The Walking Dead Bits


walking dead header The Walking Dead Bits

Summary

Description: Telltale’s episodic adventure set in Robert Kirkman’s famous zombie-apocalypse universe.

Conveniences: Mouse-overs display interaction-icons that can be selected using the mouse wheel and executed with a simple mouse click.

Annoyances: Invisible walls; bugs with save-game choices being carried over from episode to episode.

Standouts: A very well written and acted script that does a fantastic job of capturing the vibe of the comic books.

walking dead 1 The Walking Dead Bits

Bits

  • Visual hotspots help point out interactive elements, but they can be turned off. What’s interesting is that they sometimes fade in as the mouse-cursor gets close to their specific location. This encourages the player to still walk around and explore, but eliminates pixel-hunting.
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  • The stylized, cell-shaded graphics serve the game well as all its characters clearly emote without looking too cartoonish.
  • Scripted sequences consist of the protagonist walking, sprinting, and peaking from cover to get through dangerous situations. A nice addition is the screen turning a deeper and deeper red as the protagonist puts himself in danger, e.g., leaning up to spy on an idle zombie.
walking dead 3 The Walking Dead Bits
  • Close-quarters set-pieces use unique camera angles and rely on QTEs, motions, and hotspot clicking to get through the encounter, e.g., stabbing a zombie in a specific body part multiple times.
  • Some conversations require the player to quickly provide a response, but there’s very little time to read through all the possible choices (never mind consider their consequences). This works OK at building tension, but sometimes it’s used in fairly relaxed situations that don’t seem to warrant the time-limit. The options are also unique and don’t follow a pattern like they do in other games, e.g., the friendly, neutral, hostile, and special response types in Alpha Protocol, so there’s no aid provided to the player in parsing them.
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  • Whenever an action is taken by the player that affects the protagonist’s relationship with another character, a notification is displayed to help register its significance.
  • At the end of each episode, a handful of choices are displayed along with the a percentage number that indicates how many other players made the same decision.

Extras

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