Games with "shandified meandering narrative" more likely are tearjerking, if only because they delay the conclusion of an obscured/fragmented tragedy.
"meandering narrative" initially seems to be multiple barely connected elements, of a first act that makes up 70% of the narrative, with more mystery than conflict, showing a lot of apparently disconnected events, where you just wonder about a least common causal chain, that seems to be there, but hidden.
It still follows a 3 act structure story circle, but it is likely temporally discontinuous, locally discontinuious, "meandering a very curved path" in rambling tangents, and apparently more abstract. Its easy to tell a story in reverse (frontloaded tragedy/death), meeting at the middle (the missing central connection), or moving out from the middle "mirror moment" (train-wreck in slow motion)
The 3rd act is often just the last 10% , but it sure avoids a nonsensical plot twist or lack of resolve (like the Lost-series)
To The Moon
Finding Paradise
Edna And Harvey The Breakout
Obra Dinn