"A Little Something Extra" Walking Dead Related Inbound from Telltale Before Season 2
What exactly that ‘something’ is remains to be seen.
Posted By Shaun K. about 7 months ago
The Walking Dead: Episode 4 Review, 10.0 out of 10 based on 3 ratings ![]()
The subtitle for The Walking Dead Episode 4 is Around Every Corner but it might as well have been Chickens Come Home to Roost. That is because the consequences of the choices made throughout the series finally start to pay off this time around and amidst what is the most intense and action packed episode of TWD to date. And while players will have to wait for the fifth and final episode to see the full ramifications of these decisions, the way events play out in Episode 4 sets the stage well for a rousing and heartbreaking conclusion. Just remember one thing: in the world of The Walking Dead hope is often rare and the chances of anything even remotely resembling a happy ending are all but nonexistent…
| PROS | Overall Story, Strong gameplay & visuals/audio, Excellent replay value |
| CONS | Cutscenes & dialogue still unskippable, Still only three save slots |
| WTF?! | The horrible nature of the barricade employed by the neighborhood of Crawford. |
As with my review of Episode 3 of this series, I will just go ahead and dispense with the technical side of things as quickly as possible. Nothing has really changed from a point of view of gameplay mechanics or production values and honestly expecting otherwise in the fourth episode of a more or less monthly five episode series is naïve at best. The game looks and sounds great as Telltale continues to use strong visual design to help cover for the weakness that remain in their aging engine. Controls remain simple and straightforward; players may find they occasionally have to fumble around a bit, especially if using a controller instead of keyboard, but rarely do such issues linger for very long.
Puzzle design meanwhile continues to reflect a mostly successful attempt to present obstacles that feel like natural and/or believable occurrences within a real world-ish (zombies aside) environment. Admittedly this mean The Walking Dead also remains a series where the challenge level is not very high, but that is the trade-off for avoiding the kind of overly gamey and more typical adventure game fair that plagued the first episode of the series. The reason the lack of such puzzles is important is because by their very nature they tended take one out of the moment-to-moment reality of the game which in turn undercut the overall tone the series was striving to establish. In all honestly, if the game clicks with a player then puzzles will likely be the last thing on their mind. Ultimately this is a story-driven game even by adventure game standards, and a story that is highly emotionally charged at that, so it only makes sense that puzzles are secondary to that aspect overall.
It would be nice if all the people in this picture made it to the end of Episode 4. Yep, it sure would be nice…
One noticeable change between Episode 4 and previous episodes is just how much more energetic things are this time around. Action scenes are far more numerous overall even as the plot of the series really starts to accelerate. A lot happens in Around Every Corner, from an early encounter with the hoard of the undead brought on by a ringing church bell to a mid-episode journey into the sewer system of Savannah to a rousing climax set in the overrun remains of a once closed off and highly militarized neighborhood of the city. Things really start to move in Episode 4 and never has the series felt more like a straight-out survival horror game than it does in this installment.
It is not just that fights and other intense encounters are occurring; certainly previous episodes have had their fair share of violent struggles and life or death moments. What is different is how the action that play outs across Episode 4 in general simply feels bigger and of a larger scale than past episodes. This really does feel like the beginning of a climax in the lives of the people the game has been following in some cases for four episodes now and it gives Around Every Corner a very distinct feel all its own.
Of course this should not be that surprising when one considers that every episode of TWD to date has also had a unique feel, and at times even tone, to call its own. The first episode was all about setup and establishing the world; the second episode was an almost standalone piece that included moments right out of gothic horror or the more rural terror tales like Texas Chainsaw Massacre and the like. And the third and preceding episode in the series was less about plot and more character driven; it ratcheted up the despair and really dug into how people cope in face of seemingly overwhelming hopelessness. It is clear by now that none of this is accidental but instead a deliberate design choice on the part of the people at Telltale and one that, in my opinion, continues to pay dividends for the series as a whole.
So it is that Around Every Corner gets the plot moving but also brings back to forefront the more external horrors present in the world of the game. And while that certainly is a logical choice for the penultimate chapter of a series, it also makes sense from an in-story point of view as well. After all, the game’s characters have left the mostly rural confines of past episodes behind and have entered the urban jungle of a city that has more or less completely fallen to hostile forces both alive and dead. By the very nature of the city as a former major population center, it makes sense that the undead would be more plentiful even while the tight confines of an urban landscape would also naturally lead to fewer options for escaping or avoiding those increased numbers as well.
And yet by no means does Around Every Corner ever threaten to descend into becoming a purely action driven affair. For one thing, almost every major violent encounter in the episode has a story payoff of one kind or another to accompany it. For another, a lot may happen in this episode but the tight pacing keeps things moving along without ever giving the game an overly rushed or busy feel as well. And the continuation of the strong characterization of the main cast from previous episodes ensures that these events still have the kind of emotional weight they need as the series heads into its likely gut-wrenching finale. Even new characters introduced in this episode come across well and the game does a lot with often only a minimum of screen time to establish them as interesting personalities well worth spending time with.
A number of deliberately quieter, if often no less tense, moments amidst the chaos and madness also help keep just how emotionally devastating the zombie apocalypse really would be at the forefront of players mind. No bones about it: The Walking Dead is a series that puts both its characters and its players through a metaphorical (and in the case of the former sometimes literal) wringer. The game loves to gives players one impossible decision to make after another and sometimes under a strict time limit to boot. Few games have elicited as much genuine emotion from me as past episodes of this series have and that remains true for Around Every Corner as well. And if where the action leaves off at the end of this episode is anything to judge by, players had better have tissues ready when Episode 5 rolls around. I fully expect there will be few, if any, dry eyes in the house.
The sad thing is that this is practically a high water mark for Kenny compared to other recent events in his life.
There is still plenty of time to get caught up on Telltale’s The Walking Dead before Episode 5 arrives sometime in late November/early December and players will be glad they did. The Walking Dead will break hearts and drain emotions dry but those who play will be chomping at the bit for the final episode of the series all the same. Anyone who has yet to give this series a play by all means stop what they are doing and just download it on their platform of choice already. Because otherwise they risk missing out on what is shaping up to not only be Telltale Game’s finest work to date, but an easy contender for Game of the Year pick a few months down the road.
A review copy of this game was provided by the game’s publisher for PC. The reviewer spent approximately three hours playing the game and completed it.
Also, feel free to follow the reviewer on Twitter @bigred_13 please if you feel so inclined.
What exactly that ‘something’ is remains to be seen.
To each his own experience….
Daniel checks out The Walking Dead (Game) from Telltale Games – Review – ZGR
Lee is desperate, zombie bitten, and running out of time to find Clem and whoever is holding her captive.
Does the final episode Telltale’s The Walking Dead Season One brings things to a suitable close?
For Clementine.
Maybe this city will be better than the others. Maybe we’ll find a boat and get away from all this. Maybe we’ll all be eaten alive.
Choices have their consequences and the plot begins to ratchet up in the penultimate episode of Telltale’s The Walking Dead series.
Time is running out as the group is forced to fend off both the living and the undead.
Our survivors are running out of food and getting desperate. If only there was a dairy farm nearby.
Posted By Shaun K. about 2 months, 3 weeks ago
What exactly that ‘something’ is remains to be seen.
Posted By Shaun K. about 5 months, 3 weeks ago
For Clementine.
Posted By Austin Yorski about 7 months, 2 weeks ago
“In the wake of terrible loss, the group arrives in Savannah in search of a boat and escape from the horrors around them.”
Posted By Austin Yorski about 7 months, 3 weeks ago
Attention collectors, the zombies are coming!
Posted By Shaun K. about 8 months, 3 weeks ago
Did you really think things were going to get better?
Posted By Shaun K. about 10 months, 3 weeks ago
Things got fairly intense in the first episode of Telltale Game’s The Walking Dead but
Posted By Shaun K. about 1 year ago
The only thing bigger than the ravenous horde of the living dead is the success they have brought to Telltale Studios.
Posted By Shaun K. about 1 year, 1 month ago
A new trailer for the game adaptation of The Walking Dead for the first time shows off just what the game will look like in action.
Posted By Shaun K. about 1 year, 2 months ago
The walkers are coming… To consoles and PCs everywhere that is in the form of The Walking Dead video game and now the latest behind the scenes video for it has arrived.
Posted By Shaun K. about 1 year, 3 months ago
A new Behind the Scenes video and new screeenshots for The Walking Dead game have been released and Blistered Thumbs has them ready for your consumption.
Posted By Shaun K. about 5 months, 3 weeks ago
The Walking Dead: Episode 4 Review, 10.0 out of 10 based on 3 ratings ![]()
So it all comes down to this. We’ve arrived at the finale of the first season of Telltale’s The Walking Dead. Since time is such a premium, there is not much point talking about gameplay and graphics at this juncture. If you have read my previous reviews you already know all you need to know on that front and if you have not read them, then go do so already. This review will keep in the meantime and will still be here when you get back. I promise.
Now that we have that out of the way, on to business. In many ways, the greatest danger an episodic series–be it a 7-year TV show stretched out across hundreds and hundreds of episodes or a more modest five part affair playing out across half a year or so–is the ending. Although it may be more about the journey than the destination, that destination does still matter. The rest of your story can be exceptional, but if your ending does not please the audience there will be trouble all around (see the whole kerfuffle over Mass Effect 3 for proof enough of that). The central question that this review has to answer is this: Does Episode 5: No Time Left satisfy?
| PROS | Writing, Voice acting, Music, Set pieces, Game design, Appropriate conclusion |
| CONS | Scope of the game strains against its graphical limitations, Short, Little challenge |
| WTF?! | Dealing with the arm. *shudders* |
The answer is a tricky one and needs some clarification of the non-spoiler kind (for a more spoiler-filled take on my feeling regarding The Walking Dead stay tuned for our end of the year piece sometime next month) before it can be fully addressed. Here is the thing: The Walking Dead as a franchise is in many ways the antithesis of satisfactory. By which I mean that the stories the various incarnations of the series tell (especially in terms of the original comic) are dark, dour, and downright nihilistic tales of a world where pretty much everyone is at their worst and even good moments are preludes to even more horrifying and/or heart breaking occurrences yet to come.
Indeed, if I was going to use one word to describe the comic that word would be “nasty” and it is an aspect of the series that has only grown more prevalent in recent years. It is one of the main reasons I do not read the comic anymore; the inherent nastiness and nihilism has become overwhelming and, more importantly, overplayed. When I briefly hopped back onto the comic recently for the lead up to its one hundredth issue, things had become so rote and predicable I was able to call pretty much everything that happened in advanced, right down to who would die and when. Also, as a brief aside, there are only so many times I am prepared to buy the idea that a complete and obvious psychopath would be able to successfully build a community and armed force capable of sustaining order within its ranks while also surviving long term. A single such character is one thing, but three separate and otherwise unrelated examples of that same character type on the other hand is just getting ludicrous and more than a little silly.
That is the comic however, but what we are really here to talk about today is the game. The Walking Dead game, for the most part, has done a great job of dialing back on the more nonsensical elements of its progenitor (a particular plot twist in Episode 2 aside) while still hewing closely to the dour and dark tone of the property as a whole. So I knew going into this final episode that the idea of the season ending with puppy dogs, rainbows, and everyone living happily ever was never going to happen. I was looking less for a satisfactory ending and more for an appropriate one. And on that count I was more than satisfied by the time the credits for Episode 5 played. This episode brings closure to many of the key plot points and/or characters from throughout the series to date. At the same time, is also does a good job of leaving room for the upcoming Season 2 to pick up and keep moving the story forward should Telltale decide to not simply start from scratch.
This is probably the shortest episode of The Walking Dead to date, at only a couple hours in length, but it still finds plenty of time for two impressive set pieces that will likely leave players cheering, a few simple yet well done environmental puzzles, and a whole lot of talking. Do not misunderstand, these conversations are anything but boring or dry and it is here that the choices made throughout the season come back into play in a very effective manner. Understand that The Walking Dead is ultimately a game on a set path and the choices players make can only have so much impact on the plot and the ending. This is definitely not Mass Effect or The Witcher in terms of player choice determining the way the story unfolds.
Where the impact and meaning of these choices does come into play is the emotion behind the way these events play out and Episode 5 as a whole manages to have a real sense of reflection and looking back from start to finish. The weight of your choices and the consequences they have brought about is palatable throughout Episode 5, especially during a chilling late episode confrontation. You will end up being called out on what you did and why and this retreading of the past helps to make the game’s final devastating minutes all the more palatable. This sense of reflection is even more impressive in light of the clear sense of a ticking clock that also fills Episode 5. The subtitle of this episode is No Time Left for a reason and between the pacing of this episode and the events at the end of previous one, it is a subtitle the game more than lives up to. Overall, this final episode of The Walking Dead‘s season is a adroit mix of satisfying action and powerful character beats likely to leave few players with a dry eye by the time they are done. It will likely leave those who play it feeling more than a little empty inside, but I doubt few who have played the series from start to finish will regret the time they spent with it. I know I do not.
The Walking Dead is without a doubt one of the most legitimately depressing and emotionally draining games I have ever played. Normally, I tend to gravitate more towards upbeat tales and happier fare (since I find real life offers plenty of the other as is) and yet even as I type this I find the itch to play The Walking Dead again–this time from start to finish and all in one go. The desire isn’t even to necessarily make different choices so much as to soak in the game’s riveting story and amazingly realized characters. That’s no mean feat either, considering that the game is brimming with what has become, hands down, one of my least favorite elements in all of fiction: zombies. That alone is one of the best testaments to the game’s quality that I think I can give.
At the risk of falling back on cliché, if you only play one adventure game this year then make it The Walking Dead. Telltale has not only raised the bar for what they are capable of as a developer, but for the entire genre as a whole as well. Whatever problems (length, lack of challenge, occasional graphical glitches) might be present in the game ultimately fall away in the face of its accomplishments. The fact that Telltale managed to find a way for the choices throughout all five episodes to have an emotional payoff that makes them seem worthwhile was the final piece needed for me to declare that The Walking Dead is one of the best games of 2012. The score below is less for Episode 5 and more for the series as a whole and this is one game no one can afford to miss out on.
A review copy of this game was provided for review by the publisher. The reviewer spent approximately 1 and 1/2 hours playing the title on PC.
Also, feel free to follow the reviewer on Twitter @bigred_13 please if you feel so inclined.
I am waiting for the retail version of this. I just hope that they went for a bitter-sweet ending instead of a straight up depressing one, since depressing endings usually make the entire journey seem pointless (like if Clem dies, after all the time and effort you spend into protecting her, and that’s just hypothetical, not a spoiler).
While I compltelely disagree with giving these episodes as a whole a perfect 10 (I’d probably put it more twoards 7-8 range) these games are a MUST buy for the stellar writing alone.
You have to understand that a 10 does not mean something is perfect. No game ever made has been perfect. Ever. Name me a game and I guarantee you I can find legitimate flaws. What a ten means is that a game is both an essential play for any audience and a game that moves the medium forward either through innovation or sheer quality.
Big Rigs. I dare you to find a flaw in that masterpiece!
Yeah, I get where you’re coming from, I still don’t agree that it’s “that good.” But, that’s all opinion, of course.
I’ll agreed with you, although I’d go as far as to give it a nine. There are some things in this game that feel really forced.
For example, spoilers for those who haven’t played.
‘Taking a fucking stand’ as I think Kenny put it, just felt like a REALLY stupid excuse to get rid of everyone’s ammo. The house was being flooded with walkers, what opening was he expecting!? Then there is the unavoidable death of Kenny, moments after potentially complaining that suicide was wrong, he locks himself in an alley that zombies are pouring into so that he can shoot Ben? He could have done that and still come along!
Finally, the Stranger. The world is overrun with the walking dead, and the surviving people are at each other’s throats very often, or screwing each other over for the sake of their own survival. Even if you’re a near perfect saint and always do what is best for Clem, he finds a reason to chew you out! Of course the guy is crazy and just looking for an excuse to take her, but still it pisses me off a bit.
Ultimately this game is a must play for anyone who values a good story that will give them all the feels, but at the same time some things feel forced.
I’d give it a 9/10 personally.
I’ve been watching an LP of the first four seasons and about to start on season 5.. It really is some of the most compelling dramatic story-telling I’ve ever seen in a game. I’m more invested in the story of the game than I am the story of the show.
While certainly a fantastic game I don’t see this being GotY material. From the final moments of episode 2 the direction of the game is utterly ripped from the player’s control. I’m a huge fan of story, in fact I’m a writer myself, but I played it to create my own tale. Why would I ever go back to this game if my decisions ultimately mean nothing?
I also thought the ending was a little inadequate. You can’t think of it like an ensemble cast when you have a distinct POV on the whole game, so there really needed to be more of a transition. The cut to black felt incredibly cheap.
Still a great game though, and one I would highly recommend.
Woh, back up everybody, we got us a cynic over here. I’m sorry you think you had little control over the story’s flow, but why is it that I heard other people saying that they had a lot of control over their choices?
Also, what do you mean that a distinct POV on the game means that there can’t be an ensemble cast? Do you even know what an ensemble cast is? It means that everyone, not just the main character, is of equal importance to the flow of the story presented to you, and that’s exactly what these characters were.
How am I cynical? I said it was a great game.
The game certainly does give you the impression of choice, but only so much. As soon as you find the car with supplies in episode 2 the ending is set. It doesn’t matter what choice you make. Be the biggest asshole in the world, or the nicest guy ever, you will still come to the exact same conclusion.
They are definitely not an ensemble. Their reactions are designated by your actions as Lee, so how could they be of equal importance? This is most noticeable in regards to deaths, especially the one that’s possible near the end of episode 4. It doesn’t matter what you do there, as they’ll still die one way or another. It might give you the feeling you’ve done something good, but so what? There are no real consequences.
Telltale had a specific story to tell in The Walking Dead season 1, and that’s what you get no matter your choices. It’s a fantastic story, and I love that it comes in a video game format (the show is way too silly and safe for me), but what I mean is GotY can’t be determined by a great story that has little impact on gameplay itself.
I only make these arguments because I loved these games. As a whole they would certainly be in my top 5 of the year, I was just disappointed to find that there’s no replayability besides to hear a few different lines of dialogue, even though the gameplay is meant to be based on choice.
My only real counter-point to the “There’s no real consequences” argument is that as a player, you don’t know there’s no change in consequences. If you’re playing the game, not looking up guides or videos or spoilers to see what could have happened differently, just playing, you don’t what will cause what on your first play through. Additionally, your actions do change how the events play out. They may not change their ultimate result, but I think changing how you get from point A to point B is a significant change, not just changing point B to some other letter.
On your second play through, which you would need to do to learn that there’s no changes, you’d start to see how little your actions influence things on a more grand scale. But, as you even stated, this is not a choose your own adventure game. They have a place to get to. They couldn’t offer up a bunch of drastically different endings since they are planning to do future seasons of this.
Daniel checks out The Walking Dead (Game) from Telltale Games – Review – ZGR
Lee is desperate, zombie bitten, and running out of time to find Clem and whoever is holding her captive.
Maybe this city will be better than the others. Maybe we’ll find a boat and get away from all this. Maybe we’ll all be eaten alive.
Time is running out as the group is forced to fend off both the living and the undead.
Our survivors are running out of food and getting desperate. If only there was a dairy farm nearby.
A man with a troubled past, a little girl with out a family, and a duck that just won’t die.
Welcome back to the discussion show where we introduce the debate and you continue it. This week’s topic: Shaun and Johnny Maloney discuss the past & future of Star Wars video games.
I thought this episode was pretty weak. When people got up in arms over episode 3 I didn’t mind, because I already felt like I was playing an interactive series more than a game where I get to make all the calls.
That said, it felt like Lee was such a moron in episode 4. Ben leaves Clem to die…we leave her with him again. Again Ben messes up…and we just leave the two alone once more. I was surprised his name doesn’t come up once in your review, because not only is he completely incompetent, but I think he’ll be a critical aspect of episode 5.
The shooter mode wasn’t fun either, especially on the staircase. I think the button mashing moments were fine.
Episode 4 is definitely the weakest moment in the series, but it is definitely not a weak game. It won’t be a GotY contender for me though because, as I said, I haven’t really felt like I’m playing a game since near the end of episode 2.