Tyler joins Michael, who asks him to count various items in the storage room such as cans of tomato sauce and jugs of bleach. Michael asks Tyler to count the number of Tom Vecchi plushies in a box, and once Tyler answers Michael throws a plushie at him. This begins a plushie fight in the storage room. Tyler looks around the break area before sitting down as well.
Michael is flirtatious throughout the conversation, and Tyler can choose to accept his compliments or stay distant. Alyson arrives from the counter and asks if Michael and Tyler are ready to go. The group heads to the cemetery. In this ending, Tyler is clearing out the house after it has finally sold.
He plans to meet Alyson and Michael in Juneau where they are rooming together. Tyler and Michael are in a relationship or just friends depending on player choices. Upon leaving the house, Tyler calls his old mentor, Aaron, and tells him he was right about grief coming in circles. Tyler says he stood on the porch staring at the fog and his mother "tumbled right out" of him but it felt good to remember. In this ending, Tyler and Michael are in a relationship depending on player choices.
If together, Tyler has moved to Juneau and is enjoying his time there. If he and Michael are just friends, Tyler moves to Kodiak island. He tells Alyson he's enjoying his new life as much as she's enjoying hers. This link allows them to share thoughts and feelings, communicate without speaking, and even relive memories from their past. Now that Tyler and Alyson have reunited and returned to Delos Crossing, their Bond seems to be back in commission.
As children, Tyler was always the wilder and more outspoken of the twins. Despite this, the twins were always going on adventures together. Alyson accepted Tyler when he asked her to cut his hair and told her that he felt more like her brother than her sister. When Alyson stabbed Mary-Ann to stop her from killing Tyler, he immediately decided to take all the blame for the event; forcing Aly to tell the police that Tyler had killed Mary-Ann.
Mary-Ann and Tyler had a strained relationship at best. Despite this, Tyler genuinely cared for his mother and was extremely hurt when he believed that she would never accept him for who he truly is.
Tyler meets Michael after returning to downtown Delos Crossing for the first time in ten years with Alyson. The two seem to get along instantly and bond over their shared passion for fishing. Throughout episode two, Michael continues bonding with Tyler. The two of them flirt often, especially when Tyler helps Michael in the storage room.
Michael tells Tyler he really does want him to move to Junea because Tyler is "one of a kind. In Episode 3, Tyler must choose between keeping his relationship with Michael flirtatious or friendly. Depending on player choice the two can share a kiss during their afternoon fishing trip. During the epilogue if the player made romantic choices towards Michael as Tyler, the two may be shown in a romantic relationship or flirting.
Tell Me Why Wiki Explore. Tell Me Why. About Chapters Chapter 1 Chapter 2 Chapter 3. Recent blog posts Wiki Staff. Explore Wikis Community Central. Register Don't have an account? Tyler Ronan. History Talk 0. Tyler and Alyson on the ferry towards Delos Crossing.
Tyler and Alyson look under the deck of the old Ronan home. Tyler and Alyson outside of their childhood home. Tyler reaches out to a ghostly version of himself as a child.
Tyler tells Alyson that they will tell the police that he killed Mary-Ann. Alyson and Tyler observe ghostly versions of their younger selves. Characters in Tell Me Why.
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No minimum to No maximum. Off-topic Review Activity. When enabled, off-topic review activity will be filtered out. This defaults to your Review Score Setting. Read more about it in the blog post. I also felt that Dontnod fumbled a bit in the depiction of their mom, Mary-Ann. However, we also know she was obviously troubled.
There are some notable, more stressful exceptions, such as having to correctly recall the date I just saw in order to get a full confession, but these moments are few and far between. For instance, early on you can accept or reject a gift. Choices rarely gave me pause. While the differences may become clearer with multiple playthroughs I wanted to feel that weight immediately: I want to have regrets, I want to feel like I picked right or wrong, I want to sit there and not know what to do, but rarely did choices give me that kind of pause.
Even the big reveal at the end failed to floor me. Throughout my playthrough I tried to guess how the story would end and my guesses kept changing with each new piece of information. However, my constantly shifting theories felt like they were the result of the story pulling me in too many directions rather than the execution of clever twists that put all the clues together so that they lined up in an unforeseen way.
And the answers were never as exciting as the curiosity I had leading up to them. Minigame moments serve to add a layer of humanity and lightheartedness to the heavy themes. Other types of problem-solving are a bit more interesting; using the emergency exit map to figure out how to get upstairs or slowly learning new search terms to pull up police files stand out.
I'm serious—just looking at some tins and counting them. Yet surprisingly the game's narrative is at its most deft in these sequences, able to pull us into the warmth of the twin's relationship or deliver tender moments as they work through the unaddressed pain of their past.
The dialogue is pretty clunky and over reliant on exposition, and the occasional attempt at youth speak is painfully "how do you do fellow kids", but perhaps that just adds to the awkward charm of these youngsters who have grown up in isolation.
It never lasts. Because Tell Me Why also wants to tell a dark and mysterious story about the twins' past, with a dangerous hooded figure chasing them and covering up a conspiracy all while the threat of the supernatural looms over everything.
The whiplash felt as the game swerves between these two tones borders on lethal. I frequently found myself needing to take a minute just to get on board with the sudden unexpected shifts, like the opening with its heart-warming montage set to indie music that comes right after watching a kid confessing to murder. Both these sides of Tell Me Why's story undermine each other.
Its thriller storyline is undone by the desire to be kind and respectful to its characters, never facing them with a serious or troubling threat. The game's gentle coming of age story is equally undone by the hard yank back into its darker overarching story, with its disturbing and occasionally absurd twists. To its credit Tyler gets to be more than a one note character, with his aspirations and anxieties sprinkled throughout. While there are missteps, they're at least well meaning, and the game goes to great lengths to respect Tyler's identity like few games of this scope ever have—even if it de-fangs some of the realities you might expect him to be dealing with.
The same can't be said of Alyson who largely exists to oppose Tyler's exploration into his past.
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