Square Enix is trying to nullify the taboos that surround the depression in your game of Life is Strange: Before the Storm.
The narrative of the adventures explores a teenager\’s problems with the pain and the loneliness, letting players put themselves in their shoes.
The first episode of the three parts of the story has been released.
It is the last game to seek to destigmatise mental health problems – an issue which some critics believe has been abused by many of the past titles.Challenging taboos
The new game is a prequel to the 2015 winner of the prize of Life Is Strange.
Like its predecessor, focuses on the social and family pressures that can affect people as they move from being teenagers into adulthood.
But while the previous title involved time travel and the communication diplomatically with other characters, Before the Storm takes the opposite approach.
No you can\’t change the past, and the plot is more about how to deal with what is instead of what it could be.
Players assume the role of Chloe Price, who is depressed after the death of his father and his best friend is going away.
Players can respond in situations, and face the consequences – the dialog helps Chloe get out of an unpleasant situation, or makes it worse.
“Through their shoes and through their eyes we can see what is going on with teenagers today,” Zak Garriss, author, main developer of the game, on Deck 9, the Games, told the BBC.
“Mental health is not what we talk about much in most of the cultures. There is a taboo around depression.
“We want to challenge that taboo and say, \’it is okay not to be okay.\'”Bringing hope
Chloe finally makes another friend – Rachel Amber – that helps her through her pain.
The developers hope the story will inspire people to face painful emotions frank and open about how you are feeling.
“[In] history of Chloe being trapped and of being in jail, you can see how everything can change in a blink of an eye,” said Mr Garriss.
“When you are suffering so much, it feels as if you are going to feel that way forever.
“You never know what is going to change in a blink of an eye, and I think that is the most important thing for people who are struggling with depression and loneliness to remember.”
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Video games have been criticised in the past for representing the extreme cases of mental illness, often involving murderous mental asylum of prisoners, or the treatment of the sanity as a type of exhaustible resources, as if it was some kind of energy meter that need to be filled.
However, there have been notable efforts to deal with the problem in the most sympathetic ways.
Is often lower budget fare that has attempted this – recent examples include:
the graphic adventure Actual Sunlight on an obese man with depression
the text-based role-playing title Depression quest, in which the player makes decisions about how to manage the condition
the line-art horror title Neverending Nightmares, which was inspired by its developer\’s own case of obsessive-compulsive disorder
More recently, Hellblade: Zenua of the Sacrifice offered a character affected by psychosis.
To help make sure that their hallucinations appeared realistic, the title of the developers interviewed several of the mental health patients, as well as obtain the advice of a practicing psychiatrist.Large following
What makes Life Is Strange: Before The Storm notable is that it is being edited by one of the largest publishers.
Square Enix is responsible for the success of franchises like Final Fantasy, Dragon Quest and Kingdom Hearts.
But the Japanese company has emphasized that his Life is Strange series has attracted more followers on Twitter of his most famous and established brands.
“The traditional way in which mental health professionals expect young people to come to them – that is not attractive to them,” psychotherapist Dr. Aaron Balick, ” he said.
“The younger men and children are the least likely to walk into the counselor\’s office. If you can appeal to the audience and get to know the people at your level, then it really is a very good approximation.
“If you can appeal to them through the media that they are already working on, which is a very good start.”