There are no absolute truths, only perspectives. First-hand accounts are inherently subjective, memories distort, and people are fallible. This inherent ambiguity is precisely what should make Tell Me Why so compelling. Dontnod Entertainment, known for their narrative-driven adventures, ventures into the Alaskan wilderness with a tale of twins, secrets, and the lingering echoes of the past. But while the world of Tell Me Why is rich with atmosphere and its characters possess a captivating charm, the central mystery – unraveling the events surrounding a mother’s death – proves to be surprisingly less engaging than the nuanced exploration of its protagonists and their complex relationship. Does Tell Me Why truly deliver on its promise of intrigue, or does the search for answers fall short of the emotional depth it aims for? Let’s delve into the heart of Delos Crossing and explore what makes Tell Me Why a unique, yet somewhat uneven, narrative experience.
Echoes of the Past, Visions of the Present
In Tell Me Why, players step into the lives of Alyson and Tyler Ronan, twins reunited after a decade of separation following the tragic death of their mother. Spanning three episodes, approximately 8.5 hours of gameplay, the narrative unfolds as the twins return to their childhood home in rural Alaska to prepare it for sale. This seemingly straightforward task quickly becomes a journey through layers of personal history and unresolved trauma, both physically and emotionally demanding. While distinctly separate from the Life Is Strange universe, Tell Me Why shares a thematic kinship with Dontnod’s previous work, weaving in a supernatural element through the twins’ unique bond. Alyson and Tyler possess the ability to communicate telepathically and, more strikingly, to revisit shared childhood memories. These memories manifest as ghostly replays, shimmering with golden light particles, lending them an ethereal and transient quality.
These visions serve as pivotal tools for piecing together the past. Players witness key events from the twins’ childhood and can actively “remember” specific details, which then become crucial in confronting other characters and seeking answers to the lingering questions surrounding their mother’s death. The telepathic link between Alyson and Tyler further enhances gameplay and narrative, allowing for strategic planning, collaborative problem-solving, and the opening of unique dialogue options. This mechanic adds a layer of intimacy and realism to their relationship, making their interactions feel genuine and impactful.
Whose Memory to Trust? The Core Dilemma of Tell Me Why
One of the most innovative and dramatically resonant mechanics in Tell Me Why is the divergence of memories. Alyson and Tyler often hold conflicting recollections of the same event, forcing players to choose which twin’s version of the past to believe. This mechanic immediately draws you into the heart of the narrative’s central conflict. The decision isn’t arbitrary; it requires careful consideration of character motivations and established relationships. Players must analyze the nuances of each memory, weighing the potential biases of Alyson and Tyler based on their personalities and their individual connections to the people involved. Would a particular argument escalate to harsh words or end in tears? Considering each twin’s relationship dynamics, who is more likely to be overly critical or excessively forgiving in their recollection?
This element of subjective truth is the game’s strongest narrative hook. The player becomes an active participant in interpreting the past, wrestling with the ambiguity inherent in memory and perception. The game masterfully encourages empathy for both twins, making it genuinely challenging to consistently side with one perspective over the other. The fact that choices felt almost evenly split between Alyson and Tyler’s memories underscores the depth and complexity of their characterization. Like real individuals, players learn to discern subtle cues, recognize potential biases, and ultimately make informed decisions about whose memory to trust, adding a layer of psychological realism to the gameplay.
The Illusion of Choice: Consequences That Barely Matter
However, despite the compelling premise of choosing between diverging memories, the actual impact of these choices within Tell Me Why feels surprisingly limited. While confronting characters with memory-based evidence can elicit reactions, there’s no definitive way to ascertain “the truth.” This thematic emphasis on the subjective nature of truth, while conceptually interesting, ultimately diminishes the stakes of player choices. The process of memory selection, initially engaging, can devolve into a somewhat routine task rather than a dynamic force shaping the twins’ destinies. The lack of tangible consequences for choosing one memory over another can make the central mechanic feel less impactful than it initially promises.
Unpacking Trauma, Skimming the Surface
The narrative of Tell Me Why begins with a shocking revelation: a flashback sequence immediately reveals that one of the twins killed their mother in self-defense. The act itself is not in question, but the driving force of the story becomes understanding the circumstances that led a mother to become a threat to her own children. This central question, “Tell Me Why Tell Me Why Tell Me Why” echoes through the narrative, driving the twins’ desperate search for understanding.
The twins’ relentless pursuit of answers is understandable; grappling with an inexplicable act of violence against a parent is an unimaginable burden. Their need to contextualize and make sense of this traumatic event is deeply human and relatable. However, the game’s exploration of the underlying causes feels somewhat superficial. While the narrative hints at deeper issues, particularly regarding Mary-Ann’s mental health, these aspects are never explored with sufficient depth.
The portrayal of Mary-Ann, the twins’ mother, feels like a missed opportunity. While the game attempts to depict the complexities of her character, showcasing both her loving and troubled sides, it ultimately leans heavily into her more extreme behaviors. The nuance between light and darkness, seemingly intended by Dontnod, doesn’t fully translate in the execution. While Mary-Ann is shown crafting toys and sewing clothes for her children, reading bedtime stories, and taking them on vacations, the narrative primarily focuses on the events leading to her violent actions. The expected deeper dive into Mary-Ann’s potential mental health struggles, hinted at throughout the game, never truly materializes.
While Tell Me Why touches upon themes of mental health, depicting a panic attack and referencing therapy, these explorations feel somewhat underdeveloped and cursory. Players are often left to fill in the blanks, which is less than ideal for a story aiming to provide meaningful commentary on such sensitive issues. The lack of in-depth exploration leaves a void where a more profound understanding of Mary-Ann’s character and the family’s dynamics could have been.
Decisions, Decisions: The Weight of Choice Undermined
Tell Me Why presents players with numerous choices throughout its narrative. However, these choices rarely evoke genuine conflict or carry substantial weight. The consequences often feel superficial, failing to create a sense of investment or lasting impact. An on-screen icon indicates whether a choice positively or negatively affects relationships, but these shifts rarely translate into meaningful changes in the narrative or character interactions. While there are occasional exceptions, such as a tense moment requiring accurate recall of a previously observed date to secure a confession, these impactful choices are infrequent.
Even the option to remain silent in conversations, initially intriguing, is undermined by the game’s design. Characters often respond even when the player chooses not to speak, diminishing the agency of player choice. For example, in an early scene involving accepting or rejecting a gift, choosing neither option still results in a dialogue response from Tyler, negating the intended impact of player inaction.
The game’s choice architecture often leans towards offering multiple dialogue options rather than forcing players to commit to a single, consequential response. Even in pivotal confrontations, players can often select multiple questions to ask without affecting the flow of conversation or character reactions. This design choice further dilutes the impact of player agency and reduces the sense of meaningful decision-making. The desired feeling of regret, of weighing right and wrong, of genuine uncertainty in decision-making, is rarely achieved in Tell Me Why.
Delos Crossing’s Secrets: Intrigue Without Deep Nefariousness
The core gameplay loop of Tell Me Why involves investigation: snooping around, reliving memories, and interrogating the residents of Delos Crossing to uncover answers. This investigative process does lead to revelations that are somewhat satisfying, revealing that various characters in the town failed Mary-Ann in different ways. However, the unearthed secrets lack a truly sinister or deeply intriguing quality. Even the climactic reveal at the end of the story fails to deliver a genuinely shocking or impactful punch.
While Tell Me Why deserves credit for an ending that deviates from predictable tropes, the narrative’s twists and turns feel more like a result of narrative meandering than cleverly constructed plot points. The constantly shifting theories that arise during gameplay stem more from the story pulling in disparate directions rather than a masterful weaving of clues that coalesce into an unforeseen but satisfying resolution. Ultimately, the answers provided by Tell Me Why, while resolving the central mystery, are less captivating than the initial curiosity and anticipation that drive the investigation.
Puzzles and Minigames: Mixed Bag of Engagement
Puzzle-solving in Tell Me Why is largely centered around deciphering Mary-Ann’s fairytale Book of Goblins to extract crucial information. While these stories are well-written, the act of reading entire children’s tales to solve simplistic riddles is not consistently engaging. Matching animals to gifts, for instance, often feels too straightforward, turning the process of extracting the answer from a lengthy story into a chore, especially for players not particularly fond of children’s literature. However, Chapter Three stands out with a sequence of interconnected Book of Goblins puzzles that are genuinely enjoyable and rewarding, providing meaningful story progression.
Other puzzle types prove more engaging. Using an emergency exit map for navigation or employing search terms to access police files offers a more satisfying sense of problem-solving. These moments evoke the investigative thrill of games like Her Story, where each piece of information unlocks new avenues of inquiry, creating a rewarding loop of discovery. Conversely, the inclusion of overused tropes, like selecting worn-out keypad buttons, feels somewhat cliché and uninspired, particularly for players familiar with Dontnod’s previous titles like Life is Strange.
Minigame sequences in Tell Me Why serve to inject moments of levity and humanity into the game’s heavier themes. Fishing with Michael, Alyson’s friend, and the warehouse plushy fight are examples of these lighter moments that provide a welcome contrast to the central mystery. While enjoyable, some minigames, like the plushy fight, feel too brief and could have benefited from more depth and dynamism.
The People of Delos Crossing: Representation and Nuance
Tell Me Why is notable for featuring a trans character, Tyler, in a central role, and this representation is largely handled with sensitivity and care by Dontnod. Tyler’s identity as a trans man is revealed organically, through interactions with his sister and exploration of his personal space, rather than through stereotypical tropes of bigotry or forced exposition. This approach aligns with the game’s overall narrative style, where character details are revealed gradually through environmental storytelling and natural conversations. Tell Me Why avoids sensationalizing Tyler’s trans identity or making transphobia the central focus of his character arc.
However, the game does navigate a somewhat delicate balance. While Tell Me Why is not intended to be a story solely about transphobia, it does introduce elements of prejudice and ignorance. An optional scene addresses the experiences of queer individuals feeling unwelcome in Delos Crossing, handled with tact and sensitivity. In contrast, the somewhat clumsy attempts at humor and subsequent apologies from a supporting character regarding Tyler’s transition feel less realistic and more like a idealized scenario. Tell Me Why sometimes struggles to fully reconcile the desire to depict the potential challenges Tyler might face as a trans man with the goal of telling a story where his trans identity is one facet of a more complex character, rather than his defining trait.
Similarly, the game incorporates the Tlingit culture of rural Alaska into its setting and characters. The town of Delos Crossing is visually grounded in Tlingit culture through murals and environmental details. Conversations with Michael, a Tlingit character, provide insights into the culture in a natural and integrated way. While Tlingit culture is not central to the main plot, the inclusion of Tlingit characters and cultural elements elevates the representation beyond mere set dressing, adding depth and authenticity to the game’s world.