For this review, a bit of a preface is needed. I have watched the first season of The Walking Dead show on AMC, but read none of the comic books, and thus my knowledge of the universe this game is set in is rather limited. Having seen the first season helped as I was familiar with a few concepts, and a guest appearance by a character from the show, but was not something that I at all felt was necessary, meaning the game more than stands on it’s own merits, separate and apart from the other ventures, and can easily be understood without knowledge of those other parts of the universe. So, we’re off to a good start.
Episode 1 includes an appearance by Glen from the TV show. Such tie ins are unnecessary in a game this good. |
While The Walking Dead is
considered an adventure game, it really could be described more as a choose
your own ending adventure book, you know, those books where you would read a
few pages, and then are tasked with making some seemingly innocuous choice that
sends you to page 87 if you decided to steal the car, or to page 103 if you
hitch hiked. I point this out because it
is not really an interactive game in the traditional sense. If, for example,
you were expecting to constantly have control of the character, guiding him
through levels, jumping, exploring, etc, you’re not getting that. Many of those
things do happen in the game, but they are pretty rare. Rather, most of the
game is one long cut scene where you can alter the direction of the game
through your dialogue choices.
Spread out amongst these cut scenes are the more traditional adventure aspects of the game. For example, in episode one, there are three or so portions of the game where you are given free roam of an area, such as inside a pharmacy, and you must interact with the items and people available to find the solution to progress. If you so choose, you can utilize the standard UI, which highlights items you can interact with, so it makes it easy to, say, find the batteries you need to give to the reporter who wants to listen to the radio to find out what is going on at her station.
Spread out amongst these cut scenes are the more traditional adventure aspects of the game. For example, in episode one, there are three or so portions of the game where you are given free roam of an area, such as inside a pharmacy, and you must interact with the items and people available to find the solution to progress. If you so choose, you can utilize the standard UI, which highlights items you can interact with, so it makes it easy to, say, find the batteries you need to give to the reporter who wants to listen to the radio to find out what is going on at her station.
The most “game” like it gets are a few quick reaction or key mashing sequences scattered throughout the game. |
Frankly, the game doesn’t
sound too interesting at this point, and I can’t blame you for thinking that.
It is largely hands off or slow paced during the few times you are allowed to
explore. There are only a handful of events that really require quick action,
such as quickly unlocking your handcuffs and reloading a shotgun to save
yourself from the zombie crawling towards you. Dialogue options also maintain a
timer, shown at the bottom of your current choices, but failing to respond
quickly seems to be taken for silence. For example, at one point in the game
another party member suggested we sneak up on another survivor who appeared to
have given us trouble in the past. I opted not to object, or state my desire
just to talk to, rather than attack, the survivor, and so this party member
talk my lack of an answer as “no objections.” Interesting, but we’re still not
at the part that makes the game good.
That comes from the game’s story and choices. Over the five episodes The Walking Dead encompasses (which is just another reason to abstain from purchasing anything immediately) you’ll be faced with a number of decisions. Do you tell this character what really happened in that dark spot in the previous episode? Do you lie to a little girl about her parents? Do you abandon a group member for dead? Some choices are more obvious in their implications than others, while others are much more subtle, and may not come up again until much later. Still, your actions are cumulative, and the game does warn that it tailors the narrative to the decisions you have made, further emphasized when, again with the standard UI enabled, a message pops up that lets you know that particular person will remember you sided with him in a moment of crisis.
That comes from the game’s story and choices. Over the five episodes The Walking Dead encompasses (which is just another reason to abstain from purchasing anything immediately) you’ll be faced with a number of decisions. Do you tell this character what really happened in that dark spot in the previous episode? Do you lie to a little girl about her parents? Do you abandon a group member for dead? Some choices are more obvious in their implications than others, while others are much more subtle, and may not come up again until much later. Still, your actions are cumulative, and the game does warn that it tailors the narrative to the decisions you have made, further emphasized when, again with the standard UI enabled, a message pops up that lets you know that particular person will remember you sided with him in a moment of crisis.
Sometimes you’ll need to very carefully decide what you want to do. |
The types of choices the game
throws at you, and the resulting consequences, are the kind of thing that would
drive me to play this game over and over again. Shortly after getting started,
I convinced a close friend to play as well, with the result being that we took
two similar, but not entirely the same, paths through the game. Suddenly we
were comparing our every actions. Did you side with Kenny, or Lilly? Were you
able to save the man in the forest? Did you kill that one person we both agreed
we hated when you had the chance? While our discussions on the game proved
insightful, the game itself provides you with much of the same information, as,
at the end of each chapter, there is a screen that pops up, comparing your
choices to those of other players. The next screenshot shows one such screen
from the end of episode one, so it doesn’t include too many spoilers, but
enough that you can now consider yourself warned.
Some decisions are extremely critical, such as who do you save when two lives are on the line. Here, most people chose the attractive sharp shooting reporter rather than the tech guy. |
The game playing for keeps is
just one aspect of what makes it so good. The other part of that is the
great character development and the story. The game begins at the outset of the
zombie apocalypse, with the character you have control of, Lee, being
transported in the back of a squad car.
You’ll later find out the reasons behind this, and it can become pretty
important later on. Needless to say, stuff gets bad, there’s an accident, and
by the time you come to, the dead are walking the earth. Injured, alone, and
confused, you stumble into an apparently abandoned house. Eventually you’re
introduced to the most important character in the game, the heart breaking
Clementine, and, after some ugly events, you two decide to stick together, with
your relationship culminating in some pretty heart wrenching stuff.
From there on out its all about who else you meet, who you keep alive, and whose side you take during arguments. My personal prerogative was to attempt to protect Clementine as much as possible, while steering clear of the bitter dispute between two other group members that is most prominent in episode two - Kenny and Lilly. Sometimes, attempting to take the middle ground doesn’t always work out well, and I’ll admit, some of the consequences to my choices actually made my jaw drop, in full comic fashion, since I couldn’t believe that X just Y’d Z.
From there on out its all about who else you meet, who you keep alive, and whose side you take during arguments. My personal prerogative was to attempt to protect Clementine as much as possible, while steering clear of the bitter dispute between two other group members that is most prominent in episode two - Kenny and Lilly. Sometimes, attempting to take the middle ground doesn’t always work out well, and I’ll admit, some of the consequences to my choices actually made my jaw drop, in full comic fashion, since I couldn’t believe that X just Y’d Z.
One of the achievements of the game is that this tiny eight year old girl is this fully developed character, rather than just some annoying sidekick you have to deal with. |
Not everything is perfect
with The Walking Dead, and the few issues I have range from technical to
content, but none of them are so major as to negatively impact the experience
this game provides. One involves the use of autosaves, since this game saves your progress after you
make certain key decisions or progress. That might be fine, except there were a
few sections of episode three I had to replay because they space between
checkpoints was substantially large enough that I couldn’t make it to the next
one in the free time I had, and so was forced to replay 10-15 minutes. There
were a few times I also felt that Lee’s actions didn’t sync up to what the chat
options implied, as in a case where it seemed I would be asking someone else
for help, but it came across as being far more aggressive than I had
anticipated. The biggest issue probably would be how quickly a friendship could
sour, with just one decision going against, in my case, Kenny’s wishes, and
suddenly I found I was on his bad side. It’s understandable, but at the same
time it seemed like things were blown far more out of proportion than they
should have been, and that our past relationship should have counted for more.
So, to recap, since this has been a bit of a vague review, and I feel that it has to be given the story driven nature of this game: It’s not that much of an interactive adventure, rather consisting of long conversation cut scenes in which you make critical decisions that impact your narrative experience interrupted with occasional areas wherein you can choose what to interact with, usually with the goal of overcoming a certain puzzle like obstacle, such as determining how to get a train up and running. When you make choices, you play for keeps, as the decisions you make will stick with the characters you’re interacting with, which, when using the standard UI, the game will notify you about, and that these decisions will come back to you in some way, shape, or form. However, it does seem that, no matter what choices you make, eventually all roads lead to Rome, with characters dropping out at prescribed times, and the way it happens being based on your choices, but ultimately unavoidable, which is probably the biggest fault of this game, but, given the ending, is well worth it.
So, to recap, since this has been a bit of a vague review, and I feel that it has to be given the story driven nature of this game: It’s not that much of an interactive adventure, rather consisting of long conversation cut scenes in which you make critical decisions that impact your narrative experience interrupted with occasional areas wherein you can choose what to interact with, usually with the goal of overcoming a certain puzzle like obstacle, such as determining how to get a train up and running. When you make choices, you play for keeps, as the decisions you make will stick with the characters you’re interacting with, which, when using the standard UI, the game will notify you about, and that these decisions will come back to you in some way, shape, or form. However, it does seem that, no matter what choices you make, eventually all roads lead to Rome, with characters dropping out at prescribed times, and the way it happens being based on your choices, but ultimately unavoidable, which is probably the biggest fault of this game, but, given the ending, is well worth it.
You’re looking at roughly
12-13 hours of an incredible narrative experience, one that was so engrossing I
couldn’t wait to get home and play it. After finishing it, all I could think
about was if there were ways I could change the outcome - if different
decisions would have saved certain characters at the expense of others, and
ultimately this all spilled over into a continuing conversation with an ever
growing number of friends who have all made different decisions about what
their choices were, and why. Usually the game is on sale for $12.50, which is a
steal for what you get, and I wouldn’t suggest picking it up at any less.
Easily one of the best games I have every played, drawing me in in a way I
would have never anticipated was possible before, even if it really isn’t a
game as I’d define it - 10 out of 10.
So, the final breakdown:
Score: 10/10
Suggested Price: $12.50+
*****
For more The Walking Dead images, check out this collection of various
screenshots otherwise unused in this review. Click any one for a full
sized image.
Have you played many of Telltale's other games?
ReplyDeleteAny favorite among them?
I've played Puzzle Agent, a little bit of 2 of the same, and Poker Night 1. Though yesterday I picked up Back to the Future as part of an indie bundle.
DeleteNow if only I had the time to play it... :)