Developed and published by Telltale Games
Played on PC
I
love Telltale Games. I’ve loved pretty
much everything they’ve done since the first season of Sam & Max. And one of the few games that gets excluded
from that “pretty much” is Jurassic Park.
A pure disaster. Advertised as
Heavy Rain with dinosaurs, it came off like “I really love Heavy Rain and
Jurassic Park, but I have no idea what actually made them good”. After that, I was extremely worried about The
Walking Dead. After playing the first
two episodes, The Walking Dead is what Jurassic Park should’ve been, and then
some.
The game takes place in the same
continuity as the comics, but with a new cast of characters. In the first episode, “A New Day”, we meet
our main character, Lee Everett (Dave Fennoy), who’s been arrested and
transported in a police car when the zombie infection starts. After escaping, he runs into Clementine
(Melissa Hutchison), and eventually another group of survivors as they try to
get used to the new world. The second
episode, “Starved for Help”, picks up several months later, with the survivors
low on food. They meet someone from a
dairy farm who promises both food and a safe haven, but, as per usual for the
Walking Dead, nothing is as good as it seems.
Like
all of Telltale’s games, this is an adventure game, but of a different
sort. You don’t combine the rubber
chicken with the molasses and feed it to the cat. Instead, the puzzles are simpler and based in
the zombie world. For instance, one
scene requires you to make your way through a motel parking lot filled with
zombies. The game’s main draw, though,
are its conversations. Rather than the
standard adventure game procedure of “select everything, it doesn’t matter”,
what you select does matter in how the characters perceive you and what happens
next. And most conversations have short
time limits on choosing, so you have to think fast.
The
most amazing part of the game is the way your choices affect the game. I’ll give you a tip outright: there’s an
option to have the game give you story hints, like “Clementine will remember
what you said”. Turn that off. The game is that much better when you never
know exactly how your conversations and choices are going to change what
happens. There are some obvious big
things. In the first episode, when
zombies attack, you have to choose between who’s going to live and who’s going
to die. This not only changes what
happens in that episode, it affects the next one and how the story is going to
play out. And then there’s the smaller
stuff. In several instances, I was
surprised when a seemingly pointless conversation was brought back up again. There is a slight hiccup in the conversation
whenever this happens, but somehow that just made it even better for me. It was that feeling of “Oh man, it remembered
what I did!”
It
also truly creates a character that feels like mine. There are some things about Lee that are set
in stone, like why he was arrested and his background. But the player is the one defining his
personality. Is Lee going to be a peaceful
negotiator in arguments, or is violence the answer? Does he assume people can be saved from
infection, or does he just kill them to make sure? When Lee is given food to ration, who is he
going to give it to and why? All of these
questions are things I had to answer during the game, and it engrosses me in
each moment. I don’t just think about
the best solution. There often isn’t a
best solution, since somebody is going to be mad no matter what you do. I have to think about what my answer is going
to be.
Of
course, in a world full of zombies, there are zombie attacks. These do rely on something like quick-time
events, but they end up being frantic.
You don’t know when they’re going to happen, and you feel you have to
act fast. Considering that it’s really a
slap on the wrist if you happen to die during one of these, it doesn’t feel too
painful. But something as simple as
trying to kick a zombie in the head suddenly turns the simple conversation I
was having into a sudden rush, and it works well.
The
graphics also look good. One of the big
problems with Jurassic Park, and Telltale’s engine in general, is that it looks
fine for cartoony licenses like Sam & Max and Wallace & Gromit, but
applying it to live-action licenses like Jurassic Park and Back to the Future
ends up with very stylized or odd looking characters. Here, by using cel-shading and basing itself
on Charlie Adlard’s artwork, the game manages to polish over the engine’s
problems without detracting from the mood of the game. And when they show blood and guts, they don’t
flinch about it.
The
Walking Dead stands as Telltale’s true transition from comedy to horror and
drama. It’s hard to judge the whole
series on these two episodes, but if it continues in this direction, it stands
to be a landmark for storytelling in games.