


The beginning and ending, neither of which we'll spoil, of Captain Spirit doesn't change regardless of what Chris does in the game. The Awesome Adventures of Captain Spirit is toted as a "sandbox narrative" but this designation is a bit misleading. It's because of this kid-like feeling that permeates Captain Spirit that the game is able to pull of its big gimmick. Chris is a lonely kid, that much is immediately obvious, but because of the reliance on imagination and child-like wonder Captain Spirit isn't nearly as depressing as it could end up being. There's Chris, his father, Charles, and just a handful of other characters yet the experience never feels hollow. The character list of Captain Spirit is very small. The titular Captain is Chris' alter-ego and the game does an extraordinary job exploring the life and mindset of a child. If that description, and everything else about Captain Spirit, wasn't a big enough hint, Chris is very into superheroes. Chris throws out his hand, ala Professor X, and hums in concentration. Pressing down the trigger allows Chris to activate his imaginary telepathic powers. Certain interactive elements of Captain Spirit have a prompt to press the left trigger. The unique thing about Captain Spirit is that Chris has a "special power." Where the heroine of Life is Strange could rewind time, Chris has the gift of imagination.
