Most of Tell Me Why involves simply walking around, pressing A when you come close to anything highlighted to hear characters expound on a particular object and continue the story, making dialogue choices for characters along the way. There’s still quite a lot of Life Is Strange in this game’s blood, though. It's actually closer in tone and mechanics to Fullbright's Gone Home than Dontnod's own Life Is Strange. There are quite a few mysteries to be unraveled in Tell Me Why, but calling Tell Me Why a mystery suggests the game is more action-packed, twisty, and turny than it actually is. Fifteen years later, Tyler and Alyson finally reunite to go back to their old house and clear it out to be sold, only to unearth some harrowing truths about their mother and their hometown-and everyone's roles in how Mary-Ann died. Tyler is sent away to live in a group home, while Alyson is taken in by a family friend, a cop named Eddy. Over time, however, Mary-Ann's mental health deteriorates, culminating in a fateful night where Mary-Ann suffers some sort of mental break and attacks Tyler, who is later accused of killing her in self-defense. The family is poor, relying on handouts from other folks in town, while all the entertainment comes from either nature itself or Mary-Ann's fantastical imagination teaching her kids how to tell stories with and to each other. The facts from the start are these: Mary-Ann and her kids live in a tiny middle-of-nowhere town in Alaska called Delos Crossing. The memories in question mostly belong to Mary-Ann's twin children, Tyler and Alyson. Why she died is a far more complex question, and the answers depending on unreliable, traumatic memories throws another wrench into the mix. The framework of the game screams narrative murder-mystery, but the game takes a Knives Out approach to that the question of who killed Mary-Ann Ronan is answered by the end of the first episode. It is, without question, a shattered portrait of a single mother, pieced back together by those who knew her best. That makes Dontnod's Tell Me Why a fascinating anomaly right off the bat. In the few that do explore that idea, it's usually Dad who gets the attention. That’s not exactly new territory in other art, but it's a rarity in games. I guess I'm just tired of getting flashbacks of childhood memories, or getting constant references to the past not-so-interesting adventures of the main characters in yet another game.Īll in all it's not a hard pass, but TMW still pales in comparison with the previous DONTNOD games.There's an important milestone in every adult's life when they realize that their parents aren't just monolithic figures known only as Mom and/or Dad, but people in their own right who have hopes, dreams, thoughts, and desires that have nothing to do with their children. This way it feels more like a failed clone of the OG game, even though I don't doubt a lot of love went into making TMW. The gameplay feels sluggish, the romantic encounter comes off as a bit forced and unnecessary, and the cutscenes are unskippable for some reason.Īs someone else has already pointed out, I, too, am of the opinion TMW would've been better off as a (short) film instead of an interactive game that's "pushed" to conform to the LiS formula. Perhaps one could look past that, but TMW offers very little besides what was mentioned. I'm talking about glancing at photos, talking to people, reading through leaflets, personal notes and the news, or just listening to the main character's inner dialogue when browsing stuff. Due to that, whatever activities were fun in the original game (mostly for the aspect of delving deeper into the story and the past of the characters) are now just tedious and feel kind of out of place in TMW. Unfortunately, the game lacks the atmosphere and that sort of a "magical" setting of the first LiS game that I felt in love with. After LiS, LiS:BtS and TAAoCS, I wanted to give Tell Me Why a go before deciding whether or not to try out LiS2.
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