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Saturday 29 August 2020

Tell Me Why

Ain't nothin' but a heartache

DONTNOD entertainment have carved out quite a reputation for themselves over their relatively short 12 years being active, to the point where some would even refer to their games as a 'type'. Personally, I've been cognisant of just about every single one of their game launches, so it might be a bit bias of me to claim how big they've become in image alone, but even in exaggeration there is a hint of truth. Starting with 'Remember Me' back in 2013, I remember distinctly not being too impressed with their game on a good few levels, not least of all for the narrative which I thought was messy and failed to stick to it's own rules. Lo and behold, here we are in 2020 and they've carved themselves into a studio renowned for their narrative-based games and storytelling- all the while still failing to stick to their own established narrative rules every now and then. (Guess that's a thing people like now?) Thus it's little surprise that their latest project, 'Tell Me Why', follows suit.

Perhaps best known for the work in the Life is Strange games, DONTNOD have developed something of a routine; mounting interesting premises and then completely scrapping what made that curious in favour of character driven narratives. (Not saying that's a bad thing, each to their own. Just feel like they could work harder in marrying those two sides of their narratives.) Whatsmore than that; they've also established this distinct visual style for comic book-esque visuals with a smooth, almost airbrushed, finish. This doesn't make it into all their games (which is for the best, I don't see this working so well in Vampyr) but it has for this new title 'Tell Me Why' which works both for and against this title. On the positive, it's a pleasing aesthetic to look at that doesn't shoot for total visual fidelity and yet is pretty enough to be it's own style. On the otherhand this style has been used exclusively on 'Life is Strange' properties up until now, thus that inherently ties 'Tell Me Why' with NODS' reputation for confused inconsistent and oddly fantastical storytelling, when I get the impression that this title wants to be a little more serious and grounded. (Then again, these are the guys who introduced then ignored a plot point involving a surprise second moon, so I should know better than to think I've got their number.)

The premise itself is actually quite intriguing on the surface, which is why I'm interested in giving this story a shot. It follows these Ronan twins making their way back to their hometown to come to terms with their 'troubling' childhood trauma with the hopes of getting to the bottom of it so that they can both move on with their lives. Seems simple enough, but when that trauma seems to involve their mother suddenly attacking one of the kids, Tyler, with a shotgun and then ending up dead; the seeds of a mystery start to lay themselves. Now as it just so happens, these twins have a supernatural bond whenever they are close to one another, (Because DONTNOD can't help but bog down their own stories with ancillary supernaturalism) but the way this manifests does have the potential to prove a satisfying framing device for the story, so I won't ride them too hard until the final chapter comes out and they completely bottle it with a spiral into nonsense. (I'm grumpy this morning.)

The twins actually have the ability to see flashes of the past whenever the are struck with intense emotion, and I will concede; that's quite apt for story like this. In the way that the story appears to be laid out, there's a cold-case of a mystery who's details played out years ago when both the protagonists were still naive children who couldn't have accurately comprehended the world around them. With this power, however, it allows them to revisit moments like those with the perspective of adulthood to really comprehend these events and learn the truth behind them. That's super cool and a clever implantation of the abnormal. This likely also extends to seeing events that neither of them were there to witness, as that's the only way I can see them truly unravelling the mystery of what really happened the night of the attack. I'll be honest, this sounds like an interesting mystery with the potential to really subvert and surprise if it's handled right.

Of course, the glue of the game which will pull it all together isn't in it's mystery but rather in the relationship between the twin protagonists. (I think we've yet to get a really seminal 'unravel-the-mystery' game in the industry and I very much doubt DONTNOD will make the first.) Both of these protagonists are positioned to have spent a very large part of their growing up apart from each other, likely under different foster homes, so in reuniting and coming to solve this mystery we have a story that purposes to tell the re-connection of these characters in the present as well as to their shared past. Now whilst I may mock DONTNOD for their failings, may that never be misconstrued to say that I disparage their efforts of telling character stories because they can do that, and do it well. In fact, I get annoyed when their other stuff gets in the way of solid character interactions and emotional building. So for these twin's relationship to be the beating heart of the story is a definitive move in the right direction for this studio's talents, in my opinion.

Something that I'd feel remiss in failing to discuss, though more in line with the studio's talents in general over this specific game, is the quality of the world design that I've noticed from these developers. This title marks their latest milestone in this regard but even all the way back in the original Life is Strange they've coveted this unique eye for building very terrestrial and realistic world spaces that feel lived in. Even when the graphical splendour isn't quite as exploited as it might be, such as in this trailer which I feel has a, perhaps purposely, duller palette, they've always managed to craft this slices of life into the narratives which deftly enriches the lives of the people so integral to these plotlines. Even looking around their old family house you can read the story off the walls and on the desks, this is an art of environment that DONTNOD have slowly been getting better at and in the glimpses of this game that I've seen I think they just might have reached a height as immersive as 'Gone Home'. And if you remember my thoughts on that game's environment you'll know I offer high praise.

Though if I have one huge fear going into this game, it's the same shortcoming that DONTNOD borrowed from their genre influencer, Telltale Games; I don't think the choices will matter. Now don't get me wrong, DONTNOD and Telltale both dived into choice based narrative games and made something impressive for the times that those games existed, but the genre grew distinctly stagnant in the barrage of choice-based games that came after to the point where it was hard to see how the game-type had grown. Choice that felt impactful in the days of Life is Strange 1, (which I feel bad about spoiling so I won't) just feel hollow today, and we reach the point that unless a decision has the ability to drastically shift the direction of the story, rather than just hit you with an immediate consequence and solider on, we feel a little underwhelmed. DONTNOD have a habit of leaving all their big choices till the end, and that's just a little too late to justify the concept in my book. Now they have no impetus to change things on my account, of course, but I hope that with the reputation they're receiving as the, currently, sole purveyor of high-quality choice-based adventures, they'd take it upon themselves to push the artform a little, even if just as a test. (Imagine a serious tale that diverged as wildly as 'The Henry Stickman Collection' or 'A Heist with Markiplier'; now that'd be the game to turn heads!)

But I'm sure what DONTNOD have at their disposal right now is entirely serviceable. In fact, I can attest to that with some evidence as, during the writing of this article, the first episode of this three-part journey is out and people seem to be enjoying it. Theirs is a studio with a somewhat unique talent for portraying realistic relationships and interpersonal drama, and the more they play to that strength I hope translates for more success for them. As an amateur writer myself I feel a little invested in the plight of this plucky studio, and wish them the best in their endeavours especially as narrative-driven gaming isn't as widespread as I would hope in today's age. Here's one studio that's changing that one story at a time and I salute them for their efforts. Also, the game's real cheap on Steam right now; Pick it up if your so inclined; support the storytellers.

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