Chris Kavan's Game Review of The Walking Dead; The Telltale Series

Rating of
4.5/5

The Walking Dead; The Telltale Series

The Walking Dead Comes to Life
Chris Kavan - wrote on 12/01/12

Telltale Games is a leader in episodic adventure games - Back to the Future, Sam & Max and Tales of Monkey Island are perhaps their most well-know. All those games share another feature - they are a lot of fun, a bit cartoonish and certainly for families. The Walking Dead takes things in another direction. I would say it helps but you certainly don't have to have any prior knowledge of the graphic novel or TV show to enjoy this game. It presents a story where your actions do matter and the consequences will be felt later on. Choices you make determines who lives or dies, the loyalty of other people towards you and, ultimately, what kind of man you become. It's one of the best stories I have encountered in a game in a long time - it has great characters, real emotion and, in the end, I think it's a game that will leave you thinking.

Presentation: The style of the game is very reminiscent of the graphic novel in terms of how the characters are presented. While this is no going to compete with AAA titles that take full advantage of super-high quality HD - for what it's worth, I think the animation suits the game perfectly. Are there times when things could be a little smoother? Probably, but it was not a big issue for me.

The real standout to The Walking Dead is the vocal cast. Although comprised of a cast that does heavy voice-over work (including other Telltale Games titles) - it is really good. Plus, the script they are given is excellent. The music is likewise good - each piece fits the mood - often quite dark or very tense - it fits with the theme of The Walking Dead.

The game is like a very adult version of the old "choose your own adventure" novels - each choice you make leads you down a path. And, yes, certain choices (or not thinking fast enough) will get you killed. Luckily, the game is very forgiving on this, as you never have to start very far back. Conversations usually result in one of four choices - a "neutral" position, a "positive" response or a "negative" response. There is also the "no response" option, which I believe defaults the neutral response automatically. At other times you are presented with choosing whether to support one character or another - and these choices do affect how certain people regard you later in the story. You only have a certain amount of time to choose your response. This can vary from plenty of time (30 seconds or so) to near-snap response (about five seconds) You can choose to be confrontational or more understanding - my playthough, I was (for the most part) the nice guy.

There are also a number of quick time events (usually frantically pushing one button - and then at the end pushing a final button to survive). You can also often free roam around a small environment and observe various objects, engage in more conversations and solve some rudimentary puzzles. There are a few times where you get to shoot too, but these are few and far between (though it is a nice break from the typical adventuring you do). And, I am glad to report, some of the zombie deaths are gruesome and live up to The Walking Dead legacy. It has been ages since I've played this type of point-and-click game, but I was impressed.

Story: In a word: Outstanding. There are five episodes, each takes anywhere from 1/2 hour - hour to play, depending on how much you really want to explore. It's hard to get into too much detail without spoiling things but I will try. - You play Lee Everett, a man on the way to jail when the whole "zombie apocalypse" interrupts things. Finding himself injured and in a suburban type neighborhood he comes across a young girl named Clementine, who has been hiding out in her treehouse - her parents off on business in Savannah. Her only link to them is a walkie talkie. The game introduces many characters (a few familiar to fans of the graphic novel) including the family of Kenny (a quintessential redneck dude), his wife Katjaa (a vet) and his son Duck. There is a quick stopover at a farm owned by Hershel Greene (a familiar name to fans of the TV show or books).

A trip to Macon (Lee's home town) introduces Larry Caul (a hard, callous man with a heart condition) and his daughter Lilly (likewise a bit hard-headed - often butting heads with Kenny - who also will show up later in the comic), Glen (a fan-favorite - has a small but good part), Carley (a reporter and good shot with a pistol) and Doug (a sweet guy who saved Carley's life).

The group eventually finds their way to a Motor Court in Macon where they make a temporary camp. As some point between episodes Mark has joined the group (ex-military, but was a desk jockey - decent rifleman). After a hunting trip goes wrong, a younger man named Ben Paul is added to your band, along with a wounded companion (who, eventually turns and nearly takes out Katjaa) - a major lesson we learn is that you don't need to be bitten to come back as a zombie - whatever way you die, you're coming back. The group is meets the St. John family - who run a local dairy that seems to be an island in the midst of this horror, but, of course, nothing is ever as secure as it seems.

Following events at the diary, things get worse at the makeshift camp. Supplies are low (some go missing), Lilly seems to be on the verge of a breakdown while Kenny and his family have been working on an RV and are ready to make towards the coast and a boat to hopefully salvation. After a run into town for the last of the supplies almost ends in disaster, Lilly appoints you detective to find out what is happening to the missing supplies. It turns out there is a turncoat amongst the group, but just when you are closing in, bandits attack (zombies join the party as soon as you start shooting). Things move quick - you have no choice but to leave and, in the chaos, Duck is bitten. Lilly, finally does snap, leading to one of the most shocking moments in the game (for me at least). The RV finally has to stop - a train is blocking your path. A kindly bum also joins your group. This release was apparently marred by a glitch. I myself encountered the only issue I had with the entire game here - having to repeat an entire sequence because the game didn't load a cut-scene properly (though it was hilarious the second time around at Katjaa was holding Duck, but in the second go-round she was holding... nothing! Duck has disappeared - also, the bum's guitar just floated in front of him - there's the half star deduction for making me laugh at such a serious time). You get the train running - but not before Duck finally turns, leading to a very difficult choice. When a gas tanker blocks your way, Krista and Omid join the party. Omid is injured during the escape, while a massive group of walkers amasses behind you just before you make your escape.

The train takes you to Savannah where a mysterious man has been reaching out to Clementine over her walkie talkie for some time. The city seems mysteriously empty - until a church bell begins to ring and brings a legion of walkers out. You hole up in a once-grand mansion, now mostly empty. A trip to the docks reveals, unsurprisingly, no salvageable boats to be found. There is also an ominous pile of corpses - a community called Crawford apparently behind it. A spry young woman with a wicked climbing tool reveals she is the one ringing the bells and that all the boats are gone - and Crawford is run by those who take "Survival of the Fittest" to extremes - banishing (or killing) those they find weak, sick or useless.

Having to escape via the sewers, Lee encounters a cancer survivor group that has escaped Crawford and is utilizing a Fallout shelter for food. After convincing them he is okay, he convinces the doctor of the group to help him with Omid, who has steadily gotten worse. Back at the mansion the doctor has bad news - Omid needs medicine, the kind only found in Crawford - and Clementine makes a grand discovery right in the back-yard shed - a boat... a boat needing fuel and a battery. The only way to get what they need is to invade Crawford - they plan, arrive via the sewers and find... zombies - Crawford has fallen. The group works together to gather the supplies needed - and they arrive back just in time to save Omid - but in all the excitement, Clementine goes missing. Long looking for the fate of her parents, she has finally been taken by the mysterious voice - and worse, Lee is bitten while the herd that followed their train arrives and completely overruns the city.

Lee now has to work against time - he must save Clementine while staving off his own death. It leads to an epic conclusion - and one final choice that will melt the stoutest of hearts.

I know that was long - but the game deserves it. The story is amazing, but it's the emotional aspect that surprised me. The interaction between Lee and Clementine is done superbly. As the story of Lee himself - the reason he was in that police car and (depending on how you choose to play) his attitude he shows others. The Walking Dead never shies away from death - and there is plenty. By the end, nearly everyone you encounter will either be missing or dead - some you have a direct hand in either killing or saving. There are some deaths that are surprising - and it's surprising how deep the game goes. All in all, one of the most satisfying stories I have come across in a long time.

Gameplay: Being a point-and-click adventure, there's not a lot I didn't cover under presentation. This is not a game that requires a lot of skills to play. This is mainly a story and character-driven venture, and in that it stands head and shoulders above a lot of movies, let alone other games. Other than the one glitch I encountered, it was a flawless experience and one I wouldn't mind taking again (to see how other choices play out). They have already announced a sequel and I can't wait to see if they carry on the story - Clementine especially deserves another round.

In the end, whether you like The Walking Dead or zombies in general at all, it really doesn't matter. This is not a just a game, it's a journey - and one of the most engrossing and fulfilling experiences I have had the privilege to play. It proves that adventure games can give the most dense RPG or FPS a run for its money. I recommend this to anyone looking for a great story, memorable characters and emotional reaction. Believe me, this is not just another zombie game. It can be a downer at times, but that's the beauty of it: remember, The Walking Dead title isn't referring to the zombies, it's referring to the rest of us.

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