Pretty good finale. Lots of emotional moments, and the ending was hilarious. The puzzles were OK. Not as good as Episode 4's, but still better than the hand-holding the first three episodes were. (What was the point to the algae cakes' return, by the way? Giving them to people didn't seem to get a response, although I didn't try everybody. And also the blacksmith sign.) Jogging Edna's memory and the whole saloon puzzle were pretty clever. The environments were great. Loved the Expo, wished there was more of it. (I'm a sucker for all that "future that never was" stuff.)
My only real complaint is that it didn't really feel like a finale. Telltale always sets up the last episode to be something epic. All three Sam and Max finales, Rise of the Pirate God...hell, even 8-Bit Is Enough did it to some extent. While Telltale was definitely going for that this time...I don't know, I just didn't feel it for some reason.
And now for my thoughts on the series as a whole. Brace yourself for text.
WHAT I LIKED:
It Feels Like Back to the Future: If I had to name Telltale's greatest strength as a developer, I'd probably say that, for a company that deals almost exclusively in licensed games, they always make an effort to treat those licenses with respect. There was a time when "Back to the Future video game" meant running around throwing bowling balls and avoiding hula hoop girls. Telltale had a difficult task, following up on the closure-providing ending of the third movie, but they came up with a plot that would be worthy of a fourth BttF film. (Having Bob Gale on board definitely helped.)
At the same time, though, there is such a thing as being
too faithful. Many times an adaptation/continuation of a franchise is so afraid of deviating from the source that they just throw as much fanservice as they can. This is better than ignoring your source completely, but not by much. I was afraid Telltale would go this route, but fortunately they managed to make things different while still keeping them the same. Marty causes a lot of trouble just by trying to do the right thing. There's actual tension between Doc and Marty, when previously they got along so well it seemed like they were two halves of a single character. And the villain wasn't a Tannen! These are all very different elements from what BttF is known for, and yet it still made sense as part of the series. So I applaud Telltale for that. The whole thing was well-written all around.
The Voice Acting: AJ Locascio as Marty was incredible, plain and simple. (Also, I know he lurks these forums, so on the off-chance you're reading this, AJ, I want to say best of luck with the rest of your voice acting career.) Christopher Lloyd as Doc goes without saying. It's good to know he's still as animated as ever (but of course Judge Doom is animated

) after all these years. James Arnold Taylor as Young Emmett also deserves some credit for somehow managing a voice that sounds like a teenager yet still being recognizably Doc. And it was great having Claudia Wells as Jennifer, as well as Michael J. Fox's short but sweet cameo. George and Kid Biffyond were a little...eh, but I think they grew into the roles as the episodes progressed. All in all, the voice actors did a good job filling the void the movie's cast (mostly) left behind.
The Music: Jared Emerson-Johnson is a genius. Plain and simple. I'd even go as far as saying Telltale's Sam and Max episodes have some of the best soundtracks in modern gaming. It's amazing how many of the game's songs feel like score from the movies when they're really original pieces. (I particularly liked the main BttF theme redone as a soft, melancholy song.) The Marquis DeSinge did good.
The Hint System: Wait, wait, hear me out. Sure, with how easy the game was the hint system was mostly unnecessary, but it was still well done. Think about Telltale's previous hint system (although maybe I shouldn't say "previous" since BttF used it along with the new system). If you were stuck on a puzzle, you had to wait around and do nothing for who-knows-how-long until one of the characters decides to drop a piece of extremely vague dialogue that may not even be useful for you. Sure, you could turn the hint level to high so you can hear it sooner, but then the characters just won't shut up. But a menu with a series of InvisiClues-style hints (so the solution isn't spoiled right away, unless you want it to be) that you can bring up anytime? That's much better. Hopefully Telltale scraps the dialogue-based hint system entirely for the new one.
Edna: Well, no, I didn't like Edna. I guess what I mean is that she made for a good villain. On one hand, she's a sadistic pyromaniac with dreams of becoming a dictator, yet at the same time she's so convinced she's doing the right thing. Good villains need depth, and while Biff Tannen will always be one of my favorite movie villains, he definitely didn't have the depth Telltale needed for the story they wanted. So all in all, I thought Edna made for a good antagonist.
WHAT I DIDN'T LIKE:
So Very, Very Easy: All right, people have been complaining about this since December. I'm sure everyone (me included, to an extent) is sick of hearing this, especially the guys at Telltale, but the fact that it's brought up so much just proves how serious a flaw this is. I get that the BttF license was going to bring in new players, people who have never heard of a point-and-click adventure before, much less played one. I knew from the start it would be necessary to tone things down, but I didn't think it would be to this extent. I could bitch about the lack of difficulty itself, but instead I'll just say how Back to the Future makes me a little concerned for Telltale's...well, future.
Telltale's growing as a company, and wants to grow further. That's only fair. As a struggling writer myself, I know that just about any creative person wants their work exposed to as many people as possible. I can't fault them for that. However, there comes a point where in order to make your work popular, you have to creatively compromise it to the point that it isn't truly your work.
The adventure genre was practically dead before Telltale came around, and even now they're the only reason it's not dead. I love adventure games to death, but there's a reason they went away. The gaming industry is constantly changing, and they just stopped being profitable. The best adventure game ever wouldn't sell a quarter as much as a mediocre first-person shooter. As Telltale grows further, they may have to make some difficult choices, and it's possible they already made it. Jurassic Park is a Heavy Rain clone. We don't know what The Walking Dead is, but it's not a point-and-click. I could be wrong (and I hope I am), but Telltale's days of making adventure games might be numbered.
Lack of Exploration: Despite all the complaints about it, the easiness of BttF's puzzles was not the biggest problem. I'd have easily overlooked it if it weren't for this flaw. Where does the appeal of adventure games come from? Is it the writing and humor? The intellectual challenge you get out of puzzles? Those are big factors, but not the biggest. There are plenty of non-adventure games you can get those from (Portal, for example). No, the appeal of adventure games is in exploration. Trial and error. Examining every item, using everything in your inventory on whatever you can find. Seeing what works and what doesn't. Doing something you know won't work just for the response. During the 80s and 90s, adventure games gave us an interactive world no other genre could hope to provide. It's a different story today, of course, but even now no other game does exploration with quite the same charm adventure games do.
Remember the office in the first two Sam and Max seasons? It was cluttered with so much crap, each of it with a funny response attached. Most of the stuff in the room was pointless (in fact, in quite a few episodes the whole room was pointless), but it was fun. Or all the memorabilia on Stinky's wall in Season 2? I wasted so much time playing 201 just listening to every one of Stinky's bullshit stories. This stuff adds to the atmosphere, makes the setting feel deeper, and gives the game some length so you're not just beating it as soon as possible.
There's very little exploration you can do in BttF, and what little there is seems to just be there to justify a trophy in the PS3 version. Most areas have very few clickable items. Using an inventory item when you're not supposed to will almost always get you a generic error response, even when it wouldn't make sense. (For example, using the newspaper on anything in Episode 3 will make Marty say "If I'm going to do anything with this, I'm going to recycle it!"...even if you use it on the recycling bins. And Mr. Philpott didn't care when I showed him the algae cake I stole from him in the finale.) Worst of all, the lack of exploration actually makes the easy puzzles easier, because you know that if Telltale made the effort to make an item clickable, there's an 80-100% chance it's part of a puzzle, depending on the size of the area. If Telltale threw in a few red herrings, some stuff that you think would be helpful but isn't, that alone would improve the game by a huge amount.
Uneventful Night at the Inventory: Marty's inventory was almost completely superfluous. Most puzzles don't even involve your inventory, and the few that do are pretty...basic, I guess is the word. You use something, then lose it, having quickly fulfilled its purpose. Just about everything in your inventory is a one-use item. Or a zero-use item, as the case may be. I still don't understand the purpose of the picture of George McFly. I thought it'd be like the wedding ring in Tales of Monkey Island, where it sits in your inventory being useless for most of the series then comes into play at the very end. But no. It spends Episode 1 being useless, is used for a puzzle in Episode 2, then goes back to being useless for the rest of the series. Why did we still need to hold onto it after the one time we actually needed it? Anyway, more inventory puzzles would've been nice.
I Love Misleading Dialogue Options!: I hate misleading dialogue options. There was this thing in Tales where you'd get your choice of multiple dialogue options, then no matter what you picked Guybrush would say something completely different. Marty does the same thing here. I'm not sure why Telltale does this. Is it supposed to be funny? Is it supposed to give an element of gameplay in what would otherwise be a lengthy conversation? Is it supposed to remind us the player character is their own person and not just a pawn for our actions? Whatever it is, it's more annoying than anything else. Just a minor nitpick.
OVERALL:
Back to the Future is a very...polarizing game. The lack of interactivity is a huge, huge flaw, yet the writing, the atmosphere, the acting was all just so well done that I'm somehow able to forgive it. I'm not going to call it one of Telltale's best, and it definitely has me afraid about Telltale's other projects, but at the end, I can say it was an enjoyable experience.