I agree with you on the weak characterization and more or less on the story, it probably would have been better to keep the characters longer apart -- but the amount of screens and locations definitely isn't small. Way more than in Blackwell or Sam & Max or any other recent indie adventure game I can think of.
Well, I think it depends on the scope of the story you are trying to tell. The Telltale games (though trust me, I don't think very highly of those either) work because they keep the scope very very small. For instance the Sam & Max eps tend to be adventures going on in the neighborhood so they just make a bunch of neighborhood screens to flesh out the one environment and make it feel sizeable and alive and then they do the same for one other location and have a lot of backtracking between the two areas.
Botanicula had a
ton of screens, and was less than half the length of Resonance, but the quick pacing of only spending a minute or two or three in each room made it necessary to have so many or else the game would have been 30 mins long or the pacing wouldn't be anywhere near as fun.
Gray Matter has a whole wealth of areas that are multi-screen each, but it's also trying to tell a full length mystery novel in scope and it really needed that many areas to build up the characters, the world, and the plot. The final dungeon itself is like a dozen screens, but that makes the conclusion ever that more satisfying.
The problem is that Resonance is trying too hard to be a big scope sci-fi mystery thriller with four protagonists and multiple plotlines. That's a lot to bite off. Most movies don't even try for something that thick in a 2 hour timespan. It's usually reserved for novels or tv series. Great in theory, but to tell a story with that kind of scope you really need to be able to back it up with suitable amount of locations to explore and time for characters to develop and the players to settle into the world. For a small team and their first major title, it just wasn't feasible. So it comes off as a letdown on the premise because it promises a big scope story but can't come through on it. I think they needed reign in the story to what they knew would be feasible on their time and budget. I only played the first Blackwell game, but it worked better because like Sam & Max it's a short episodic story about a local mystery in a few locations; so it makes sense and flows well. Something I never thought Resonance did.
There's also something to be said about most of the games I mentioned have only a few locations, but each is comprised of multiple screens and feels "connected" vs Resonance has a dozen locations, yet almost all of them are a single screen (hospital being the exception). I definitely prefer the former than the latter. If you had an adventure game where you traveled around the world to a dozen countries, yet each one was comprised of a single static scene, it looses the feel of being this great adventure. Whereas if you did the same game with 4-5 locations and each was fleshed out with 2-4 screens, it would have a lot more impact. It's definitely a design choice; though I think one works much better than the other.
Gemini Rue is a good example too. I'm actually playing it currently and a few hours in but when you get in your spaceship you think "cool, this is going to be mass effect the adventure game" where you'll visit different sci-fi planets on your search for clues. But then they're like "the clues are back at the planet you just came from" and then you're back to the same screens you started on. I think designers really need to think about the budget of their adventures and create a scope that matches it.