A screenshot from The Walking Dead.
The Walking Dead
RRP: $48 ($US24.99 on Steam)
Platforms: Xbox 360, PS3 and PC
Classification: MA15+
Reviewed on: Xbox 360
Reviewer's rating: 9/10
I'm glad adventure games are having a resurgence. Well before the days of grey/brown shooting games, some surprisingly thoughtful gems came out of a genre that asked you to put the pieces together yourself and be rewarded with some weird and wacky stories in turn. As technology caught up with the twitchy, coffee-fuelled internet addicts of my generation, we lost a lot of the emphasis on story-telling and charm. Not to say The Walking Dead is charming, but it does tell one of the best stories in the last year of gaming.
Taking place concurrent to the outbreak of the popular series of comics, but still in that universe rather than that of the television series, The Waking Dead puts you in the shoes of Lee Everett. Lee is a convicted murderer being escorted to prison when the rather serendipitously timed apocalypse throws an elongated branch in the unicycle wheels of justice. The police car crashes and Lee finds himself wandering the newly zombie-infested wilderness. Stumbling upon a seemingly abandoned house, Lee is soon met by Clementine, an 8-year-old girl hiding in the tree house in the back garden. Lee does what any self-respecting human would do and rescues Clementine from a slow death by starvation or a faster death by zombie. You soon meet up with other survivors and attempt to make a go of it. Things don't exactly go to plan.
A screenshot from The Walking Dead.
The Walking Dead has already been out for several months, but was originally refused classification in Australia because we didn't have an R18+ rating for games. You could still get the game on Steam though (showing how ultimately pointless that whole argument was) and many players will have already finished all five episodes. Finally the R18+ rating came through and now the game is finally hitting shelves. What's especially amusing is that now we have an over-18 rating, the game was reclassified as MA15+ anyway. Regardless, this review is for the people who may have missed it the first time around and if you did, it's well worth your time.
The Walking Dead is all about the story. This is an adventure game but far more based in story than the adventure games of yesteryears, which were more a combination of story and puzzles. While there are puzzles, they are never as obscure as games like Monkey Island made theirs. It revolves around Lee's story and your relationships with the other characters in the group. This is where Walking Dead surprised so many when it was first released, you find yourself actually caring about the safety of the group and the people in it.
As Lee you can choose all of your important dialogue options and there is rarely a clear right answer. Siding with fellow survivor Kenny might endear yourself to him but not everybody in the group will be happy about it. Not only are you attempting to manage the growing tension and fear in the group you will have to make choices about who lives and dies. Usually in these situations you're only given a few seconds to decide but you'd better hope you're happy with your choice as you'll have to live with the consequences.
A screenshot from The Walking Dead.
The story these characters are struggling through is also fantastically told. You devise a vague plan to escape on a boat but along the way, you'll run into fellow survivors looking to survive and the classic post-apocalypse nut jobs. You won't know which is which though and as Lee and the group grow increasingly paranoid, they learn they must do anything to survive. You'll frequently have to ask yourself how far you'll go to protect your group. Things descend into madness by the end of the last episode and you'll look back on the early days of the outbreak fondly and wonder how you got here. I dare not share too much as the twists and turns of the story, all with their own difficult choices to make, are constantly surprising.Hands down the best element of the game is Lee's relationship with Clementine. Telltale have managed to make a strange and mismatched friendship totally believable and surprisingly powerful. At first Lee has trouble relating to Clementine and can be taken aback by how mature she is for an 8-year-old. While you decide your own approach, I found myself talking to her honestly and frankly without dumbing anything down. How you interact with Clementine will change how she and other characters talk to you. The best aspect is that you find yourself becoming more and more protective of her. If a character put her in danger or suggested taking her off my hands I would instinctively choose the strongest reaction without a second thought. Making a player feel so strongly for what could've been an awkward train wreck is a feat Telltale should be proud of. From the beginning of the game until the dark, sweet and sad ending you never stop believing Clementine and the other characters are people.
My only reservation with the game is that regardless of what choices you made throughout the game, the ending is still essentially the same. There are definitely variations in different players' experiences, such as certain characters being alive or dead, but the broad strokes are the same. When the rest of the game gives such weight to your choices it feels odd to take the player out of the most important moment. Don't get me wrong, what does happen fits the story like a glove but it felt like such a departure from the experience leading up to it.
It's fascinating to see that the audience have had little to no negative reaction to this but the furore when Mass Effect 3 didn't provide a satisfying pay-off for your many decisions was swift and ruthless on the part of the audience. Maybe because The Walking Dead doesn't set itself up as a sweeping space opera with a cast of billions affected by your decisions but as a simple character drama and as such, doesn't overextend itself.
Even with some vague misgivings about the ending, what does happen is still undeniably pitch perfect. The whole experience is such a tightly told story that even players not drawn in by the promise of zombie killing should check it out just to play through such a surprisingly well told tale. You'll laugh, you'll cry and you'll definitely smash some brains.
Q&A with Kevin Boyle, executive producer on The Walking Dead.
Why do you think that your Walking Dead has had such a monumental reaction?
I have to admit, the degree of positive reception came as a bit of a surprise to the team. We had put a great deal of effort into narrative, believable characters, and giving players a real feeling of impact on the game through their choices, but I think it's safe to say none of us were expecting as positive a reception as we received when our first episode went live. The worst anyone seemed to have to say about it was "let's see if they can keep this up for the rest of the season", which is exactly the right kind of pressure.
What makes a character like Clementine resonate so strongly with audiences? Many of the situations require a strong paternal instinct on the part of Lee and the player, Was this hard to create so convincingly?
A convincing relationship with Clementine was definitely an important part of the recipe for success. From the beginning we knew we didn't want Lee to be this tough guy, looking out for just himself. The stakes just aren't high enough in that situation. We also didn't want players coming into a relationship that had great value before they arrived – we wanted them to feel that same attachment. Falling into the role of de-facto parent figure, and building that relationship from nothing helped to get players invested. Then of course there's casting. We were very nervous about making an 8-year-old child one of our principal characters due to the difficulty in casting a child who could pull off the emotional range we needed, or an adult who could pull of that same range and not end up sounding like a grown-up putting on a voice the whole time. We were very fortunate to have cast Melissa Hutchison as Clementine. Having her play off Dave Fennoy, as Lee, was no small part of why the relationship was so convincing.
Digital distribution methods obviously help with an episodic format, but do you feel as though point and click adventure games might be experiencing a resurgence. If so, why?
It's definitely an interesting time to be making adventure games for digital distribution. I'm hopeful that we are seeing a resurgence of adventure games, though I wouldn't place a great deal of emphasis on point and click control schemes as a major contributor. My feeling is there has been a convergence of a few key factors helping adventure games, such as widespread readiness to purchase content digitally, acceptance of smaller-than-$60 experiences as top-tier entertainment, and a hunger for interesting stories and compelling characters.
For season two, how do you take the story into new territory? You've touched on many tropes of post-zombie apocalypse survivors gone mad, do you still think the world has stories to tell?
I'm certain we haven't exhausted the potential of The Walking Dead. At its core it's about people, and how they come together, clash and change in the face of horrible circumstances. There is plenty of ground we haven't covered that'll be dealt with in the second season.
Why did you make the decision to ultimately have the ending the same regardless of the player's choice? Considering the reaction to Mass Effect 3, it seemed like a risky decision.
Although we knew we wanted to tell a complete story that needed to close in a fairly specific way, we hoped the impact players had on those around them, Clementine in particular, would stay with them, and that the way the game ends would leave players to think through many of those decisions with different hopes and regrets. I think it's fair to say we prioritised making an emotional connection and closing the game in a way that underscores and brings importance to that connection over wildly varied ways to end the season
By Calum Wilson Austin