The multiple-choice video game Life is Strange was described by its French developers
as a metaphor for the inner conflicts experienced by a teenager in trying to become an
adult. In psychological work with adolescents, there is a stark similarity between what
they experience and some concepts of existentialist philosophy. Sartre’s script for the
movie Les Jeux Sont Faits (literally ‘‘games are made’’) uses the same narrative strategy
as Life is Strange—the capacity for the main characters to travel back in time to change
their own existence—in order to stimulate philosophical, ethical, and political thinking
and also to effectively simulate existential ‘‘limit situations.’’ This article is a dialogue
between Sartre’s views and Life is Strange in order to examine to what extent questions
such as what is freedom? what is choice? what is autonomy and responsibility?
can be interpreted anew in hybrid digital–human—‘‘anthrobotic’’—environments.