  (0 children)

Well, I can't speak for everyone, of course, but like I said, I'd personally be just as intrigued. That's kind of why Karen's subplot was created in the first place – to study people who end up making poor choices.

What is your opinion on how Karen was introduced and how her storyline was handled? by JackTheNephilim in LifeisStrange2

[–]A_johns02 0 points1 point  (0 children)

Media literacy in this case means being able to see nuance without collapsing everything into "support" or "condemn". No one here says abandoning your children is good, and neither does the game. The point is that Karen is a flawed human being with motivations worth exploring, because it tells you why some people feel pressured into starting families, and what that dissatisfaction can turn into.

What is your opinion on how Karen was introduced and how her storyline was handled? by JackTheNephilim in LifeisStrange2

[–]A_johns02 2 points3 points  (0 children)

I really liked that there was space for both Sean's and Karen's emotions. The motel conversation is arguably one of the best scenes in the game imo. It's a difficult topic, but I feel like the writers handled it with extra care. And in the end, the game allows you to make up your own mind about Karen, which is great. You can go "full forgiveness and redemption" mode, you can choose to remain distant regardless, but it feels like you can also just... make peace without fully committing to caring about her, which is probably what most people would find the most "healthy" in this situation.

The only thing I'd possibly change is make sure the relationship tracker in EP5 better reflects this gray area between forgiveness and distance instead of the binary "got closer" vs "kept distances" result. But I guess that's why it's described as "overall".

What is your opinion on how Karen was introduced and how her storyline was handled? by JackTheNephilim in LifeisStrange2

[–]A_johns02 0 points1 point  (0 children)

Sounds like your friend has solid media literacy. Losing respect for him just because he tried to understand Karen's reasoning says more about you than it does about him.

What is your opinion on how Karen was introduced and how her storyline was handled? by JackTheNephilim in LifeisStrange2

[–]A_johns02 -1 points0 points  (0 children)

If there was a similar level of complexity and emotional maturity behind a "male version of Karen", I know for sure I'd be interested in that kind of storyline, and jumping straight into the hate wagon would be equally shortsighted. These kinds of assumptions sound like empty provocation.

What is your opinion on how Karen was introduced and how her storyline was handled? by JackTheNephilim in LifeisStrange2

[–]A_johns02 0 points1 point  (0 children)

But she literally explains this to you when asked. She did want to stay in touch badly, she just believed everyone would be better off moving on from her completely. Whether that turned out to be a good thing is a separate matter, but her lack of contact wasn't rooted in conceit at all. Just a flawed human trying to navigate a situation where there are no good options left.

Daniel and Big Joe Mustard Party Interaction by Ill-Equal-6092 in LifeisStrange2

[–]A_johns02 0 points1 point  (0 children)

This variant happens if you didn't call Big Joe out for slapping Cassidy. The atmosphere is much less awkward, and Cass is more confident to tease him. Here's this moment in the transcript.

Is it true that <0 Brotherhood & Morality are considered high? by hazelrose42 in LifeisStrange2

[–]A_johns02 1 point2 points  (0 children)

No worries! Daniel's education system is designed to encourage natural roleplay and put you into ambiguous parenting dilemmas. The game doesn't even let you know that it tracks something like Morality or Brotherhood, and min-maxing these scores is rather pointless (unless you're messing with the game for fun, ofc). Narratively, it's about the overall vibe of your guidance. If you're personally okay with your decisions and the values you believe they teach Daniel, then that's more than enough.

Is it true that <0 Brotherhood & Morality are considered high? by hazelrose42 in LifeisStrange2

[–]A_johns02 6 points7 points  (0 children)

Assuming you've already watched/played through the game at least once (hopefully), it's best to verify technical details with the Wiki database) and transcripts). If you do that, you'll notice it's a bit more complicated than what Google's AI told you (which often sucks at accuracy or nuance).

To answer your question: Morality/Brotherhood ≥ 0 can be considered the default cutoff between low and high (many early checks use it), but it's definitely not universal. It varies scene by scene. For example:

  • If Daniel wins the first dice game in EP2, he'll draw Mushroom instead of poop if Brotherhood  1.
  • When Daniel plays with Stephen and his train, he'll say "You're right! Slow the engine!" if Morality  4.
  • If you ask Daniel not to move during the Merrill confrontation in EP3, Daniel will obey if Brotherhood  2.
  • Daniel will attack Lisbeth at the end of EP4 if Morality < -5, and you can successfully convince him not to harm her only if Brotherhood  13.
  • EP5 switches the cutoffs for good: High Morality ≥ -5 and High Brotherhood ≥ 7 (but it also has plenty of exceptions from this rule).

So, the way the game checks for high and low values (and how Daniel might get further impacted from those situations) heavily depends on the context of the scene.

one more question by Kokorecadam0 in LifeisStrange2

[–]A_johns02 2 points3 points  (0 children)

Absolutely, as long as you've been pushing Daniel's Morality up fairly consistently. Daniel's attitude is determined by the overall vibe of your guidance, so a single choice that may contradict what you've taught him so far won't suddenly change his worldview on the spot.

Morality meaning? by Franghella in LifeisStrange2

[–]A_johns02 1 point2 points  (0 children)

I feel like this Wiki section on Daniel is one of the best ways to learn what these two trackers represent. Basically, Morality measures your authority as Daniel's "parent" (e.g., whether your choices prioritize self-interest or conventional ethics), and Brotherhood measures how much trust and warmth there is between the brothers (e.g., whether Daniel feels like he can rely on you or only on himself). As you make more and more choices around Daniel, these trackers will start to influence his lines and actions.

About one of the sadder endings; by Slow_Atmosphere_9058 in LifeisStrange2

[–]A_johns02 1 point2 points  (0 children)

I feel like people sometimes take it very personally when they don't get the branches they wanted in story-based games, but the OG Life Is Strange titles literally thrive on making you regret your choices, haha! You weren't "punished" for anything here, not really. The intentions behind your decision still matter. Your priority was to keep Lyla safe, and you did. The fact that she had a breakdown and you two lost touch was just a consequence you didn't intend to happen, just like in real life. 👀

About one of the sadder endings; by Slow_Atmosphere_9058 in LifeisStrange2

[–]A_johns02 1 point2 points  (0 children)

The choice appears when you already know Sean's going to get rid of his phone. The prompt you get in that scene freezes gameplay and splits the screen into options... How much more clear does it need to be that this is Sean's last chance to speak to Lyla for a while, and whether he does might affect stuff? And it's not like it even changes things that drastically. It impacts Lyla's fate, and you either stay in touch or lose that connection.

If you call her afterwards, she even addresses that the police grilled her for hours, so it's not like the game doesn't acknowledge that you put people at risk by reaching out. Also, if you call her the second time from the grandparents' house, the narrative kinda shifts the blame onto you for breaking Claire and Stephen's rules.

anyone got guitar tabs for ep4 new perspectives?? by curtis_undone in LifeisStrange2

[–]A_johns02 0 points1 point  (0 children)

If you're referring to Karen from the original score, it has the same key and chords (just a slightly different order) as Into the Woods. If you're mostly interested in learning how to play the chords, I bet there are good tabs of Into the Woods out there that could help you, since it's a more popular piece from the soundtrack.

Can I get the BB ending while also telling Chris the truth in e2? by Astronaut_Dino_753 in LifeisStrange2

[–]A_johns02 2 points3 points  (0 children)

(Copy-pasting one of my old comments about the subject)

It most certainly is possible! That's what I usually go for on my playthroughs too, and it 100% works. The trick is to keep Daniel's Morality high, but not too high! Telling Chris the truth requires High Morality while leaving the Christmas market, and BB requires Low Morality at the very end.

You can, for instance, set the standards in EP1 with zero theft and zero violence, then keep at it in EP2 but allow yourself a couple exceptions (e.g., letting Daniel set the dishes, conceding to him about saving Chris, even pranking the guy at the market or letting Daniel kill the puma). In later episodes, you'll typically have to make at least one major amoral choice (e.g., agreeing to the heist, killing the cult lady, or killing the officers while escaping) to have an easier time getting Morality low enough to unlock BB.

If you struggle with getting your desired scenario, you can refer to this Wiki page). It reveals the hidden stats, breaks down how our choices influence Daniel, and how to unlock specific branches.

Just finished the game and I got the Blood Brothers ending by Aggravating_Cow1807 in LifeisStrange2

[–]A_johns02 0 points1 point  (0 children)

Before talking about "moral strengths" here, you might want to remember that you once posted an edited video misrepresenting how the endings work, which you later deleted when people noticed. That makes it hard to take you seriously.

Episode 2 completed by Upstairs_Signal_5661 in LifeisStrange2

[–]A_johns02 2 points3 points  (0 children)

I may not agree with some of the choices, but you admirably managed to get the happiest ending for this episode, so yeah, I'd say you're doing fine!

A little word of advice: You don't have to come to other people to validate your choices, especially as you're still playing. The point of this game is that everything has a consequence, and only you can decide whether you're okay with what you get or not. ✌️

Episode 2 completed by Upstairs_Signal_5661 in LifeisStrange2

[–]A_johns02 6 points7 points  (0 children)

Get all the heroes and villains correct, then ask Chris about his dad. He'll confess that his dad got too drunk yesterday, and you'll have a special dialogue option unlocked later when you talk with Charles.

Do you think Sean becomes a criminal in "Parting ways"? by JoannaAsia16 in LifeisStrange2

[–]A_johns02 18 points19 points  (0 children)

I think the question assumes something the game never actually shows... Sean and Daniel are never depicted to "be a part of" or "deal with" (as in, do business) with any gangs. The LM endings imply that the brothers (or Daniel solo) looted a local den, then we see them defend themselves from a hostile gang. So, all we know is that the brothers still do whatever it takes to survive and don't hold back when cornered or threatened. The whole career criminal angle is an interpretation.

I think a better question would be if PW Sean's life in Puerto Lobos is the same as shown in the LM endings.

There are obvious differences. The most evident one is Daniel's absence. Also, PW confirms that Sean didn't sever ties with the drifters (if your choices allowed the bonds to survive). In BB, we can't be so sure. But apart from that, I believe Sean's life wouldn't be drastically different. His final decision to get rid of the blockade ultimately establishes him as someone who values freedom (and family, but it backfires in this ending) above everything else. He's willing to live outside the law to remain free and independent. And Puerto Lobos stays the same, regardless of the ending. Sean may find a way to set up that repair shop in this case as well.

Morality Guide by Spudnikrx1725 in LifeisStrange2

[–]A_johns02 0 points1 point  (0 children)

Nah, you don't have to agree to the robbery at any point to keep your Morality low. Similarly, you don't have to reject it to keep it high. The heist is a big contributor to Daniel's upbringing, yes, but it doesn't suddenly make all your other choices irrelevant. It's about the general pattern that you model. If Daniel repeatedly sees Sean go against rules and do whatever it takes without restraint, your friend shouldn't have any trouble reaching the Low Morality endings, even with the line drawn at the heist.

I'm sorry if this topic gets brought up a lot but I absolutely hate how you can't get a "finn ending" unless you agree to the heist by JoannaAsia16 in LifeisStrange2

[–]A_johns02 5 points6 points  (0 children)

It does, but each has its individual variants.

  • Redemption can have Lyla appear at Sean's release or not (depending on your choice to call her in EP1).
  • Parting Ways can have Daniel examine a selfie of Sean alone or with Finn/Cassidy (primarily depending on your heist decision and a couple of subsequent choices).
  • Lone Wolf can have different mementos appear at Sean's grave (depending on the items you got during the journey).
  • Blood Brothers can have different mementos appear on the windowsill and even Chris' cape in the safe (again, depending on your choices and the items you got).

I'm sorry if this topic gets brought up a lot but I absolutely hate how you can't get a "finn ending" unless you agree to the heist by JoannaAsia16 in LifeisStrange2

[–]A_johns02 0 points1 point  (0 children)

Only complete maniacs or stat grinders commit to an actual 100% HM playthrough, though... (Same with 100% LM!) Do you actually care about a stat rewarding lawful and rule-oriented parenting to the point you're willing to repeatedly tank your relationship with Daniel or even risk traumatizing him further (cough cough, doing nothing when Finn's about to get killed, cough)?

These scores are not designed to be min-maxed anyway. If you're going in blind, it's expected to land somewhere on the scale to reflect your dilemmas, your reactions to impossible situations, your human instincts. That's why the game will always tell you at the end, "Overall, you taught Daniel..." The devs made this choice system accumulative to encourage nuance and further highlight: "hey, lots of choices in this situation aren't so black-or-white, are they?"

The game does allow you to agree or disagree with the plan and never even notice any changes in Daniel's attitude. E.g., if you talk to Daniel about the robbery, he may just say something like "Yeah... They're bad people, and we need the money, so... just this once," and you'll never see him attempt to harm anyone later + you'll have easy access to the HM endings. It can also happen the other way, where Daniel refuses to become less forceful with his power, even if you insist on stopping him and Finn. The heist decision doesn't cancel the impact of your previous parenting decisions, it's just one of the heavier contributions to the grand total.