Episode Overview
Podcast: New Books Network – New Books in Game Studies
Host: Rudolf Inders
Guest: Kaitlin Tremblay, author and narrative designer
Episode: Discussion of "Life is Strange" (Boss Fight Books, 2026)
Date: March 9, 2026
This episode centers on Kaitlin Tremblay’s book about the acclaimed video game Life is Strange. Rudolf Inders and Tremblay delve into how the game’s unique narrative structure, focus on queer friendship and romance, and mechanic of choice and time travel all contribute to its emotional power and cultural impact. Tremblay brings her perspectives as a narrative designer and writer to discuss what makes both the game and her own book meaningful for players and scholars alike.
Guest Introduction & Motivation for the Book
[00:38 – 01:53]
- Kaitlin Tremblay introduces herself as a writer and narrative designer with a background in the games industry since 2011, currently working as narrative director at indie studio Soft Reigns.
- She reflects on her initial reactions to Life is Strange, describing them as both excitement and anger due to the game's treatment of grief, queerness, and being a teen girl.
- Tremblay:
“When I first played it, it made me both really excited and also really angry. … The way it talked about grief and being a teen girl and queerness … also kind of filtered those through a lens that felt really at odds with my own experience.” [00:51]
- Her ongoing fascination came from the emotional push-pull she experienced, compelling her to revisit and ultimately write about the game.
Thematic Tension: Genre and Emotional Depth
[01:53 – 04:00]
- Host Rudolf Inders notes the juxtaposition in Life is Strange: time travel and murder mystery intersecting with romance, friendship, and intimacy.
- Tremblay explains that the game’s mainstream status (published by Square Enix) gave it reach—especially since games centering teen girls and their queer experiences were rare in AAA spaces.
- She situates Life is Strange within the tradition of young adult (YA) speculative fiction, highlighting how such genres empower teens to navigate serious issues in fantastical settings.
- Tremblay:
“I think YA and speculative fiction go really well together in that way in which we are empowering teens to talk about what's concerning them and to have power over it.” [03:24]
The Power of Soundtrack
[04:30 – 04:53]
- Host Inders briefly celebrates the game’s memorable soundtrack, calling it,
“…such a great moment in the history of game scoring… Game soundtrack, that's really great, but that's just me now talking old man talk.” [04:30]
- Tremblay readily agrees:
“Oh, I agree, it’s an excellent soundtrack.” [04:50]
Max Caulfield & Player Agency: Identity and Choice
[04:53 – 07:08]
- Inders highlights Tremblay’s description of protagonist Max Caulfield as “the sum of all possible choices she could make.”
- Tremblay discusses how, in choice-driven games, players guide characters through different expressions—not rewriting the character but exploring facets of her established identity.
- She draws a parallel to Mass Effect's Commander Shepard, arguing that players embody a character’s multitudes rather than entirely redefining them.
- Tremblay:
“Giving the players choices over how the character behaves or talks … doesn’t mean you are necessarily … creating a different version of this character. … Max isn’t a blank slate. She has perspective. And instead you are just kind of navigating through all those different ways in which she could self-express.” [05:25]
Ethical and Emotional Labour of Choice in Life is Strange
[07:55 – 09:42]
- Tremblay elaborates on how the rewind mechanic lets players self-reflect and test different outcomes, especially when facing ethically complex situations.
- She discusses the example of helping Kate Marsh, where actions intended as supportive can have unintended consequences—a mirror to real-world social dynamics.
- Tremblay:
“Sometimes making what you think is the right decision isn't necessarily the right decision. … The rewind ability … lets you see that and see the way through… It's actually asking you to think through more: how do you actually help people? What do people actually need from you?” [07:55]
- The mechanic is thus not an escape from consequences, but a tool for ethical and emotional exploration.
Notable Quotes & Key Insights
- On the emotional draw of choice-driven games:
“We contain all these possibilities as well. And so … character choices that reflect this expression as an expression of the character who exists and has a defined perspective, I think, is a really interesting way to think about choice design.” [06:20]
- On the game's cultural significance:
“It was one of these seminal kind of mainstream games … combining real life issues like how teen girls are, are not treated seriously, grief and all these other things, and you give and you put those in a specul[ative] setting…” [02:32]
Memorable Moments
- Praise for the game's soundtrack:
“This was such a great moment in the history of game scoring…” [04:30] - Host’s affection for the medium:
“That's just me now talking old man talk.” [04:44] - Tremblay’s honesty about conflicting feelings:
“… it made me both really excited and also really angry.” [00:54]
Closing Thoughts
[09:42 – 10:02]
- Host Inders concludes by lauding Tremblay’s book as an exemplar of “close playing and personal engagement” and thanks her for enriching the field of game studies.
- Inders:
“I think this book offers a wonderful example of how close reading or close playing and personal engagement can enrich game studies.” [09:43]
- Tremblay thanks him in return:
“Thank you for having me.” [10:02]
Key Segments & Timestamps
| Segment | Timestamp | |------------------------------------------------------|--------------| | Guest Introduction & Motivation | 00:38–01:53 | | Thematic Tension: Genre & Emotional Depth | 01:53–04:00 | | Soundtrack Appreciation | 04:30–04:53 | | Max & the Mechanics of Choice and Identity | 04:53–07:08 | | The Ethics of Rewind & Player Reflection | 07:55–09:42 | | Wrap-Up & Final Reflections | 09:42–10:02 |
Summary
This episode is an insightful, personal, and theory-rich conversation exploring Life is Strange through the lens of queer experience, narrative design, player choice, and ethical reflection. Kaitlin Tremblay’s articulate analysis bridges the emotional, the technical, and the culturally significant, making this podcast essential for anyone interested in game studies, storytelling, or the evolving landscape of video games.
