(A part of me writing for The Weekly Crisis will consist of reviews for games, tv shows, and movies adapted from comics. This is the first in a long line of articles. ENJOY!)
Everyone
loves the zombie apocalypse. Our culture
has an obsession with wanting to watch reanimated corpses be murdered in brutal
ways. While this is quite entertaining,
the novelty of it all loses its shine over time with one big exception: The
Walking Dead. Robert Kirkman uses the
undead to focus more on human interaction than gory kills. Developer Telltale has taken the same path with
The Walking Dead: The Game and the result is one hell of an emotional ride. Hit the jump to see my thoughts in detail.
The
game tells the story of Lee Everett, a convicted felon on his way to a life
full of orange jumpsuits, when the cop car transporting him literally runs into
the zombie apocalypse offering him a get out of jail free card. As fans of Walking Dead know, “out of jail”
isn’t necessarily preferable when the dead are wandering around. Injured and alone, things are looking pretty
grim for Lee until a little girl named Clementine saves his life. From this point on, Lee and Clementine find a
small group of survivors and do whatever they can to protect each other and stay
alive.
The
relationship between Lee and Clementine is the most poignant of the game. Usually children in games are irritating and
the first chance to rid myself of their presence is welcome (I’m looking at
you, incessant town children of every “Fable” game), but there was something
different about Clem. I didn’t want to
feed her to the zombies at all; on the contrary, I found myself actively trying
to keep her from danger. When I first
met her, she saved my life. That is a
debt I found myself constantly trying to repay.
This drove me to a lot of gut wrenching choices just like the decisions
that Rick must make on behalf of Carl in the comic.
|
Choose wisely. |
Gameplay
Telltale
crafted a brand new kind of adventure game this time around. This is a point and click adventure game with
a twist. While there are classic puzzles
to solve, zombies pleading to have their brains smashed in, and tons of scenes
to investigate, the real pull is the dialogue and story. When conversations arise, the player is
allotted four choices and only a few seconds to decide. Once the selection is made, there is no
looking back, and people will remember. Most
video games give you the morality choice of a saint or some kitten-stomping
demon, but TWD gives you the choice of a human just trying to do his best to
keep everyone alive. Slowly it becomes
evident that this is impossible.
By the
end of the game, my group dynamic may be completely different from yours. Whereas I always chose to do my best by Clem
and Kenny, you may choose to say screw Kenny and constantly be an ass to Clem. Group members remember all of the different
conversations had during the game, and some of them will hate you for it. One person in particular hated me the whole
time, and I despised his stupid, racist persona. When the chance presented itself, I killed
that prick in gruesome style, but this isn’t a game made to glorify
violence. I felt like a piece of crap
for doing it, and that is the most shocking part of the game: TWD prompts
emotions.
|
I know how you feel, man. |
Why Am I Crying?
I was actually
burdened by my feelings. I chose how the
story unfolded by playing it. The things
that happened were my fault. Lee became
an extension of me. When Lee had a
friend crush in a man’s head with a salt lick while he held back the man’s
daughter, I did that. When Lee gave an
infected girl a pistol so she could commit suicide, yep, that was once again my
choice. This was sad, because death is
inherently sad and TWD brings this roaring to the front. This game brought true emotion out of me and
slammed me in the face with it.
This game
is Kirkman’s apocalyptic wasteland pulled to beautiful life on screen. The animation style fleshes out the black and
white world of the comic, the dialogue makes the people feel real, and the classic
Walking Dead depressing moments come tenfold. The only difference is the effect becomes
more powerful here. I love the story of
Rick and his band of survivors, but they have become almost unrelatable now. They are hardened from spending so much time
in the apocalypse and are mere shells of their former selves. Lee on the other hand, is me. I make his decisions and guide his
dialogue. There is nothing more
relatable than that in interactive media.
|
Well that doesn't look good. |
The Bad
While I
have heaped a good amount of praise on this game, it does come with
its faults. There are some moments that
brought me snapping back to the reality that this is just a game. Most of the problems arise with graphical
glitches. Sometimes lip-syncing will be
off or animations will stutter causing some of the game’s shining moments to
dull, but these instances are few. I
never once had the game freeze or become unplayable. More often than not the game ran well and let
me experience the wonderful story.
|
A weary band of survivors. |
Verdict - Must Buy.
The
Walking Dead: The Game is the best adaptation of Kirkman’s comic. By leaving the choices up to the player and
being more about human interaction than killing zombies, the game hits the
player on a personal level. I formed
relationships with these people, I cared about them, and I watched them die at
a moment’s notice. After I finished, I
felt as though the game had managed to emotionally scar me, a feeling that the
comic before has left one too many times.
I cannot wait for the next installment.
Any fan of video games will enjoy this game, but any fan of The Walking
Dead will love it.
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