The Walking Dead (PC) Reviewed: A game of regrets, hard choices, and violent death

The Walking Dead

It is difficult to say whether the brand-confusion surrounding Robert Kirkman’s The Walking Dead is a product of poor marketing, or an act of pure genius. Whether you’re referencing the comic books, the TV series, or the videogame, a conversation about The Walking Dead will always hit upon the same core themes: tenuous unity, a bleak and oppressive setting, desperate hope, self-preservation, sacrifice, and unlikely heroes.

Ignoring the faltering second season of the TV series, each of the entries in the franchise contributes to Kirkman’s central vision for The Walking Dead. This means that even the fans that have only consumed one of the three available mediums can still meaningfully contribute to these conversations about the broader franchise, without feeling limited by their narrow exposure.

This unity is furthered by the fact that each of the franchise’s components tell related, but individual stories. Characters and locations are shared, but only sparingly, only enough to remind the audience that these events are all happening within the same universe, and within the same rough time period.

Let’s go now and look more closely upon Telltale’s episodic adventure game in The Walking Dead universe, and see why it is arguably the best of the three available mediums.

Telltale’s The Walking Dead tells the story of Lee Everett, a man with a dark past trying to make the most of an unexpected and unpleasant opportunity for redemption. The game opens with Lee in the back of a police car, on his way to incarceration for crimes yet unknown to the player. This somewhat bleak opening will eventually seem like a pleasant stroll through a sunlit park in comparison, but works to set expectations for the tone of the series, where oppressive bleakness is the order of the day. Lee soon finds himself responsible for a young girl named Clementine, whose parents are nowhere to be found.

The relationship between Clem and Lee is the emotional heart of Telltale’s The Walking Dead, and regularly invokes the natural protection desire that most parents feel toward their children. I’ve heard it said that your emotional response to The Walking Dead is directly related to how close to parenthood you are. This isn’t to say that those without children are unable to enjoy or relate to the game, but I can attest that going from playing The Walking Dead directly into caring for a child constitutes a cognitive dissonance that can be difficult to process.

You’ll note that I have made it four-hundred words into this review without even mentioning the fact that this is a zombie game. This is intentional; zombies are not the focus of The Walking Dead, in any of its forms. Kirkman knows full-well that the zombie genre is close to played-out, that merely finding creative and gory ways of dispatching the undead is no longer enough to sustain the interest of audiences in 2012. Instead, the most interesting aspects of an apocalypse scenario are the reactions of those affected by it, rather than dry, mechanical things like rebuilding and defence. This is an exploration of the duality of human nature under pressure. Self-preservation, mistrust, and violence; protection, hope, and sacrifice.

The player’s involvement in this exploration is interesting. In most adventure games, the player is merely making connections or clicking on the right button or switch in order to progress to the next plot point. In The Walking Dead however, the player is constantly forced to make decisions that can have a significant impact on the state of the events surrounding Lee and his fellow survivors. Many of these decisions occur within timed dialog trees, players can choose to respond with one of three pre-written reactions, or opt to instead say nothing, with the ellipses sometimes proving the most appropriate response to some of the unconscionable decisions being asked of Lee. These decisions have varying degrees of effect, from changing how characters generally react to Lee, all the way down to who lives and who dies. The result is that the player feels truly responsible for their actions.

The Walking Dead is the first game that has left me feeling actual regret over decisions that I had made, leading to second-guessing, indecision, and rash choices. All of this gives the impression that there are some major branches in the plot, based on the actions of the player. I suspect that this is merely a carefully crafted artifice, giving the impression of major plot diversion. I haven’t looked into it too closely. Living with your decisions, good or bad, is at the very core of The Walking Dead. I suspect that peeking behind the curtain by reloading from earlier saves may undermine some of the delightful power that the game has over the player.

The episodic nature of The Walking Dead provided welcome respite between periods of serious emotional battering, and a chance to drag myself free of the Slough of Despond. I would even go so far as to say that it was necessary for my continued enjoyment of the series. I freely admit that I’m not the most fortitudinous when it comes to scary, gory, or “difficult” content, but I found that the month-ish gap between episodes gave me space to recover, as well as adding a real-world component to the suspense written into each episode’s cliffhanger ending.

They are also consistent with the rest of the franchise, as story consultant Gary Whitta noted in an unpublished part our recent spoiler-filled interview, “The Walking Dead IS episodic. Every version of it is episodic, the comic book is episodic, the TV show is episodic, so I think it makes perfect sense that the videogame is episodic as well.” Now that the series is available as a whole, I can’t help but wonder whether players will burn out on it by trying to consume it all at once.

The Walking Dead is a superbly presented title, from the painterly texture work and the voice acting, to the finally-perfected episodic execution. Telltale Games have truly outdone themselves, and have proven that their stewardship of Kirkman’s popular series was well-placed.­ In my opinion, The Walking Dead is must-play content for fans and newcomers to the franchise alike. I would argue that its ability to use the player against themselves gives the game an edge that the comic books and TV show could never hope to emulate. Those passive mediums are a window into that world, while the videogame opens a door and relentlessly drags the player in, kicking and screaming, like so many clawing zombie hands.

Good:

  • The player has true agency over the course of the plot, or at least a carefully crafted artifice agency
  • Excellent voice acting
  • Meticulously written
  • Choice and consequence are maintained between episodes
  • Bleak, brutal, and punishing. No-one is safe
  • Zombies done right
  • Discussing the events of each episode with friends
  • I cried like a small child

Bad:

  • The limitations of the Telltale engine are obvious in some character animations
  • A serious defect exists which can result in the loss of player’s saves, thus undermining the entire reason for playing
  • Could be emotionally exhausting for some
  • I cried like a small child
11 comments (Leave your own)

Honestly the only issue I had with this game was not being able to truly influence what was happening. I’m under the impression this was intentional though and the game would have had much less of an impact if there had been a happy ending.

Definitely my favourite game this year, purely for story and atmosphere. The gameplay itself isn’t what I would usually play, but I love the franchise so I gave it a go. It was thoroughly worth my time/money, which isn’t something I normally say these days. Well done Telltale Games for making a great episodic adventure game, just to prove it could still be done.

 

“Bad:
Could be emotionally exhausting for some”

Isn’t that a good thing? Episode 4 of the third season of the TV series is the most emotionally heavy and intense piece of television I have ever seen and it is brilliant, if the video game has something remotely close to what that episode had, then that is one hell of an achievement for a video game and certainly shouldn’t be seen as a negative. Of coarse we don’t really want people to be mentally scarred (or do we?) but if you are familiar with the comics, TV show or the zombie/post apocalypse genre in general, you should have an idea of what you’re in for and should know that it’s not going to be all rainbows and bunny rabbits.

 

I’d say its even better than the episode you’re referring to. Having a more or less active role in events makes it that much more involving. Excellently well written.

 

Instead of just watching a great TV show, I got to take part. I loved it.

 

Jason Imms: This means that even the fans that have only consumed one of the three available mediums

I will never tire of this one. You would probably write your job description as “media journalist” and you think the plural of medium is mediums?

possibru spoilers

On topic – the choices you make mean pretty much nothing in terms of how it plays out. This doesn’t bother me – I thoroughly enjoyed the game and finished it thinking I could’ve changed the outcomes. Turns out, it’s exactly the same as every other heavily criticised game. Your choices mean nothing.

Again, this doesn’t bother me. I just find it hilarious that people praise this game for its apparent choices, and slam the Mass Effect series, among others, for its ‘illusion’ of choice.

Great game. I just wish it wasn’t put on a pedestal for doing the same thing other games are crucified for. Read the wikia if you don’t believe me…. pretty much nothing you do makes a difference to the outcome apart from a couple of characters being either “indeterminate/undead or dead”.

 

ooshp: I will never tire of this one. You would probably write your job description as “media journalist” and you think the plural of medium is mediums?

Love it when grammar Nazis get it wrong. He used the correct term.

 

I have no kids, and I don’t want any, but don’t think I did not care for Clem, I did not want her to die either.

I don’t lack emotions or empathy just because I don’t have kids.

 

I’m a cold emotionless bastard and I hate children.

That being said, I couldn’t have been more protective of Clem. The game hit and it hit hard, when Radioman kidnapped Clem at the end of Ep. 4 it was the first time in a very long time that I felt such fury. When confronting the guy in Ep. 5 there was no chance of mercy, strangling him to death was possibly the most satisfying kill in all of gaming history. No one touches my Clem.

Back onto the topic of choice in the game and how it affected your story, what do you expect? A completely open ended world where you could choose not to go to Savannah? When people complain about this I just plain old don’t get it. To me it was done quite well in that no two games were exactly the same, but the general gist was. If Telltale made your decisions TRULY matter to the degree you lot are complaining about, then there is no chance in zombie-encrusted hell they could have told their story.

My fun example is Kenny. On my play through Kenny and I were tight from the beginning to the end, and his death got me pretty angry. I went to the Telltale forums and I saw so much Kenny hate and I just didn’t know why, apparently he can be an asshole if you’re not nice to him. This is a huge step forward for games and it’s fantastic! It allows choice while the authors still get to tell you a gripping story.

Haters gonna hate, but The Walking Dead video game is definitely in my ‘Games only assholes don’t like.’ bucket.

 

nolo,

Media…Mediums … the more I have looked this up the more confusing it gets. “Mediums” sounds OK to me in this article…. I found the following quote

“Some academics now use the coinage ‘mediums’ as a sort of super-intensive plural. That word seems useful when one wants to draw attention to the multiplicity of channels of communication. For example: ‘There are numerous print mediums,’ but ‘The media are angry at the president.’”
(James Monaco, The Dictionary of New Media: The New Digital World of Video, Audio, and Print. Harbor Electronic Publishing, 1999)

I think it ends up being a matter of what sounds right. After all … a dictionary is descriptive not proscriptive … each edition captures language at one point in an endless meandering journey through ages and cultures.

 

wolfstar90:
Honestly the only issue I had with this game was not being able to truly influence what was happening. I’m under the impression this was intentional though and the game would have had much less of an impact if there had been a happy ending.

^ this it just bugs me that I consistently hear “meaningful choices” thrown around as some type marketing fad, while real choice in games is massively lacking when it comes to the overall impact on the story.

 

Given each episode had 5 ‘major’ choices that you were compared to with other players. Having them all be significant or matter in some major way becomes impossible.

2^5 = 32

Even if you only had one major choice per episode, that would still mean needing ~16 very different versions of the last episode.

I think they approached it the right way. Your choices mattered, and you saw the impact of it in the dialogue and some of your options. You felt like the decisions you were making were unique and things could perhaps have gone differently.

You’ll ruin the experience for yourself if you go back and play it again I think.

 
Leave a comment

You can use the following bbCode
[i], [b], [img], [quote], [url href="http://www.google.com/"]Google[/url]

Leave a Reply

Follow Games.on.net

Steam Group

Subscribe

Subscribe

Stay updated and get games.on.net delivered daily to your inbox!

Email:

Upcoming Games

Releasing Soon
Dead Island: Riptide Metro: Last Light Company of Heroes 2

Community Soapbox

Recent Features
Xbox One

Microsoft reveals the Xbox One: must go online once a day, will charge to play used games

Everything you need to know about Microsoft's announcement last night.

Path of Exile

Path of Exile launches an AU gateway: We talk to Grinding Gear about bandwidth costs, lag, and more

Bandwidth costs in Australia "over a hundred times more expensive" than other countries.

World of Warcraft

Building heroic scenarios, tweaking valor, and reduced XP: We talk to Blizzard’s Ion Hazzikostas about WoW 5.3

Why are Blizzard slashing the XP for the final five levels by 33%? Find out inside.

Anomaly 2

Anomaly 2 reviewed: Refreshingly clever strategy is back

The addition of multiplayer makes this twisted strategy title even better.

Streaming Radio
Radio Streams are restricted to iiNet group customers.

GreenManGaming MREC

The Regulars
Windows 8.1

Friday Tech Roundup (17 May 2013): Windows 8.1 is almost upon us

Plus, Google CEO says "don't be evil" was "stupid", and the $325,000 in-vitro burger.

Clive Barker's Jericho

Sitrep: A Troubled Romance with Clive Barker’s Jericho

Toby's guilty pleasure is this atrociously designed FPS.

Binary Domain

You Know What I Love? Rough Games

Brendan explains how sometimes it's better to try for something new than polish something old.

7GHz Haswell Processor

Friday Tech Roundup (10 May 2013): Would you like a 7GHz processor?

Plus quantum internet a reality, and the open-source gun controller.

Facebook Like Box

Friends of games.on.net