![]() ![]() To avoid this problem, The Walking Dead uses a videogame storytelling method which has been called “parallel paths” or “beads on a string.” And let’s face it: Not every possible branch or ending can possibly be of the same quality. A huge amount of animations, voice acting and so on is lost on a lot of players based on the choices they make in the game. You see, there is a huge downside to those branching storylines and multiple endings that are all the rage in videogames nowadays: All this content has to be produced and, most importantly, paid for, no matter if an individual player ever gets to see it. ![]() The story is tailored by how you play.” Deception! Imposture! Fraud of the century! “The story doesn’t adapt to shit,” you’re thinking, dear reader, and you should apologize to little Clementine for your language. #TELLTALE THE WALKING DEAD SEASON TWO LAST CHOICE SERIES#Why did this game receive approximately all of the awards in 2012 if its main selling point is used so inconsequentially? I suggest that the most important aspect about this game is not the many difficult choices it offers the player – it’s the illusion of choice the game constructs.Įvery episode begins with the same disclaimer: “This game series adapts to the choices you make. But one major complaint comes up again and again: Fast-paced choices and moral quandaries are the most prominent feature of The Walking Dead, but they seem to have no real consequences. Clementine may well be the best-written child character the medium has to offer. There are great characters, more complex and likeable than in any game I have played. There’s the heart-wrenching storyline, maybe the best one in the cross-media Walking Dead franchise. There is a lot to say about The Walking Dead, and a lot has already been said. ![]() Your power over the plot seems to be really limited. If you instead choose to rescue Doug, huge nerd and all-around nice guy, he plays a minor role in Episode Two and then dies in Episode Three, trying to defend Ben. For example: If you choose to rescue Carley, tough journalist and potential love-interest, in Episode One, she plays a minor role in Episode Two and then dies in Episode Three, trying to defend Ben from accusations of theft. Your actions change some details, but the game is quick to implement them into the planned-out story. I wonder if there’s a happy ending if you make the right choices.” So you start up the first episode again, and, by god, this time, you will decide the shit out of these decisions, until Lee and Clementine get the happy ending they deserve!īut there’s something odd: Your decisions don’t seem to influence the plot at all. With Telltale Games releasing the first episode of The Walking Dead: Season Two last month, let’s take a look back at the mysterious past of the year 2012 (or early 2013 if you were as late to the game as I was): You had just finished the first season – (or, if not, you should, because there are major spoilers waiting for you just ahead.) Lee, the player avatar, is dead, Clementine is safe (well, saf er), and you’re thinking: “Wow, that was a hell of an ending! Beautiful, profound, and really, really sad. The Illusion of Choice in Telltale Games’ The Walking Dead 10 Jan, 2014 in Guest Articles by Adrian Froschauer ![]()
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