Tag Archives: Adventure

Politicians and Other Psychopaths

Returning to something more traditional for my partner and I, the good old narrative heavy modern take on the adventure game, which we’d played so many of together over the years, we played our very first ever Supermassive Games title, The Quarry. Supermassive is probably best known for its PlayStation exclusive Until Dawn, and from what I gather, there are quite a lot of similarities between the two games – I’d even read that The Quarry was the product of an aborted attempt to make an Until Dawn 2. For better or for worse, since I’ve yet to play Until Dawn, I won’t be tempted to fill this entire review with those kinds of fun comparisons. They’ve also got the Dark Pictures Anthology series, which I gather consists of similar, though smaller and generally less ambitious games that each tackle different horror subgenres.

In true horror movie style, it doesn't take long for shit to get real.
“In true horror movie style, it doesn’t take long for shit to get real.”

Like those titles, The Quarry is also a horror game. I went into it somewhat blind, and was pleasantly surprised by having my assumptions about what the game was about quickly challenged – judging it by descriptions I’d read and trailers I’d seen, it looked like your stereotypical Friday the 13th style slasher affair. You know, a bunch of teens at a summer camp in the woods getting picked off one by one by a deranged psychopath, that sort of thing. It is that, but, being vague so that others might have the same experience as I did, it also, almost immediately, introduces monsters, witches, and weird Southern family tropes, which kept me guessing about where the story was actually going (at least for a little while) while being appropriately creepy throughout.

I have to say that The Quarry, overall, looks fantastic. The graphics are fairly realistic to the point of occasional moments of “uncanny valley” when it comes to those trickier to nail things like facial animations. Even more so because of their preference to base character faces on their actual voice actors, including some you’ll likely recognize – David Arquette’s character was featured heavily in promotional material, for instance. Overall though, the game looks really, really good. For the most part, the UI, hell, the entire presentation of the game, is also really nice and quite polished. Being that this was my first Supermassive game, I didn’t quite know what to expect in terms of quality, but this definitely feels a million miles away from your stereotypical low budget PC-only modern adventure game. Oh, and the audio here is all great too – the effects, music, and voice acting are very good, and more importantly, they’re all used really effectively too. On a technical level alone, most of my hesitation about jumping onto the Supermassive bandwagon quickly disappeared.

Choices are usually binary and often timed.
“Choices are usually binary and often timed.”

Gameplay-wise, The Quarry feels like a weird melding of your minimally interactive modern FMV or “interactive movie” games, like Late Shift, your old school, very interactive point and click adventure games, and the middle ground, something like Telltale’s Walking Dead series, for example. I think it works quite well, providing opportunities for puzzle solving and even action sequences as well as dialog choices and other decision making, while leaving a ton of room for setting the scene or advancing the narrative via long cutscenes. Interestingly, you’ll be jumping between playing each of a group of camp counselors, and the co-op mode lets you assign who plays which specific characters, and even lets you divide up the entire cast to different players via the online “Wolf Pack” mode. My partner and I divvied up the characters based on their profiles and swapped the controller as needed, which, in terms of who gets to play for how long, was more than a little random at times, but was fun and more tonally consistent than having to take turns making sometimes contradictory decisions as the same character.

YESSS! A game the ridicules me for missing useless collectibles!
“YESSS! A game the ridicules me for missing useless collectibles!”

I’m still of two minds over whether this is a actually bad thing, but sometimes these major branching moments didn’t come about by an obvious decision. For example, early in the game there was an action scene where, if we had reacted quickly enough, we could have killed a character which would have had a huge effect on the rest of the story, and the fact that this was based on a semi-twitchy, high pressure scene definitely caught us by surprise. Oh, and speaking of which, yes, major characters can die or be affected in very big ways that have ramifications throughout the rest of your playthrough, which was one of the charms of Telltale’s adventure games as well, and feels cranked up to 11 here. I understand this was also the case with Until Dawn and most of Supermassive’s other adventure games, and while this could be criticized as being gimmicky, personally, I’m a fan.

I can’t say I absolutely loved every character or every story beat, plus the ending felt a little sudden, which sadly isn’t an uncommon issue in these types of games. In this case though, I could definitely see myself playing through it again one of these days, especially given all of the fun extras and collectibles and the insane amount of deviation and branching your choices and actions can bring about – apparently there are 186 variations of the ending available. As I said, insane. In the end, we enjoyed it enough to buy the entire first season of the Dark Pictures Anthology the next time it was on sale. ‘Nuff said!

Next up, wanting to play an actual cooperative game on PC that wasn’t yet another tree punching survival game, I came across the We Were Here series of asymmetrical co-op games. Now, we’ve played a few co-op focused games, most notably the Hazelight ones, but reviews made We Were Here sound like it was much more likely to test the strength of our relationship. Now that’s true horror! 😅

A creepy castle filled with creepy puzzles.
“A creepy castle filled with creepy puzzles.”

The setup is simple: Without much further explanation, you and your partner are walking with a larger group through a frozen wasteland and split off to check out and then take refuge in a mysterious castle. The next thing you know, you’re both waking up to discover that you’ve been split up. One player takes the role of the “librarian” whose primary job is to, confined to a small area, reference books and other useful objects spread throughout. The other player is the “explorer” whose job it is to, well, explore. That mostly involves navigating from room to room and investigating the mysteries therein, which ultimately lead to the way to the next area, like multiple relatively simple escape rooms chained together. Each player is given a walkie-talkie near the beginning to communicate with one another (using in-game VOIP, a feature I always really like even though I usually eventually end up abandoning for out-of-game voice chat) and from then on, the game is on.

Naturally, communication is key to solving these puzzles – the explorer might need to describe symbols or pictures to the librarian, or vice versa. That communication needs to actually be good too, as a lot of the things you’re asked to describe are intentionally extremely similar, so the players need to be detailed to avoid mistakes. There are also puzzles that involve one person helping the other person navigate through mazes, and as typical as that sounds, a lot of these scenarios have some pretty clever twists. Look, I grew up in the UK in the 80s and 90s and watched a ton of Knightmare, so I was more than up for the challenge. (If you know, you know!)

Guiding the Explorer around a maze as the Librarian.
“Guiding the Explorer around a maze as the Librarian.”

While obviously done on a budget, the presentation is pretty good, featuring the same kind of low polygon, colorful, stylized graphics I mentioned learning to love with Firewatch when describing a lot of other games recently (I really need to find a term for this style…) and yet it manages to be quite creepy a lot of the time too. It’s definitely a vibe, and your mileage may vary, but it works for me.

Interestingly, the whole thing only lasts a couple of hours, though you’ll likely want to switch roles and play it a second time, especially if you’re into achievement hunting. Still, the game is often free, and as such, makes a perfect demo for the rest of the series. That strategy certainly worked on us – we were impressed with it enough to immediately turn around and purchase the sequel, We Were Here Too, which I’m sure I’ll talk about here eventually.

Finally, we’ve just completed our playthrough of The Council. The Council is an episodic narrative heavy adventure game developed by Big Bad Wolf, who are probably best known for their later take on the Vampire: The Masquerade universe with Swansong in 2023. I don’t know too much about Swansong, but it appears to use a lot of the same gameplay mechanics as The Council, though it has significantly worse reviews. Hmm. 🤔 This might just be a result of The Council attracting more of a niche, adventure game loving audience than Swansong, which probably attracted a lot of players hoping for a sequel to the cult classic Vampire: The Masquerade – Bloodlines, which it clearly is not.

If you think these guys are ugly, you should see Sir Gregory Holm!
“If you think these guys are ugly, you should see Sir Gregory Holm!”

I distinctly recall having some hesitations about this game when first coming across it on the Microsoft Store, but my partner was very intrigued and its reviews were surprisingly positive, so we eventually purchased it. It’s funny, we played them far enough apart that I didn’t really compare it to The Quarry while playing it, but now writing this compiled review, I can’t help but to weigh them against each other, at least a little, given that they’re in the same genre of gameplay. On the surface, this does not bode well at all for The Council, but in some ways, The Council is actually much more interesting.

The main reason for my hesitation was the visual presentation. Screenshots and trailers made this game look almost comically bad looking. You have a variety of historical figures, like Napoleon Bonaparte and George Washington, with ugly, stylized character models, and hey, there’s some kind of a murder mystery or something afoot too? Seriously, what the fuck is this game?! While I have to stand by that initial impression of the graphics, particularly the character faces, as being bizarre, sometimes exaggerated to the extent of being grotesque, overall, I actually came to enjoy the style once I got used to it. This will no doubt be a divisive point though – I’d expect a lot of people will absolutely loath them. That said, the scenery, particularly inside of Lord Mortimer’s mansion, where you’ll be spending the majority of the game, was well executed. Really, the only technical issues with the visuals are around the character animations, which range from “eh, decent I guess” to utterly abysmal. Well, actually, the bottom of that range would be “not there at all” as we did encounter a few bugged moments where characters weren’t animated at all while their dialog played. All but one of these instances were brief enough to not take us completely out of the game though, thankfully.

Flashback to classic adventure games.
“Flashback to classic adventure games.”

The bulk of my impressions were around the gameplay though. On the surface The Council seems to follow a Telltale-like take on the adventure game – a lot of dialog choices, decisions which appear to branch the storyline, and plenty of cutscenes. I’d say that there’s a lot more free roaming and even the odd inventory puzzle in The Council, and there are no real QTE scenes since there are no real action scenes, so this edges it a bit closer to the traditional point and click adventure game of the 90s. Where this gets interesting is that there is a layer of almost RPG-like mechanics on top of all of this: a skill-based system complete with experience points to advance those skills, traits that affect them, and using skills requires spending limited “effort points.” I was initially skeptical…

To go into that all in just a bit more detail, many of your dialog choices and some of your special actions in the game are tied to specific skills. Using these skills requires you to have the skill, of course, and the use of a set amount of effort points, which is reduced depending on what level your skill is at. You level these skills up as you gain experience from chapter to chapter, and there are also books that you can read in limited quantities each chapter, and traits which can sometimes grant you skill points as well. Interestingly, you will still see the options to use these skills even if you don’t have them, which can help guide you to where you might want to allocate skill points later, or in a subsequent playthrough, though every skill gets its turn sooner or later. Your pool of effort points grows as you level up, but can also be affected by items – you’ll find consumables that let you restore some of your points or even make your next skill use free. There’s also one that removes your alterations, which negatively affect the number of effort points you need to use a skill.

The Council's dialog system is surprisingly complex.
“The Council’s dialog system is surprisingly complex.”

The dialog system also has a few other surprises. First, there are “confrontations” which are special dialog events in which you need to choose the correct options in order to convince someone of something or win an argument, that kind of thing, and your success or failure will often cause a decision-like branching of the story. These all felt a lot more tense than normal conversations, even if the stakes weren’t particularly high. Confrontations are particularly affected by that character’s specific vulnerabilities and immunities to certain skills, which are usually discovered the hard way by choosing the wrong dialog option, though there’s another consumable that will temporarily reveal them to you. Finally, we have “opportunities” which are as close as The Council gets to Telltale’s QTEs – moments where you can, if you’re quick enough, move your cursor to an interactive hotspot that appears briefly, usually over part of the character you’re talking to’s face or body. These unlock special dialog or actions, often revealing new information, including vulnerabilities and immunities.

Overall, some of these systems were a bit bewildering at first, but in the end I think they work surprisingly well, and add a nice gamey component to the otherwise rather simple dialog system that most of these sorts of games employ.

Finally, there’s the story itself. If you’re the type of person who likes ancient and old world conspiracy theory along the lines of something like the Da Vinci Code, you might be as drawn in as I initially was. Right off the bat we have something of a “whodunit” mystery, all kinds of mysterious characters and related subplots, and a backdrop of political intrigue complete with secret societies attempting to pull the strings of events across the entire world. I constantly found myself wanting to learn more about what was really going on here, at least until the rather heavy-handed main reveal (something of a twist) comes in a later episode. While I found that twist, which brings in a supernatural element, and especially my character’s reactions to it to be a little silly, by then I was invested enough to say “fuck it” and just roll with it.

Like I said, confrontations can feel a little tense...
“Like I said, confrontations can feel a little tense…”

Unfortunately, the end of the game was a bit of a let down. There was a final confrontation which just… well, it just suddenly ended. As the game summed up how bad of a job we’d done in the last chapter and the post-game character wrap-up started to play, it took my partner and I a full 30 more seconds to realize what had just happened before we looked at each other and let out a simultaneous “OOOOOOooooooooohhhhh!” It was jarring enough that we did something we never do in these kinds of narrative games – loaded up our last save, corrected a mistake we made (an easy to miss but vital item we didn’t pick up) and went through it again, this time achieving a much better, even if it was similarly abrupt, ending. This does speak of one of the game’s strengths though, in that, not unlike The Quarry, there is a good amount of deviation and branching that can take place here, with over a dozen distinct endings. In fact, there was one major decision in the second to last chapter of the game that really had us debating amongst ourselves about which way to go, which should suggest it was an interesting and impactful one if nothing else.

That sums up The Council pretty well. Despite the weird, somewhat janky graphics and the plot that goes to some unexpected places, then ends faaaarrrr too abruptly, I enjoyed the game, especially its take on the narrative adventure mechanics, which has me suddenly much more curious about Vampire: The Masquerade – Swansong, a game that hadn’t really been on my radar even a little bit before.

Unfortunately my dumb ass didn’t take enough screenshots of any of these games, and some of the ones I did take contained spoilers, so instead I’ve opted to steal them from various random places on the net.

Sierra On-line Books

I read and listen to a lot of books related to computer and video games, and having just finished one such book, I figured I’d make a post devoted strictly to books about the history of one of the most fondly remembered classic game companies, Sierra On-line. Fondly enough for me to talk about three different books, at least!

I’ve posted several reviews of vintage computer games over the years, and often gone into my personal history of some of these games. Sierra On-line is one particularly big component of that, as during their heyday they were without question one of my favorite developers (and when you throw in another of my all time favorites, Dynamix, one of my favorite publishers too!) Sure, LucasArts is widely agreed upon to be the victor when it comes to the fanboy favorite argument of which of the two companies made the best adventure games, but in the 90s Sierra held much more territory in the diskette and CD-ROM boxes of my personal game collection; the Space Quest series in particular being an all time favorite.

Three Books about Sierra On-line

Hackers: Heroes of the Computer Revolution by Steven Leary is surely one of my favorite non-fiction books; when I eventually stumbled upon it I honestly couldn’t believe I hadn’t read it much, much earlier in life. It covers a lot more than gaming, but of relevance here is the last third or so of the book which focuses on the shift of personal computer software development, while still somewhat rooted in enthusiast hacker culture, to a more commercial direction in the early 1980s. In particular, it mostly focuses on Ken Williams and Sierra On-line. Keeping in mind that this book was first published in 1984, this was a very contemporary look at what was then a fairly young version of Sierra, having only just released the original King’s Quest.

Of course the story of the founding of On-line Systems and the development of Mystery House is covered, but then Hackers moves into chapters devoted to Sierra’s close bonds with their peers, such as Brøderbund and Sirius Software, its “summer camp” like culture, and its gradual shift away from that and “hacker” ethics in general, along with all kinds of now legendary stories including the deal with IBM to develop for the PCjr, Richard Garriott joining Sierra, the noncompete lawsuit against Atari, and a whole lot more. The style of these later chapters is a bit different than those earlier in the book, feeling more like embedded journalism pieces than chapters in a book about computer history. Crucially, Hackers really provides a different take on who Ken Williams was and how he ran Sierra at the time than what I was familiar with. This is extremely fascinating stuff and absolutely essential for providing some eye opening accounts of those typically skimmed-over early years of the company.

I’m sure there had to be some, but I don’t know of anything else significant outside of blurbs posted in Sierra’s own manuals, guides, and magazine until 2018, when The Sierra Adventure was published. I was stoked. At long last someone put together a book about the history of the venerable Sierra On-line! The author, Shawn Mills, is a writer for Adventure Gamers and one of the founders of Infamous Quests, a throwback adventure game developer best known for Quest for Infamy and a couple of notable Sierra remakes. Respectable bonafides!

The Sierra Adventure isn’t quite the exhaustive chronicle of the history of the Sierra On-line and every last one of its products that many might be looking for in such a book. Instead, it attempts to approach the subject almost entirely from interviews with former employees. Quite a lot of notable people contributed the quotes that make up the bulk of the book’s content, though Ken and Roberta Williams themselves, still keeping a distance from all things Sierra at this point, are rarely quoted. Even still, there is enough here and I think the author put it together with enough love to make it a worthwhile read. I have to say, I was a bit annoyed with how the book starts, devoting its first chapter to flashing just a bit forward to talk about Sierra’s first couple brushes with death and how the company survived them before going back and starting at the beginning with On-line Systems and Mystery House in the next one. This kind of literary device often works quite well, but here it just came across like some kind of a bizarre editing snafu. A relatively minor gripe, I admit.

In 2020, founder and former CEO, Ken Williams himself, wrote and published Not All Fairy Tales Have Happy Endings. Part autobiography, part industry insider insight, Not All Fairy Tales Have Happy Endings is the story of Sierra On-line from the unique perspectives of Ken, and to a lesser extent, Roberta. While I did sometimes find the writing in need of a bit more editing (for example, Ken often repeats himself, especially from chapter to chapter) I quickly started to get in tune with Ken’s “voice” and ended up really enjoying his take. By the way, I originally listened to the audiobook version, and when I later got a printed book I was surprised to find it full of interesting full color pictures. Very much an upgrade!

Without a ton of detail, the book sometimes feels like just a bunch of strung together anecdotes, though it was all strung together reasonably well despite its numerous interludes. It certainly succeeded in satisfying my biggest hope for the book by filling in a lot of gaps about Ken and Roberta and the unique company culture that produced the games I loved so much. I was perhaps most intrigued by the conflict between Ken’s cold and detached approach to business: only wanting to work with “A players” and chasing monetary success, at times to the detriment of the company, with his more personable and generous side: hiring random locals to grow into very specialized positions and running the company like a big, fun family, and how that stuff all changed as he eventually ceded more of Sierra’s management and control to others as the company grew. I don’t know that Ken sees this as a “conflict” himself but, especially given Sierra’s eventual decline, it stood out to me. Speaking of which, this book gave me far more insight into the death of Sierra than anything else I’d read, with Ken providing a version of events that no one else has ever, or could ever, fully present around the CUC takeover and subsequent loss of control. It really is, as the title suggests, a bit of a cautionary tale.

Of course, Not All Fairy Tales Have Happy Endings is all from Ken’s point of view but, despite the obvious inherent bias there, his accounts do come across as sincere to me. Regardless, I’d highly recommend reading the sometimes overlapping accounts in all three of these books for a more well-rounded perspective. I’d also recommend reading them in the order I covered here; Ken even references his chapters of Hackers in Not All Fairy Tales. When taken together, we finally have as close to a complete picture of the company as we’re likely to ever have.

There you have it! Needless to say, these are far from in-depth reviews and I’d recommend Evan Dickens’s reviews and comparison between The Sierra Adventure and Not All Fairy Tales over at Adventure Gamers if you want to dive a little deeper than I did here.

This article was actually taken from my other blog, originally posted in March of 2023. Given the subject matter, I meant for this to be more of a cross-post but, hey, I guess I got a little distracted. *shrug*

Adventure Break!

My partner and I decided to do a quick co-op play through one of the numerous FMV style games we’ve been seeing all over the Xbox Store for years now. Most of these games (titles like The Bunker and The Infectious Madness of Doctor Dekker) are put out by a publisher called Wales Interactive, though despite similarities, they’re actually developed by a variety of different studios. I guess Wales is trying to corner the market on modern FMV games? Regardless, the one we ended up picking was Late Shift.

Late Shift follows Matt, a 20 something working as an attendant on an overnight shift in a parking garage in London. Almost immediately events on this particular evening lead to Matt being caught up in a criminal plot and, well, to go much more into would spoil things. The story is all, honestly, pretty silly fun. It’s not over the top campy, and the excellent production values lend the whole thing a more serious tone than it probably deserves. That‘s the part where I was pleasantly surprised, actually. The production, direction, acting; they’re all surprisingly good. As a movie it might not win any Academy Awards but as a game? Maybe this comes from playing too many FMVs in the 90s, but I tend to expect a certain amount of grade-a terrible from my FMV games. I mean, that’s the main draw to people going back and replaying them these days, right? On the other hand, Late Shift feels like it actually had a budget. Pfft!

Things go off the rails in Late Shift quite quickly.
“Things go off the rails in Late Shift quite quickly.”

Another interesting thing about Late Shift (and from what I gather, most of these other Wales FMV games) is that they’re not what a lot of us old timers would think of when we think of FMV games. In the 90s most FMV games were simply games that used copious amounts of embedded video sequences and/or cutscenes, and maybe some digitized spites for good measure. Gameplay wise, while some were games of a distinct genre that got slapped with the label simply for featuring a lot of video, the majority of these games weren’t far off from the classic point and click adventure game formula, though the more they leaned on video the less interactive they tended to be.

Late Shift takes that to the extreme, being something more along the lines of an interactive movie; imagine a Telltale game with nothing but cutscenes and decisions, or Dragon’s Lair with all of the input relating to decisions rather than quick time event like action. This made me think a lot about a similar game I played before Late Shift, but one I never wrote about here due to it being presented as less of a game and more of an interactive movie. Netflix’s surprisingly high profile experiment Black Mirror: Bandersnatch. The idea of an interactive movie played with just a remote isn’t really anything new; there were various similar games released when DVD first started blowing up (including a version of the aforementioned Dragon’s Lair) and I suppose it makes even more sense with modern streaming technology.

Your average Bandersnatch dilemma.
“Your average Bandersnatch dilemma.”

Really, Bandersnatch is quite interesting in its own right. It’s about a budding game developer in the days of the UK’s storied early 1980s bedroom programming scene. This is a pretty damn esoteric subject to most Americans, but it’s one I happen to be into so I was sold on the premise alone. As you follow the main character Stefan through being offered a job at a game studio alongside one of his programming idols, Colin, you’re occasionally prompted to make decisions to progress the plot, and believe me this, it goes all over the place. Indeed, Bandersnatch is far from a straightforward experience. Fitting with Black Mirror’s overarching themes of the existential dark side of modern technological advancement, the fourth wall is broken in numerous ways throughout, and the game itself is all too happy to punish you for picking the obvious “right” choices, leading to dead ends and other unsatisfying endings which ultimately encourage or otherwise manipulate you to replay the game multiple times, exploring the branches of its decision tree ad nauseam. In some ways, this reminds me a lot of how old classic adventure games were intended to be played; by sinking endless hours into them to figure out solutions to every puzzle on your own through copious amounts of exploration and trial and error.

Shit continues to escalate in Late Shift...
“Shit continues to escalate in Late Shift…”

Late Shift is far more traditional in this respect. It doesn’t try to play clever mind games with the player. You’re simply making decisions as presented to you and watching how those choices affect the events of the story until eventually reaching one conclusion or another. There’s no complicated decision structures that need to be charted to be understood, nor any trick options or any other elements of subversive design here. In fact, compare these flowcharts based on the choices for both games: Bandersnatch vs Late Shift. It should be noted that Late Shift features a lot more choices than shown here, though those not represented in this flowchart tend to lead to minor varations in scenes rather than major branches of the plot. Also, try not to pay too much attention to the details, as these charts are absolutely spoiler ridden!

That might sound (and look) like a mark against Late Shift, but to me, this made it a far smoother and overall, more digestible experience. The game is perfectly happy with you playing it once and never touching it again, and none of the endings felt overly abrupt or unsatisfying. If you do feel like playing through it again, choosing radically different decisions as some might do with, again, a Telltale game, the game does provide enough different scenarios and other variations to be satisfying to play through 2 or 3 times. While Bandersnatch may have failed in some respects, I immediately went out and added some of Wales Interactive’s other FMV games to my wishlist upon beating it. I’m just hoping I didn’t spoil myself by trying one of the better quality ones first. I suspect I might have.

Tell Me Why's scenery is as chill inducing as it is beautiful.
“Tell Me Why’s scenery is as chill inducing as it is beautiful.”

Speaking of adventure games, we also played through the next of Dontnod’s games, 2020’s Tell Me Why. Tell Me Why tells the story of two college aged siblings reconnecting to clean up and sell off their childhood home, naturally leading to some tying up of other loose ends concerning their family’s dramatic past. Tell Me Why is also a transgender story, although these elements are handled with a subtly that ultimately makes sure they’re not the focus of the story, despite being pivotal to it. Instead, the most intriguing parts of the story are about our characters’ unusual relationship with their mother, an artist who seemed to embrace fantasy as much as if not more than her children, and as usual with Dontnod games, the compelling setting; this time it’s a picturesque small town in Alaska.

As you might have guessed, this is a much more personal story than any of the Life is Strange games, focusing more on the interpersonal and slice of life aspects of those games. While there are some bigger plot elements, the stakes don’t ever feel quite as high as stopping a serial killer or being on the run from the authorities for a murder you didn’t commit, to use two very specific examples. Part of that has to do with so much of the game being about the past; examining nearly forgotten childhood memories, trying to find answers to questions that had been bouncing around for most of the protagonists’ lives, that sort of thing. The lack of urgency is a bit of a tonal shift, and if, like my partner, you’re the type of person who doesn’t find a lot of value in obsessing on the past, you might even fail to connect to the story entirely like she did.

Late Shift
“Unpacking emotional baggage in Tell Me Why.”

Gameplay-wise, Tell Me Why feels very much like it could be a part of the Life is Strange series, so if you’ve played any of those games then you pretty much know what to expect. Of course, even between games in the LiS series there are numerous mechanical changes, and Tell Me Why is no different. One big one is that the journal is gone, replaced with a book of children’s stories which is occasionally (and rather obtusely) used to solve puzzles. As is always the case in those games, the supernatural power your characters possess is new and different too. And yes, “characters”; you play as both siblings at different parts of the story. A rather huge departure is that I feel like exploration is a bit less of a focus in Tell Me Why. While mechanically it’s just as present as in any of the previous Dontnod adventures, I rarely found any point to it. Descriptions of items were less interesting and insightful, and it was rare to find anything useful in the world. For that reason I didn’t really engage with the collectibles this time around, which is a first for me in these games.

Still, I really enjoyed Tell Me Why, though the particular story and some elements of its storytelling mean it’s less likely to stick with me than any of the previous Life is Strange games. Regardless, after playing this I’m even more curious to check out Dontnod’s next and seemingly least popular adventure game, Twin Mirror. Soon enough, but for now I better get back to Halo Fest

The Black Mirror: Bandersnatch screenshot above was taken from a random image search result rather than my own Xbox. I found out the hard way that you apparently can’t screenshot the Netflix app. Shenanigans…