Telltale's Walking Dead games have received much praise and are often loved by fans but there are also many things about them that are widely hated.
Telltales The Walking Dead games have been unanimously applauded for their terrifically designed, interaction-focused gameplay which also makes room for some dramatic story-telling. Though the game was based on the comics, some of the most crucial characters in the game were original ones which really kept the players guessing about their trajectory.
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The game unfolds in the same fictional The Walking Dead universe and follows the aftermath of the zombie apocalypse in Georgia. The players have praised the developers decision to feature non-game ending choices which really lend the episodic game an edge. However, there are a few things the players have not enjoyed as part of the video game series. Here are 5 things fans like about The Walking Dead games and 5 things they don't)
One of the best things about the Walking Dead Games is definitely its treatment of trauma and Clementines character actually helps the players with the tonality of the game and that is a huge help.
Clementine has been designed as the emotional and moral compass of the group who is perhaps the most selfless and who, herself, has lived through traumas that make her protective of the ones around her. Her character design always hinted that shes a leader and in the Final Season when she actually assumes leadership of Erikson, its a fitting closure to her arc.
Season 3, A New Frontier is one of the worst-reviewed games of the series. Fans had several issues with the narrative changes, Clementines move to an almost supporting figure, and also the handling of the second seasons endings, all of which were unanimously criticized by critics and fans.
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But players agree that the worst thing about the third season was definitely the shifty, short, and ungratifying episodes which were just poorly planned and were notably less rewarding than the other seasons.
It is the one thing every video game aspires to have, but very few manage to actually nail the replayability factor since its not an exact science. Its not about any one factor, like gameplay or graphics or choice but the perfect amalgamation of everything.
But in The Walking Dead games specifically, the choices given to players are the ones that make the games so replay-worthy because each option can open a whole other avenue for the game and almost every decision is consequential to the final outcome and each time is almost like playing a different game.
Truth be told, Javiers characterization was a pretty gritty one and was even received well by players, mostly. But though Javier remains the voice of reason, for the most part, role-playing him is tough for most players because its hard to relate to his sense of priorities. Hes a stressful choice for a lead, especially because in A New Frontier he and his family give the narrative a fresh start.
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But because the chronology almost always falls back on the same formulaic mold, especially when it comes to decision-making, Javiers character doesnt get to own his niche, unlike Clementine or even AJ whose arc is hugely shaped by his trauma.
Though Telltales The Walking Deadgames are based on the comic book series, some of the most crucial characters in the game are original and play up the unpredictability factor to keep the suspense going for the players.
Both Lee and Clementine, for instance, are original characters who have been designed for the games and the fact that players never knew what the storyline holds for them makes things very interesting, especially owing to the games interactive choice-based gameplay which lets the players make some major decisions.
The second season onwards the game started to explore shorter runtimes and while it was meant to make things crispier, it did have its downside. Less time meant fewer hub areas and fewer opportunities to explore, which is something most players werent okay with.
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The Walking Dead loyalists want to make the most of the runtime and want to interact with each existing element. Hub Areas give more space to players to experience the set-up and to understand the characters better, which is especially crucial with games like Walking Dead where characters are almost always on the run and newer characters are being introduced all the time.
Its difficult to believe that all this intricate story-telling and intense relationship dynamic could pan out so beautifully in a point-and-click game, but Telltales The Walking Dead does an excellent job with the groundwork and designing, giving it a sophisticated edge.
Its pure fun, simplistic, and interactive and yet functions on a pretty basic principle, the players literally need to work with what they are being offered at that moment. There are no weapon upgrades, complicated menus, or unnecessary gimmicky pop-ups, but just well-planned, interaction-led gameplay.
Most players have noted that though the game does a flawless job at setting up interaction-based gameplay where people are made to feel that their choices really matter, most of the choices do not necessarily have an impact on the final result, but just on the immediate scenario.
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This happened, especially in the second season. Since the game has immense replayability, its obviously more adventurous for players if they see different people surviving each time they play the game, because that genuinely makes the experience worth it.
The fact that Telltale has always prioritiZed the emotional element and the developers gave space for a dynamic to build up really shows in the game design. Fans have often talked about how they are made aware of the gruesomeness of their actions after they attack a zombie, and are presented with tags like, Clementine saw that.
Also, the fact that the decision-making is more immediate vis-a-vis the point and click format, makes sure that the players get to experience the weight of their decisions especially when they are making calls for their packs.
Any Walking Dead loyalist would agree that the second season of the Telltale games was perhaps the most crucial, and, for a two-hour finale, players usually need something thats not overwhelmingly intricate or distracting. But this season finale has too much going on.
A lot rides on Clementine obviously as she has to survive some pretty tough, almost Catch-22 scenarios, but theres also so much else happening which makes it hard for players to have a clear insight into what they need to do to win. Most Walking Dead finales try to keep the narrative somewhat simplistic so as to not override the development, but the finale for the second season can be a daunting one for a player whos not as seasoned.
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5 Things Fans Like About The Walking Dead Games (& 5 They Don't) - Screen Rant
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