![]() They're not bad, in that they're generally logical in design and rarely hamper the game's pacing (with the exception of a rather trite caper mystery at the start of the third episode), but every time The Walking Dead cut me loose to find an item I needed to rub against another item, there was this unwavering sense that it was all beside the point, that Telltale felt obligated to put character development and plot progression on hold every once in a while to remind us that, hey, we're playing a game here. The Walking Dead is the precise opposite of immersive, constantly reminding me that a controller is my hands.Īnd the puzzles. The game's action sequences are usually cleared by completing quick-time events or pointing reticles at icons, and you can't even invert the aiming controls, if that's any indication of how much effort Telltale put into this stuff. Its "mechanics," to the extent that they can be called that, come and go at the design's behest the game generally limits players, functionally, strictly to what they need to do at any given time. Having now experienced The Walking Dead, it would be easy to say that I've simply been playing the wrong adventure titles all of this time, but Telltale Games' extraordinary five-part zombie apocalypse saga is guilty of many of the same things its genre brethren are. That's what most adventure games feel like to me: well-intentioned, but ill-suited to the medium. As it stands, it's an interesting narrative needlessly padded. Remove the needless button prompts and trim all of the filler and you've got yourself a very solid two-hour film. To name a popular example, I actually thought Heavy Rain had a pretty cool story. Telling stories and portraying unique worlds is all good and fine, but the adventure games I've played have all felt like the products of people who would rather be writing books or making movies. Treating interactivity as an obligation defeats the purpose, in my mind. To say that I dislike point-and-click adventure games is to understate it. This is how you make audiences emotionally exhausted." ![]() This is how you match tragedy with humor, dread with hope, terror with lightheartedness. The Walking Dead: A Telltale Games Series (Xbox 360) review
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