I think we always imagine the supernatural element as linked to the main character as a metaphor of his trigger. You know, for example, in the first Life is Strange, Max was a shy girl who was a bit afraid to grow up. So that's why the power of rewinding time and changing her decision was directly linked to a flaw, you know, to a weakness. ... ...and we were trying to create big choices in a way that would surprise the player. So Max would rewind and try a lot of different consequences, and it would resonate with this theme of her having a really hard time to settle in her life and to make a decision.
The rewind combined with having to deal with someone like Chloe were actively helping her with this. So basically we've now got a statement of authorial intent that this was the opposite of the hamartia-plus-temptation that I rejected in the above post...
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The rewind combined with having to deal with someone like Chloe were actively helping her with this. So basically we've now got a statement of authorial intent that this was the opposite of the hamartia-plus-temptation that I rejected in the above post...