Ragnar said this was a choice driven game, the emphasis was never put on puzzles.
Ooookay, let's not falsify history here.
I've read ex-Telltale marketer Emily Morganti's adventuregamers Chapters review this morning. She's giving the whole game 2.5 stars out of 5. For a website ostensibly promoting adventure games, that is a really, really harsh verdict, and I had a much more profound experience with the game than Emily did, but I concede I see most of her points in principle.
Challenge, in Chapters, is usually "find the hotspot", and of some of the precious few instances where something a little more creative was asked of the player have now been cut out of Book One. At the same time, RTG is kind of obliged to put even more find the hotspot type "puzzles" into Chapters because of the Loremaster stretch goal.
No, sir, those are definitely not the challenging puzzles the Kickstarter promised. And as to the plot based choices (first introduced as the core game mechanic in a wam-bam-WTF way at rezzed 2013 and never mentioned during the Kickstarter), there were practically none relevant in both Books 4 and 5. It just was a game mechanic once introduced, then mostly forgotten.
I had an incredible time walking through the streets of Propast and Marcuria, particularly Propast when listening in to conversations, but even this comparatively strong pillar of interactivity crumbled by the mid point of the game. The Riverwood hub, major Kickstarter selling point, ended up on the cutting room floor. I love a lot of Chapters' story – opposed to e.g. Emily – but the interactive concepts, each of them, never really took off.