hi! i recently got back into lis2 again and that made me really curious - do you still agree with a majority of the critiques you made on lis2 in 2020? i know it's been 4 years since that post was made, but i actually do remember when you dropped this critique on a separate account and i'd thought it was an interesting one to keep in mind back then :)
i appreciated a lot of what you have to say, even if i respectfully disagree with almost all of it 😭 - i didn't want to drop a whole "why" i disagree discussion on here because it seems kind of rude to drop such a huge thing about it haha, but i would like to say that this critique actually did stick with me for a bit and i appreciate that you made it when you did! your account was a big lis2 acc that i remember back in the day, and i always loved seeing your posts!
Hi there and thanks for your ask! I think I may know who you are, but you did get me thinking about that critique again (has it been four years already?? Jesus). After rereading it again, I have to say my overall opinions haven’t changed… I’m just not as invested in them as I used to be.
Since DE came out, I’ve seen a drastic shift from favoring D9 to DN, but I really think the reception comes down to their creative choices (or lack thereof). When I gave my initial thoughts on DE in May, I said that D9’s games rely heavily on fanservice to be marketable, while LiS2 was divisive from the jump because it was so obviously rooted in DN’s prioritization of making a game out of passion and not what would sell well (a continuation of Max and Chloe’s story). People have mostly been complaining that DE feels written without much thought or care for the original game, with lazy offscreen narrative decisions. Unfortunately, I believe this output is really due to D9 being puppeteered by Square to “corporatize” this series to death, which I find really depressing.
When LiS1 first debuted in 2015, the gaming industry was still recovering from Gamergate (which proved how misogynistic it still was) and LGBT+ issues were finally achieving mainstream attention, both positive and negative. The media storm surrounding LiS1 all focused on how different it was. It was truly radical at the time to turn what would be a typical Sundance indie film plot into an interactive AA game and make it mainstream. I think both the positive attention from gamers starved for a story like this and the negative attention calling it “Life is Tumblr” contributed to its massive popularity and attention that hasn’t been matched since.
I have always, always believed (like since 2018) in LiS being an anthology series and letting Max and Chloe’s story end. “Farewell” was supposed to be that, and I was really excited to see what DN was making next and hopeful I could fall in love with LiS2 like I did the first game. Even if I found LiS2’s narrative choices really frustrating, I still respect DN for sticking to their vision. Honestly, Michel Koch deserves his flowers so much for staying active on Twitter through years of fan hate and complaining and posting consistently respectful replies, even as his own characters have likely become unrecognizable to him.
But while DN stuck to their vision about LiS2, I think the main contextual issue with the game (and where my critiques came from) is there was too much pressure to follow up an accidental hit. DN wanted to follow up LiS1 with an even bigger, more serious, more ambitious, maybe more “artistic” and “daring” game that was boldly political… but I just don’t think they achieved that. The game still looks beautiful, with a strong soundtrack, art direction, moments of calm, and great environmental storytelling like the first game. But while LiS1 lured you into a false sense of security with its cozy vibes and high school setting, only to blindside gamers with heartbreaking and shocking plot twists late in the game, LiS2 is just a misery fest from start to end in an attempt to be as serious and memorable as the first game. There isn’t enough joy and nostalgia (DN is SO good at nostalgia) to contrast the sorrow, and the game wasn’t as memorable or fun to play for me.
My main critique in 2020 was the game relies too much on a violent trauma narrative without proper research and content warnings. Looking back on it now, I think DN internalized the praise too strongly that LiS1 was daring and different. They tried to be even more topical and bold without regard to how actual players of color might react to the racial violence onscreen. In addition, I critiqued LiS2 for not showcasing the positive aspects of Sean and Daniel’s Mexican heritage to contrast all the racism, and I thought True Colors did a better job at including meaningful and positive cultural details for Alex and Gabe’s family. They likely didn’t think to research more carefully how to depict POC (and how the standards for sensitive representation might be different in the U.S. compared to France). American politics are also wayyyy more complex than what’s on the news, and have a massive historical, social, and economic background, and nowadays, I’ll cut DN some slack and say I think that’s too much to tackle for any game. Yes, DN could’ve done better, but I wouldn’t critique them as harshly today, and I know they had good intentions.
If the pressure to follow up LiS1 wasn’t there, maybe LiS2 could’ve been different. Maybe DN wouldn’t have bit off more they could chew, or maybe this game could’ve been made independently of the LiS series and judged on its own merit. A game like Tell Me Why shows how DN is at their best when they tell smaller, nostalgic stories and are able to do the right research and collaborate with the right consultants and actors. I hope Lost Records can be the same, since DN is pitching it from the jump as an anthology and likely their do-over of LiS as their own independent studio.
Thank you again for asking! It was nice to revisit my critique. If you’d still like to talk about it, I am down for a friendly debate!












