Games with female protagonists will not sell.
That was the refrain most often fielded by Oskar Guilbert, CEO of Dontnod Entertainment, when he pitched Life Is Strange to major publishers.
Of course he suspected the idea wouldnt be fashionable. Musclebound warriors, red-blooded swashbucklers, strapping rogues: these are the customary heroes of the medium. Life Is Strange, meanwhile, is about a thoughtful, soft-spoken teenage girl whos interested in folk music and photography, and happens to have the power to rewind time.
After shopping the concept around a while, Dontnod at last found the support of Square Enix, the Japanese publisher best known for producing role-playing games like Final Fantasy. Everyone else just said no, it will never work, Guilbert says. Dontnod didnt care, however, and they wouldnt compromise the integrity of their original vision. We fought against a lot of preconceptions in this industry.