Tell Me Why Review – Cleaning Out My Closet
Tell Me Why Review: An important milestone in every adult’s life is that they realize that their parents are not only singles called moms and/or dads, but also irrelevant people with hopes, dreams, thoughts and desires.
And their children. This is not a new field in other art fields, but very few in games. Among the few people who explore this idea, it is usually Dad who gets the attention.
This makes Dontnod’s “Tell Me Why” immediately a fascinating anomaly. There is no doubt that this is a broken portrait of a single mother, pieced together by the people who know her best.
The frame of the game screams narrative murder mystery, but the game adopts a “knife kill” approach. The end of the first episode answers the question of who killed Mary Ann Ronan. Why she died is a very complicated question, and the answer depends on unreliable traumatic memories, which causes trouble again.
The memory in question mainly comes from Mary Anne’s twin children, Taylor and Alison. The fact from the beginning was that Mary Ann and her children lived in a small remote town in Alaska called Delos Crossing. The family is very poor and can only rely on the help of other people in the town, and all the entertainment comes from nature itself, or from Mary Ann’s dreamlike imagination, teaching her children how to tell stories to each other.
Tell Me Why Review: Taylor and Alison were finally reunited
Tyler was sent to live in a collective housing, while Alyson was taken away by family and friend, a police officer named Eddy. Fifteen years later, Taylor and Alison were finally reunited, returned to their old house, cleared it out and sold it, only to unearth the tragic facts about their mother and hometown-and everyone died in Mary Anne After the role.
There are many mysteries to be unraveled in “Tell Me Why”, but calling it the “Tell Me Why” mystery shows that the game is more action, tortuous and flexible than the actual situation. In fact, its tone and technique are closer to Fullbright’s “Gone Home” than Dontnod’s own “Life is Strange”. However, there are still many “Life is Strange” in the blood of this game.
Most “tell me why” involve walking around. When you get close to any highlighted content, press A to hear the character’s explanation on a specific object and continue the story, thereby making a dialogue selection for the character in the character.
The design spirit of the developers is very familiar. They are good at making towns and communities full of details, making people feel rich, living, full of history and culture. In “tell me why”, this is particularly special, because the culture represented here is rarely presented by this TLC, or even not presented at all.
In particular, it is very good to simply weave the aboriginal Tlingit tribe into the fabric of Delos Crossing without calling oneself out of the exotic or exotic atmosphere. There is a lot to say about the existence of “another person”. This is not a strange curiosity, but a fact of life in the narrative.
The problem with “tell me why” is that it occupies an awkward space in which it can’t actually reduce things to a sufficient degree. If you don’t provide the character with the content to talk to or the item to advance the storyline, then this game has no idea what to do.
There are so many items collection, random trivia, and puzzle solving functions. These are not very difficult or tricky, but they are not particularly attractive, fun, and even closely related to the larger plot. The game will occasionally achieve its best results.
Tyler and Alyson had to sneak into the police department’s archives and put together a complete record of the night their mother died before someone actually showed up, which puts a lot of pressure on him. It’s just that there are not enough sequences to prove that advancing work requires a lot of effort.
The game is the most powerful when it relies on the best mechanics: the twins have mild psychological power, because the Dontnod game cannot be completed without supernatural hooks. They can talk to each other and share/visualize memories without speaking.
Usually, the game uses it in the way that this kind of exploration game expects: when you walk around a house or other location, certain areas or objects will produce a hazy visual reproduction of the twins’ childhood memories.
Tell Me Why: the game revolve around the way of selective memory
Tell me why I need to go further than just using them to convey more explanations-these memories are hazy because they are like real memories and not reliable. Many of the major choices in the game revolve around the way of selective memory, choosing the version and reason of a certain moment, and believing the influence of a particular version of a story on a relationship.
Considering that most of the content of the game has strong emotional characteristics, this function is quite powerful, and Dontnod has also adopted a more thoughtful branch decision method. Since the “remember me” that has not yet received sufficient attention in 2013, we will never again Did not see it being unearthed.
The main problem is that there is not enough gameplay at this level. There may be two moments that can be regarded as fast-moving events. One is a fishing game, and the other is to help Alyson slow down his breathing during an anxiety attack. Dialogue choices are usually dualistic, changing the atmosphere of the dialogue, rather than the dramatic changes you make in Life is Strange.
Although the murder case is the center of the game, the big “J’ACCUSE!” moments often boil down to a melancholy scene of regret and emotional honesty, and the main choice often boils down to whether to forgive someone.
On the surface, this may not sound like a negative emotion that breaks the norm, but it is not. Tell me why I ignore the high stakes and use emotional rewards, which may also be satisfying in the right hands. The content of the game is not enough to prove that the three-hour series is divided into three parts, and the game achieves a cathartic effect at such a slow speed, each episode feels longer.
Tell me why it takes a lot of time to run around the same emotional touchstone for too long, and when the facts of each character we need to know are good, it takes sweet time to reach the point of any given scene. Set up or easy to guess.
Having said that, when “tell me why” is to use less important plot points to express opinions, it tends to deal with depth and shadows of everything we should see in the game, especially in the way of depiction. Culture, religion, sex, mental illness, yes, because the game is very eager (and should be) to remind us of the introduction of the first playable transgender protagonist of mainstream games.
Especially Tyler Ronan (Tyler Ronan) is indeed a revelation. The fact of his gender is only a simple aspect of his life, not a source or by-product of various traumas in the game. Tyler can simply exist in the game like a complete person, just like every other character in it.
It is commendable that Taylor’s gender has not been discussed when it comes to the main conflict of the game, but it has created a certain vacuum in the plot. This is a story of finding advantages, more effective conflicts, and real injuries for better recovery. Although death and pain are at the center of the game, the core plot of the game is still very soft. It tends to abandon the support system to a large extent, defeating Mary-Ann Ronan and causing her two problems. Children were hurt.
The game seems to strive to never allow any trace of evil to penetrate the narrative. This is an extremely rooted, introverted story, which makes the element that does not provide our protagonist with the answer more like a wheel slipping.
Puzzles and collecting bits are usually the bread and butter of this type of game, and seem a bit awkward with the rest of the narrative. This is a game full of compassion and respect. Even if you choose to avoid Delos Crossing employees, you will not be able to see that their characters solve their own shortcomings in the best way possible.
The game seems to work hard not to allow any trace of evil to penetrate into the narrative. This is a deep-rooted, introverted story, which makes the element that does not provide answers to our protagonist more like a wheel slipping. Jigsaw puzzles and collecting bits are usually blunt words for this type of game, and seem a bit awkward for the rest of the narrative.
This is a game of compassion and respect. Even if you choose to avoid Delos Crossing employees, you will not be able to see their roles solve their shortcomings in the best way.
All the townspeople of Delos Crossing have their complexities, but as time goes by, our understanding of her has a lot of nuances, exploring her life in the past tense rather than the current state of every other character is tragic the benefits of.
Tell me why the whole narrative depends on completing our depiction of Mary-Ann, and the promise made and fulfilled by the game is that this person must lead a full and complicated life-the chaos she encountered is everyone’s burden, no matter They choose to carry or not to carry.
Mary Ann reminds me of Laura Palmer of Twin Peaks, this girl is mainly a victim. It wasn’t until the movie “Fire Walk With Me” (Fire Walk With Me) that we knew what happened behind every episode of idyllic photos we saw of her. In “Tell Me Why”, our clearest and lasting impression of Mary-Ann Ronan is that of a dead woman whose child’s life is destroyed after death.
Finding out all the beautiful, smart and caring things that happened behind those eyes is the most powerful thing in “Tell Me Why”, and how her life created two strong, understanding children who treat her very much. Understand, not even realize. In this game, there is a lot of empty space to fill, but with a little patience and compassion, it does provide you with a worthwhile effort.