The disadvantages are obvious, and the advantages are also obvious, especially compared to the canon.
There is a serious lack of polishing in the industrial part of game production, a typical example is that the controller presses the right stick to restore the camera without any transition effect; The model movements are sometimes so stiff that they are awkward to watch.
At least half of the scenes, the picture effect is quite bad, are single tone, lack of detail scenes forced to put a few dialogueable characters. Many scenes even develop to a simple level of poor picture quality, such as stickers that cannot be looked at directly. (Not the kind of paste that belongs to the painting style in the canon)
If the canon of a strange life has the above shortcomings, then this canon basically does not have to be played, but the narrative style and rhythmic focus of the prequel have shifted: more compact script performances with excellent effects, and less investigation, dialogue and other sandbox mechanisms to advance the narrative.

Yes, the narrative of this bizarre life is more like the T Society. The time of the key Q&A hourglass, QTE, is the same.
Compared with the T Society game, the script and even the way it is performed are far less systematic, experienced and confident than the latter, but it focuses on sublimating the inferior root shell and the technical needs of "telling the story" that are detached from the third-rate setting, portraying a soul that makes players nostalgic. The prequel retains this soul by integrating most of the "empty links" in the main story that are more of a sandbox part of the main story into the script of the main narrative, and also avoids the embarrassment of relatively poor scene construction.
But it's more than that. The way the dialogue of the standing pile in the main biography advances the plot, with the stiff facial expressions of the characters, makes the expression of the whole process not very strong, and most of the plots that require impact rely on the ending CG to achieve, and there are many people who play until they are half asleep. In the prequel, the non-CG normal performance is much more flexible. From the relatively laid-out dialogue, to the soul link that emptys the situation, to the final climax, the one-breath pull-through is completed, and the monotonous and boring expression has become the past tense with the application of new technologies - the performance means of strange life, and only now can it be called the beginning of the interactive film.
Heavy scripting and light sandbox make the narrative of the game strengthened, but the player's psychology as an interactive subject has been weakened by the existence and shaping power. It is even more doomed that you will not get the strange feeling that is unique to the first time you play Strange Life, but will only get this feeling and continue it by increasing the dose two years later. Strange Life: The Eve of the Storm is not Strange Life 2.
Most likely, in response to the bad response of the previous game, the "impact" of the game's choice is extremely obvious even in the short term, and some places can be said to have a forced and deliberate emphasis.
The core gameplay has changed from a time reversal to a Chloe cannon debate, the sandbox system is more limited, and the pros and cons remain to be explored. There are also some miscellaneous things that help to increase the gameplay — if the term has not yet degenerated into a false proposition at this moment.
Official Chinese although there are obvious errors in some places, many times the paraphrasing is amazingly clever. However, it is a comparison of font ugliness.
Strange Life On the Eve of the Storm
Life is Strange:Before The Storm
Publisher: Square Enix
Platforms: PC, PS4, XBOXONE
Genre: Action Adventure (ACT)
Release date: August 31, 2017
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