Developed and
published by Telltale Games
We
should’ve known from the start that The Walking Dead would not end well. The ending of the 4th episode
pretty much confirmed that, as bad as things had been up to this point, no
matter how many deaths, how many zombie attacks, how many tough decisions you’ve
had to make up to this point, there’s always something worse coming.
In
the final episode of the first season (the second has already been confirmed),
Lee (Dave Fennoy) has one chance left in Savannah, Georgia. With whoever’s left, whoever still trusts
him, he has to rescue Clementine (Melissa Hutchison) from a mysterious
kidnapper and get out of the city if he can.
Very
rarely does a game work on such an emotional level as this series has, and it
has just been building to this point. Telltale
knows everything they’re doing. They
know how to set things up, give you information on the characters, make you
like them, make you despise them. They
make you want these characters to survive.
They’ll give you the tough choices that make the difference as to
whether these characters will survive.
Ultimately, the game has followed a rather linear structure, with things
going to happen eventually so the plot will go as it goes. This hasn’t really made things any
different. This hasn’t made any choice
easier. It hasn’t made tragic moments
shortly followed by thoughts of “What if I could have done something different?”
The
game also masterfully controls its tone.
Zombies are at their biggest here, but ultimately it’s the human moments
that make up the game. The finest moment
is a swarm of zombies that Lee has to slaughter his way through, a huge action
climax…which is immediately followed by an eerily quiet setting that leads up
to the confrontation with the kidnapper.
Where the two sit down and talk.
And what a talk it is. Suddenly
pieces come together and your past decisions are thrown in your face. You can defend or you can accept, but you probably
already know how you’re going to act.
Lee is the reflection of us, and we had to make every decision.
Simply by removing the karma
meter that games tend to latch on to, The Walking Dead simply told us to do
what we thought was right. And maybe we
did and maybe we didn’t. But ultimately,
we end up feeling like we had a hand in the tragedy. Like we wouldn’t do the same thing twice,
like we know more now and we know what we’d do if we could do it again and were
just given one more chance. While most games
with multiple paths I want to replay, here I feel like the story I’ve made is
what should stay in my memory. I created
Lee, I created his responses and his emotions and his surrogate fatherhood of
Clementine. You hit the end and fully
realize why Clementine has become the starring character of the game, why her
presence ended up being missed and there’s so much you want to do in the final
moments. But as the title says, there’s
no time left.
There’s a reason why a
licensed game by what was previously a fairly cult developer is what everybody’s
talking about. The Walking Dead is the
true evolution of narrative form in video games. It’s not just that it asks you to make every
decision, it’s that it connects you to the characters and the world. This is video game storytelling at its
finest.
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