Dontnod Entertainment, renowned for its narrative-driven adventures, ventures into the Alaskan wilderness with Tell Me Why. On the surface, the premise is captivating: subjectivity of memory, unreliable narrators, and the weight of past traumas. First-hand accounts are inherently flawed; memories distort, and truth becomes elusive. This inherent ambiguity is presented as the core intrigue of Tell Me Why. However, while the game’s setting and characters exude a certain charm, the central mystery – uncovering the secrets behind a seemingly simple murder in the remote town of Delos Crossing – ultimately proves to be the least compelling aspect of this narrative adventure.
Tell Me Why places players in the shoes of twins Alyson and Tyler Ronan, reuniting after a decade of separation following their mother’s tragic death. Spanning three episodes and approximately 8.5 hours of gameplay, the narrative focuses on their emotionally charged journey to sell their childhood home. While distinctly separate from the Life Is Strange universe, Tell Me Why shares a similar penchant for the supernatural, manifesting through the twins’ unique telepathic bond and their ability to revisit spectral replays of pivotal childhood memories. These memories, visualized as shimmering golden particles, possess a mystical, ephemeral quality, hinting at the subjective and fragile nature of recollection.
These visions serve as windows into the twins’ shared past, allowing players to delve deeper into key events and “re-remember” crucial details. This mechanic becomes integral to the gameplay, enabling players to confront townspeople, piece together fragmented narratives, and seek answers to the lingering questions surrounding their mother’s death. Furthermore, the twins’ telepathic communication fosters strategic gameplay, opening up unique dialogue options and facilitating collaborative problem-solving as they navigate the complexities of their past and present.
One of the most innovative and narratively rich mechanics in Tell Me Why lies in the divergence of memory. Alyson and Tyler often hold conflicting recollections of the same events, presenting players with the challenging task of choosing which twin’s version of the past to believe. This forces a deeper engagement with the characters and their individual perspectives, drawing the player into the heart of the unfolding drama. The decision-making process becomes less about objective truth and more about subjective interpretation, mirroring the complexities of real-life relationships and memory. Players must weigh character motivations, past behaviors, and subtle nuances to determine which memory resonates as more plausible within the established context of the narrative. Would a particular confrontation realistically escalate into tears or angry outbursts, given the personalities involved? Considering Alyson and Tyler’s individual relationships with the people in their memories, who is more likely to exhibit bias – to be unduly harsh or overly forgiving in their recollection?
This mechanic of choosing whose memory to trust is a significant strength, effectively immersing the player in the emotional core of the narrative.
The player is often torn between Alyson and Tyler’s perspectives, a testament to the nuanced character development achieved by Dontnod. Like navigating real-world interpersonal dynamics, players learn to decipher unspoken cues, identify potential biases, and ultimately make informed decisions about whose version of events to accept as their working “truth.”
However, a critical flaw emerges: the chosen perspective ultimately holds little tangible consequence. Despite potential character reactions to memory-based evidence, the game mechanics fail to deliver on the promise of uncovering an objective “truth.” While this aligns thematically with the notion that truth is subjective and multifaceted, the lack of meaningful impact diminishes the weight of player choices, transforming the memory selection process into a somewhat perfunctory task rather than a pivotal element shaping the twins’ destinies. The initial intrigue of navigating conflicting memories gradually dissipates as the realization dawns that the chosen path holds minimal narrative repercussions, leading to a sense of diminished stakes and engagement.
Forgetting the Nuance: The Portrayal of Mary-Ann
Spoiler alert for the opening moments of Tell Me Why follows. The game immediately confronts players with a flashback revealing the pivotal event that fractured the Ronan family: one twin’s act of self-defense resulting in their mother’s death. The act of killing itself is never questioned; instead, Tell Me Why pivots to explore the underlying motivations that drove Mary-Ann to pose such a lethal threat to her own children.
The narrative understandably focuses on the twins’ desperate need to comprehend the inexplicable violence that led to their mother’s demise. This quest for understanding is deeply relatable, reflecting the human impulse to impose order and meaning onto chaotic and traumatic events. However, the search for answers in Tell Me Why feels ultimately unsatisfying because the central tragedy remains stubbornly resistant to comforting explanations. No revelation can undo the past, and no answer can fully alleviate the profound pain stemming from such a dark and incomprehensible scenario.
A significant missed opportunity lies in the game’s superficial exploration of Mary-Ann’s mental health. While the narrative gestures towards the complexities of her character, hinting at a dichotomy of light and darkness, the execution falls short of fully realizing this nuance. The game predominantly focuses on Mary-Ann’s most extreme actions, neglecting a deeper exploration of the potential underlying mental health struggles that may have contributed to her behavior.
“I expected the curtain to be pulled back on Mary-Ann’s mental health issues but they’re never explored in any real depth.”
Mary-Ann is not depicted as a stereotypical abusive mother. The game presents evidence of her loving and nurturing side: she handcrafted toys, sewed clothes for her children due to financial constraints, read bedtime stories, and took them on vacations. Accounts from other characters further corroborate the image of a mother who loved her children deeply. However, it’s undeniable that Mary-Ann was also deeply troubled. Tell Me Why hints at a more profound exploration of her mental state, raising expectations that are ultimately unmet. The narrative touches upon themes of panic attacks and mentions therapy, but these elements feel underdeveloped and serve as fleeting acknowledgments rather than substantial explorations of mental health. Consequently, players are left to fill in the significant gaps in Mary-Ann’s characterization, a disappointing outcome for a story that seemingly aims to provide commentary on such sensitive issues.
Decisions, Decisions: The Illusion of Choice
Tell Me Why is replete with decision points, yet these choices rarely evoke genuine conflict or carry substantial weight. The consequences often feel superficial, failing to create a strong sense of player investment. An on-screen icon briefly signals whether a choice positively or negatively impacts relationships, but these shifts rarely translate into meaningful narrative branches or lasting repercussions. While there are occasional exceptions, such as a tense moment requiring accurate recall of a recently observed date to secure a confession, these instances are infrequent and fail to establish a consistent sense of consequence.
The initial excitement surrounding the option to remain silent in dialogues quickly wanes as the game reveals its limitations. Even when players choose not to respond, the characters often generate dialogue regardless, undermining the intended impact of silence as a deliberate choice. For instance, in an early scene involving a gift exchange, declining to select an option still results in Tyler responding, albeit reluctantly, even if the gift is ultimately refused. This scripted response diminishes the player’s agency and highlights the somewhat constrained nature of the decision-making framework.
“Choices rarely gave me pause.”
While multiple playthroughs might reveal subtler variations based on player choices, the immediate impact often feels negligible. The desired sense of weightiness, of experiencing genuine regret or triumph, of grappling with morally ambiguous dilemmas, is largely absent. Choices seldom provoke significant pause or contemplation, diminishing their potential to shape the narrative in a truly meaningful way.
This feeling of inconsequentiality is further amplified by the common presentation of multiple dialogue options where players can select all available responses before concluding a conversation. Even in pivotal confrontations, the ability to exhaust all dialogue branches, regardless of order, negates any strategic consideration in choosing what to say and when. The lack of dynamic reactivity to dialogue choices undermines the potential for nuanced character interactions and meaningful narrative branching.
Delos (Double) Crossing: Unveiling Secrets Without Intrigue
The core gameplay loop of snooping, reliving memories, and interrogating the residents of Delos Crossing does eventually yield answers, providing a degree of narrative closure. However, the revelations uncovered, while highlighting the collective failures surrounding Mary-Ann, lack the depth and intrigue necessary to truly captivate. Even the climactic reveal at the story’s conclusion fails to deliver a genuinely impactful or surprising twist.
To Tell Me Why‘s credit, the ending deviates from predictable narrative paths. Throughout the playthrough, attempts to anticipate the story’s conclusion are consistently thwarted as new information emerges. However, this shifting landscape of theories feels more indicative of a narrative that pulls in too many directions rather than a meticulously crafted series of twists that coalesce into an unforeseen but satisfying resolution. The answers ultimately prove less compelling than the initial curiosity and anticipation that propelled the investigative journey.
Puzzling Moments and Minigames: Mixed Engagement
Much of Tell Me Why‘s puzzle design revolves around deciphering clues embedded within Mary-Ann’s fairytale Book of Goblins. While the stories themselves are well-written and imaginative, the puzzles they gatekeep often feel simplistic. Decoding rudimentary riddles by sifting through entire children’s stories can become tedious, especially for players not particularly drawn to this type of puzzle mechanic. Matching animals to princess gifts within a four-page story, for example, quickly becomes a chore, despite the inherent simplicity of the solution. However, Chapter Three presents a notable exception, featuring a sequence of interconnected Book of Goblins puzzles that are genuinely engaging and contribute meaningfully to the narrative progression.
“Minigame moments serve to add a layer of humanity and lightheartedness to the heavy themes.”
Other puzzle mechanics exhibit greater ingenuity. Utilizing an emergency exit map to navigate a building or employing keyword searches to access police files offer more engaging problem-solving experiences. The latter mechanic, reminiscent of Sam Barlow’s Her Story, creates a compelling loop of discovery, rewarding players with new information that fuels further investigation. Conversely, the inclusion of tired tropes like selecting worn-out buttons on a keypad feels uninspired and detracts from the overall puzzle design.
Minigames interspersed throughout Tell Me Why effectively inject moments of levity and humanity into the narrative’s heavier themes. Engaging in activities like fishing with Michael, Alyson’s friend and coworker, or participating in a warehouse plushy fight provides welcome diversions and opportunities for character bonding, even if some minigames, like the plushy fight, feel underdeveloped in their execution.
The People of Delos Crossing: Representation and Nuance
Tell Me Why distinguishes itself by placing a transgender character, Tyler Ronan, at the forefront of its narrative, a representation handled with commendable sensitivity by Dontnod. Tyler’s identity as a trans man is revealed organically through his interactions and environment, avoiding stereotypical or sensationalized portrayals. Players learn about Tyler’s journey through exploring his bedroom as he packs belongings and through early conversations with Alyson, mirroring the natural process of learning about someone in real life. The game avoids resorting to tropes such as focusing on transphobia or revealing Tyler’s deadname, demonstrating a commitment to respectful and nuanced representation. Tell Me Why is not primarily a story about transphobia, although it acknowledges the existence of ignorance and prejudice within the game world.
However, the narrative execution introduces a somewhat jarring “bait and switch.” While briefly invoking transphobia through minor character interactions, the story quickly shifts its focus away from this theme. This creates a sense of unnecessary deflection, raising questions about whether Dontnod could have achieved the same narrative goals without initially engaging with potentially sensitive themes only to subsequently sideline them.
“The story invokes transphobia but shifts gears, creating an unnecessary bait and switch.”
While transphobia is not intended to be the central focus, Tell Me Why does depict instances of ignorance and prejudice. An optional scene featuring a queer character recounting experiences of feeling unwelcome in Delos Crossing is handled with tact and sensitivity. In contrast, the inappropriate comments made by Mary-Ann’s friend, Sam, followed by a swift apology upon meeting Tyler, feel somewhat idealized and less representative of realistic interactions. At times, Tell Me Why struggles to strike a consistent balance between acknowledging the potential challenges Tyler might face as a trans man and telling a story where his trans identity is one facet of a more complex character, rather than the defining element.
Similarly, the game’s setting in rural Alaska provides an opportunity to highlight Tlingit culture. Visual elements, such as a prominent mural at the town’s entrance, immediately ground the narrative in this cultural context. Conversations with Michael, a Tlingit character, offer further insights into Tlingit traditions and perspectives, integrated seamlessly into the natural flow of dialogue. While Tlingit culture does not directly drive the central plot of Tell Me Why, given the Ronan twins’ non-Indigenous heritage, the inclusion of key Tlingit characters elevates the representation beyond mere window dressing, adding depth and authenticity to the game’s setting and character dynamics.