Life is Strange True Colors Hopefully Signals The End of Episodic Games

Life is Strange: True Colors Hopefully Signals The End of Episodic Games

Dan Webb

If you’ve spent any amount of time in the games industry – or just playing games for that matter – you’ll have seen a ridiculous number of trends come and go over the years. There was the cel-shaded trend, or the era of 3D games where they tried to shove that down our throats. There was the survival renaissance, the early access era, and the battle royale gold rush – the latter three are still running their course and might very well become industry mainstays. And, thanks to Telltale’s The Walking Dead in 2012, the trend for episodic games was born, whereby developers treated their narrative-orientated games like a weekly TV show… except it tended to be monthly at best, every quarter at worst.

It wasn’t just narrative-focused franchises that were looking at the episodic delivery method for their games, though. Everyone was trying to get in on the act - even established franchises like Resident Evil opted for an episodic format with its sequel to Resident Evil: Revelations. IO Interactive’s Hitman also went the same route, with fairly poor results. In fact, despite the brilliance that was Hitman (2016), you could argue that it never really received the credit it deserved due to the amount of people that passed it over because of its episodic nature.

The failing of the episodic format for Hitman (2016) and its poor sales effectively led to a breakdown in relations between Square Enix and IO Interactive, allowing IO Interactive to go ahead with a management buyout in 2017 – whereby the existing managers were able to purchase a controlling interest in the company and make the studio independent once again. That led to Hitman 2 thankfully returning to the traditional all-in-one-box release format in 2018.

While Hitman 2 had a pretty slow start, possibly due to the fact people assumed it was still episodic, it later recovered in the following months and years to perform admirably. So much so that when Hitman 3 launched in January of this year, the game's boxed version outsold its predecessor by 17% during its launch week in the UK, and has performed “300% better commercially” than its 2018 predecessor (as of April 2021). In less than one week, Hitman 3 recouped its development costs. A true success story, if ever there was one. And hopefully, a lesson not to jump on bandwagons.

For Life is Strange, on the other hand – and those infamous Telltale games – the episodic format made a bit more sense at the time. You can kind of understand it. But with episodes frequently delayed – probably due to the fact that it’s increasingly complex to create a game episode on a specific schedule than it is to shoot a TV show – the cracks were starting to appear. Heck, the king of the episodic format, Telltale Games, saw its foundations crumble in mid-2018 with the majority of its staff being let go, eventually leading to the studio’s demise. Alas, that was reportedly down to mismanagement, with the developer spreading itself thin. But the decline of the sales of a procession of episodic series likely accelerated its downfall. The inescapable problem with episodic games is that you’ll always get diminishing returns – episode 1 is always going to outsell episode 2, and so on.

Sure, you could argue that the episodic release schedule allows for developers to spend extra development time on the latter episodes, and that otherwise, it would have effectively delayed the launch had it been an all-in-one affair. But that comes at a price.

Now, turning our attention back to the namesake of this article, Life is Strange: True Colors – which we reviewed this week – I would argue that True Colors, and the franchise, is in a much better place in adopting a classic all-in-one-box format.

I’ll admit, over the years I’ve been guilty of playing an episodic game and falling away after the first episode, regardless of its quality – Telltale’s Tales From the Borderlands is the perfect example for me. This all-upfront approach means that doesn’t happen. It means that developers, like Deck Nine, can experiment more with its games and not have to worry about that dreaded falloff before the story can even really begin. Life is Strange: True Colors is the perfect example of that. 

Deck Nine wasn’t forced into unnecessary over-the-top and outrageous moments held back for cliffhangers; and they weren’t left worrying whether people would return because they decided to mix things up in the middle – like it did with True Colors, to wondrous effect! Chapter 3 is an absolute doozy! Instead, it allowed the studio to tell a story at its own pace and not be forced into artificially manufacturing moments that might have short-term gains to the story (and to the player’s purchasing decisions), but could be a disaster in the grand scheme of things.


The developer can write shorter chapters, more unconventional chapters, it can mix up the formula - the writers are effectively granted a level of freedom that maybe wouldn’t have existed with an episodic format. Of course, Deck Nine still needed to tell a fantastic story and keep people interested, but were now able to do so without worrying about the business aspects of its decisions. Episodic gaming is like buying a book in chapters, spread apart over a few months – it just makes no sense in my eyes. And yes, I know you technically can do that, but I’m not sure that benefits anyone. “But Dan, episode one could be used as a demo,” I hear you say. Then why not just release a demo? 

The truth is that Life is Strange: True Colors is a better game for not having to wait a month to see the next act, and in my case, partially forgetting what happened and who was doing what (despite a ‘previously’ recap). The story is strong enough on its own – as is the writing, the characters, the world, the music, and so on – that people will just want to see the end, organically. I’d wager that more people percentage-wise are going to see the end of True Colors than any other Life is Strange game (not including buying past games when episode 5 is out, of course. That doesn’t count).  We are in the era of gorging on our media whole, binging entire Netflix series in just a few days, and having a one-month break between episodes just gives us more of a chance to move onto something else and never come back.

Luckily, that’s not the case with Life is Strange: True Colors. You can consume it all in one go. Get washed up in the emotion, and then look back on the experience in a few hours, rather than in six month’s time. And for that, and all the other aforementioned reasons, I do hope that in the wake of Hitman’s post-episodic success, Life is Strange: True Colors signifies the end of the episodic format in gaming.

  • I kinda like episodic games and their structure. Used to love it when a new TellTale or Life is Strange episode came out. Though they should've just planned it normally. Like 1 episode every 2 weeks or something. I thought Resident Evil Revelations 2 did a really good job with it
  • I liked episodic when it was new with walking dead. Later I just wanted the whole game to play without having to wait.
  • Episodic games were fun for a bit but the concept quickly grew tiresome so I'm glad it's biting the dust.
  • Episodic was good, but a better schedule was needed for a lot of them, waiting 6wks at least for an episode of a tv series is unacceptable, why would it be for a game?
  • Since the beginning for me, I've always waited for the game to be complete - all-in-one-box as Richard has put it. Be it Telltale Games or DonTnoD. I hate having to wait for the next episodes and the same can be said with my TV Series consumption... I always go for boxsets. Last time I did that weekly ritual was with FRIENDS...

    I can same the same with DLCs as well, always wait for the GOTY.
  • You forgot the MOBA craze, which is as stupid as battle royales and horde-based modes.
  • Uhm, the Walking Dead was far from being the first episodic. I mean, come on TellTale itself has made a couple episodics before. Some of you might also remember the little known game "Half-Life 2" which continued (rather inconsequentially) as episodics. Or SiN: Episodes, among others, which has gone nowhere. Even TellTale has dropped one episodic with Bone.
    Alan Wake which is currently all the rage even was done in episodes, just released all at once. One thing I really which from the remake is them getting rid of the credits and intro scenes every bloody chapter.

    Episodicals as "full games" might gone, but the concept is still going strong. MMOs are basically this as are live services. The idea is just changing from having chapters with one overarcing story to having a base game with an on-going story released in bits and new stories every now and then.
  • @Cirative:
    MOBA, CCGs, Deck Builders, Rogue Lite, Doom clones, Open World everything Diablo-esques, Tomb Raider clones, mascot platformers, simulators, tycoons (might have been a German thing, though), idle games, gatchas, pixel graphics, ww2 games, "meta" games, ...

    ... as Dan wrote, "[we] have seen a ridiculous number of trends come and go over the years". Really no point in even trying to compose a list. x) Everything that was somewhat successful got copied ad nauseum.
  • What was the point? Eventually the entire game is completed and released. So why bother? I've never heard of anyone buying 1/5 episodes.
  • Finally. It was one of the silliest fads ever in gaming. They talked a lot about how the episodic releases would bring narrative benefits to gaming just like tv shows can tell stories differently from movies. But not a single dev studio actually made an episodically released game like a tv series. All they did was just make regular games and split them in four, five or six parts for no reason, plus stretching the waiting to several months in between episodes, to the point where people just stopped bothering with that mess.

    Ironically, there were a bunch of regular games, non-episodical releases, that actually did the whole tv-series narrative structure that episodic games promised and never delivered.

    In the end, all episodic games gave us was an excuse for publishers to sell us games before they were even finished. But we already got pre-orders for that.
  • Always hated episodic games. Luckily I never had wait for them to come out. All episodic stuff I played was through PS+ but even then that forced break at the end of each episode and waiting for the next one to load was annoying.
  • At least no episodic game has had gaps between episodes as large as FFVII Remake, imagine if gaps that long between episodes were the norm.
  • I liked some of the telltales games as much as the first LiS, but i haven't bought any of them following the episodic release: waiting for the full game had me brought always both the full experience and a discounted prize... win-win.

    I have to say that i fo this even for the "full" games, whose aren't so complete after n DLCs come out...
    Again waiting for the last DLCs to be out works like a charm.

    However one thing should be pointed:
    "Episodic gaming is like buying a book in chapters, spread apart over a few months – it just makes no sense in my eyes."
    The "episodic" format was the case of the adventure literature in the 19th century, which had authir like Dumas (father and son), and that wasn't the only occurance.

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