![]() ![]() She'd tell you how I straddled the line between completely flat affect and quarrelsome as a default mode. One of my closest friends, and roommate at the time, would tell you that for six months in the early aughts I didn't really eat, drank heavily, barely spoke to her, and when I did it was a growl if we weren't both completely drunk. But, in those instances, you must choose. There's not many of them, and only one is truly make-or-break. So, what does Tell Me Why bring to the table?Īt key points you will be asked to choose between one memory or another (typically Tyler or Alyson’s, but not exclusively). Replaying scripted scenes has been done before, and with more daring. Whichever your preferred comparison - you’ve seen this before. ![]() Hellblade: Senua’s Sacrifice’s hallucinatory lore dumps. Or a dialogue-heavy version of Dark Souls’ bloodstains. And DONTNOD just won't paint outside the lines.Īside from the usual adventure game “highlighted object-of-interest prompts a contextual verb which begets dialogue,” the core mechanic revolves around the twin’s ability to manifest memories of specific emotional resonance (at least, that’s what they say – sometimes it’s just a plot or puzzle device and the memories conjured up are incredibly mundane). It's too safe and predictable - a drugstore paint-by-numbers kit. I've solved all these puzzles before in some incarnation, I've had these conversations, seen meta-commentaries on how silly these genre conventions are by funnier, more acerbic developers in countless games before this. ![]()
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