rocky41_7: (mass effect)
[personal profile] rocky41_7
Tell Me Why is an output of DontNod studios, which is for some reason not included in the Life is Strange universe, although it follows the same pattern as their other games. I'm not sure why it's never taken off in the fandom, because it hits many of the same sweet spots as the other games.

In Tell Me Why you play as a set of twins, Tyler and Allison, who are returning to their childhood home in Alaska to sell the property now that their mother is dead. Tyler has just been released from juvenile detention and a rehabilitation program. Like the LiS protagonists, Allison and Tyler discover they share a strange new mental power, and use it to uncover their family's past and understand the circumstances that led up to Tyler's arrest years earlier.

DontNod released Tell Me Why free in June for Pride month because Tyler is trans, which is not the sum of his character, but neither is it irrelevant to the plot of the game. Tyler's reception by the locals of their small town and his perception of that reception shapes his relationship with the town and his history with it. No one is openly transphobic to him, but occasionally they do make deeply insensitive comments, which Tyler can either gently call them out on, or more aggressively shut them down. Tyler's struggle with whether or not his mother would have accepted him if he had come out before her death is central to his emotional journey.

The game does a great job of setting up two young adults who had been essentially two halves of the same whole as children coming back together and wondering if any of that closeness can be regained, or if they're simply too different. And part of that is up to you as the player--in lieu of LiS' famous "this action will have consequences" notice, you'll get one of two symbols after making choices, which will indicate either Allison and Tyler growing closer or further apart.

The game also posits some really interesting emotional difficulties with the twins' relationship with their mother, Mary-Anne. Obviously they loved her, and they exclaim at various points over how imaginative and creative she was, as well as how well she managed with little resources. However, it's also clear that Mary-Anne's erratic behavior damaged the twins growing up, and their deeply isolated childhood created strange dynamics in the house where Allison and Tyler were often each other's only company, with no Internet and limited technology to reach beyond the boundaries of the property.

Like DontNod's other games, Tell Me Why firmly situates itself in the locale, with vast expanses of Alaska's wilderness serving as the backdrop for the family drama. And like its other games, Tell Me Why follows the same pattern of ferrying you around to different locations in town so you can explore, have conversations, and then use your powers to wring more information out of the moment.

My overall thoughts are that if you enjoyed any of the other games in the Life is Strange universe, you'll also enjoy Tell Me Why. I did and I'll probably play again to see what changes if you pull the twins apart rather than pushing them together.

Date: 2023-12-21 08:01 am (UTC)
rionaleonhart: final fantasy x-2: the sun is rising, yuna looks to the future. (hope is all we have)
From: [personal profile] rionaleonhart
I watched my housemate play Tell Me Why; I liked the twins, and the scenery was gorgeous, but I found it a bit less engaging than Life Is Strange titles, even if it's tonally and thematically similar. Maybe that's just because I wasn't playing it myself, though? Or it might have been the game's focus on the past, rather than on events that were happening 'now'; I can struggle to get along with stories that feel like they're mostly backstory.

I think a large part of the reason it didn't take off in the fandom was just that it was a Microsoft exclusive. If it had been on PlayStation, I'd definitely have played it myself, but I don't own an Xbox and I don't like playing on PC (I'm not sure my PC would be capable of running it, in any case); I imagine there are others in a similar position.

Date: 2023-12-21 10:41 pm (UTC)
birdylion: picture of an exploding firework (Default)
From: [personal profile] birdylion
I second the note about platform availability. Microsoft-exclusivity is the only reason I haven't played it myself, and only seen it through lets plays.

In terms of being engaging / drawing a large fandom, I think part of it also is that it doesn't have as much of a dramatic plot as the other games. Of course figuring out their place in the world is very important to the twins, and coming to terms with their past and the people in their present life may be dramatic to them, but it's an internal motivation. The LiS games I know both have a high stakes plot.

I felt that Tell Me Why was in a way calmer than LiS and LiS True Colors, which are the ones I played. I liked the conciliatory atmosphere (well, probably depending on how you played it) a lot, but I suppose the slower pace and lower stakes put more pressure on the chatacters and place to carry the story.

I love the characters a lot, and the sense of place in the game is awesome (and the place awe-inspiring).

I've been meaning to write a coda to the game. I feel (again depending on how one plays it) that Tyler got a lot of focus and attention, and a satisfying kind of closure. Meanwhile, if you chose the memory that Mary-Ann did not mean to threaten little Tyler, that it was a misunderstanding, Alyson's internal journey of coming to terms with her past would just begin. I've been meaning to explore that some time.

Which character were the most interesting to you, which part of the story the most moving?

Date: 2024-01-03 10:52 am (UTC)
birdylion: picture of an exploding firework (Default)
From: [personal profile] birdylion
From what I gathered (through walkthrough guides, Lets Plays etc), the decisions you make during the game all factor into the ending, so the actual epilogue might not change much, depending on whether your other decisions brought the twins closer or not. There are several options for the epilogue, but they seem to reflect the overall game and not a single choice.

I really love your phrasing there, "digging into the claustrophobia of their childhood", that's so evocative and fits the game so well. I loved getting to see that part, getting to linger in these moments, when the twins were remembering but also saying farewell. The whole atmosphere worked really well for me.

What was your epilogue, how did your twins end up?

I agree that her life has been on hold, too. Even more than Tyler's, I'd say, because in the (perhaps idealised) world of the game, he got support in Fireweed, and got to learn/study something he liked. Meanwhile, Alyson was without direction, without much help, and we see in the game how that influenced her, but we don't really see her get over it (iirc).
The picture you paint there is also enticing in its tragedy.

Date: 2024-02-27 04:21 pm (UTC)
birdylion: picture of an exploding firework (Default)
From: [personal profile] birdylion
Yes, the combination of love and pain shining through what we learn from the past really got to me. It is a coming of age story in the sense of coming to terms with the complexities of your childhood and youth; it's not all black and white if you let it be more.

All three of them getting a place together is a beautiful ending, I like it a lot. And IIRC Alyson is getting therapy? The fact that not only did she spent her whole youth in the village means that she never got reprieve from her trauma - on top of never getting adequate support for it.
I personally would love their house, I think, but I feel it would take quite a while for them to become a home again instead of a burden. All art in it, especially above the garage, shows that it once was a place of love, but also, if no one is there to bring it to life, then it's hard to feel that.

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