Josiah Harrist
Void & Meddler is a headgame, like a lot of good cyberpunk. What is actually happening to Fyn? What is real and what is not real? Is her experience one long narrative of a night of suicidal ideation? So little is revealed in this first chapter that it's difficult to say. And in its stubborn refusal to adhere to convention or basic narrative, Void & Meddler lags significantly.
Sunless Sea is ultimately a chronicle of tragedies. Success is dependent upon you building up achievements, stacking your legacy high enough that the next captain can set sail with a proper cannon and better rig, which is in turn entirely in service of exploring whatever remains in the vast darkness out East. As someone who played Skyrim and spent hours wandering every square inch of the underground kingdom in Blackreach, I found Sunless Sea's heady darkness appealing.
Cry Wolf lacks a sense of inevitability. The Telltale Engine telegraphs social consequence to players throughout (in the form of notifications such as "She will remember that" during play) which lends a sense of weight to player decisions. Yet there never came a moment in which my decisions caught up to me, when I was caught helpless.
So much of Episode 4 is table setting for the upcoming finale that the episode never finds its own identity: it's all middle. There's no real beginning or end, no narrative arc.
If nothing else, Telltale's third episode in the serialized fairytale noir A Crooked Mile certainly knows what it's about.
The Wolf Among Us falters in episode two