My two cents on
Nelson Tethers.
Presentation: as always, two thumbs up. A polished, stylish 2D adventure with a clear interface and some
great music. Irresistible.
Story: tense, scary and compelling, but it does leave too many loose threads. There's a frozen corpse in the middle of the forest - why does no investigation take place? What happens to the Sheriff, Bjorn and Glori? I like the abrupt, mysterious ending, but there's something unrealistic in the almost complete lack of curiosity - or professional sense of duty - in Nelson and his department. Anyway, Scoggins is indeed a fascinating setting, and the insecure but resolute Nelson Tethers has already proven himself a great main character.
Gameplay: my main complaint. Too linear, too flat, too straightforward. For the first time with a Telltale Game I've had the impression of watching a TV show more than playing an actual game - and there's absolutely no praise in this. Why have you abandoned the three-quests-for-chapter formula, which worked so well? Tethers has to get three wheels in order to gain access to the factory: why can't he look for them in whatever order he wants? There's always one single - obvious - thing to do next, and absolutely nothing else.
An option would have been leaving more facultative puzzles scattered throughout the map, instead of cramming all of them in one single room (the Diner). Anyway, the problem remains: due to the almost complete lack of facultative interactivity and non-linear gameplay, we never feel like we're actually conducting the investigation - we're just watching a story unfold on its own, and solving puzzles in the meanwhile. Very far from what Telltale has accostumed us to.
Puzzles: fun and balanced, for the most part. I've had a good time solving the vast majority of them - but some were simply too unrealistic or inconsistent to fit well in the overall tone and atmosphere. I've written what I think of them in the
dedicated thread.
Dialogue:
loved its style - dry, humorous, suggestive and disturbing. But more options would have been appreciated during the later stages of the game.
Verdict: a promising start, but Telltale can do much, much more. Bring on
Puzzle Agent, sure, but only when you feel confident enough to create a good, deep, story-based puzzle game, and not a simple Layton clone.