Thursday, 4 September 2014

Review: The Walking Dead - Season 2 (PC)

This review takes a look at The Walking Dead: Season 2, Episodes 3 - 5.

There are few things I'll give developer Telltale credit for and one of them is owning up to the fact The Walking Dead series is merely a Choose Your Own Adventure (or possibly more accurately, "gamebook" or "interactive story") rather than an adventure game, where players might have to solve a puzzle or two along the way. You know, combine items, use game logic to figure things out... there's really none of that, even in comparison to first season of The Walking Dead.

But the bigger problem of Season 2, especially in light of the first season, is that the story feels entirely directionless. Season 1 set-up the "universe" and introduced players to Lee and Clementine and immediately set them on a course to Atlanta to find Clementine's parents. There was a destination, a place, a goal that the characters were always headed toward. There was never any doubt where the story would end. Season 2's problem is that I never felt that the story had any kind of resolution in mind. I realize that The Walking Dead is a "continuing story of survival" but I like to experience stories that have a direction. Lord of the Rings: Mount Doom. Trains, Planes and Automobiles: Chicago. King Solomon's Mines: King Solomon's Mines.


With Season 2, especially the middles episodes where the survivors from the opening couple of chapter are almost entirely wiped out, it feels like there's little in the way of forward momentum; no goal to strive toward.

That lack of endpoint got me thinking a little more about the characters... Well, the characters seem completely disposable so I should clarify. Clementine is a great character and I spent time thinking about her role in the story, and paying attention to things like the fact she wears a jacket (a shell, a veneer) that's indicative of a happy child though she's quiet capable of killing people and zombies. It was the jacket that's the "happiest" part of the game. Even when it's covered in viscera, I still wanted to play the game as a mediator and stabling influence rather than a cold-blooded monster, who would easily stand in place and watch a man get his head turned to pulp by an enraged, one-eyed Kenny. The jacket is the single mote of dust that shows there were happier, less grimy times and that's the attitude that Clementine brings with her. At least, that's the path I chose.


Telltale needs to get their release schedule locked down if there's to be a Season 3. The first episode arrived December 16, 2013 and the fifth episode was released August 26, 2014, a gap of about 256 days. It's actually pretty close to the release schedule of Season 1, which was 210 days for the season to be complete, but it feels like too large a gap from start to finish.


Season 1 was much more memorable because it was new; it was a novelty. And it dealt with a smaller number of characters so it was much easier to remember the characters and what happened with the release of new episodes. I was never in a spot where I was left wondering, "Wait. Who is that?" With Season 2, it was a problem of, "Wait. Who is that? Oh wait, I don't care."

The episodes should be separated by no more than a month, period.


As meandering and "pointless" as Season 2 is, it sure finishes strong. And maybe that's the most important thing. Telltale stumbled through most of the season, but they nailed the landing and that's the part I'll actually remember. Does the close seem that much stronger because the rest of it was comparatively weak? That might be why -- there's an argument to be made -- but the ending actually felt like a few choices along the way mattered, especially as the tension continued to mount and it felt like there was a real resolution to the story while still leaving the door open for another season.

As strong as the ending is, it's a middlin' stroll through the rest of it, like a walk that's not memorable or distinctive, except for the unicorn bathing under a waterfall of gold sparkles at the end of the trail.

- Aaron Simmer


The Good:
- Finishes on a strong note
- Kenny, Kenny, Kenny
- Really fleshed out Clementine's character (depending your choices this is good and/or bad)

The Bad:
- Story meanders until about the end of Episode 4
- Not so much an adventure game; can't recall even one puzzle