That I enjoy
Telltale’s The Walking Dead video
game—nay, that I consider it one of the greatest games ever made—still
surprises me on occasion. By the time I had gotten into the game in the latter
half of 2012, I was for all intents and purposes burnt out on everything zombie-related.
The Walking Dead TV series had reached
its acme by the end of its first season and, according to most people whose
opinions I trust, has been plunging in quality ever since. The comic series had
turned into an unforgiving, nihilistic drag, with few if any sympathetic characters
remaining. And David Wong’s This Book Is
Full of Spiders subverted the whole subgenre, revealing a lot of zombie
fiction to be a kind of desperate, wish-fulfillment power fantasy that, upon
consideration, couldn’t be less appealing to me.
But the game is
a far different, if still just as bloody, affair. Set in the same universe as
the comic series but with an entirely new—and more likeable—cast of characters,
Telltale’s episodic Walking Dead game
placed emphasis on problem solving over zombie slaughter and turned each
interactive conversation into a test of mediation, trust, survival, and
sometimes a combination of all three. It put you in the shoes of a flawed but
well-meaning protagonist, whose relationships with his fellow survivors could
be drastically affected by what he did—or even did not—say. It was all the
stuff I loved about the Mass Effect
series but without its increasingly tedious combat sequences.
The announcement
that the player would be controlling Clem this time around was initially met
with some minor protest, but after completing the first episode, I’m completely
boggled as to why such concerns were even raised. Apart from being far less naïve
than any 11-year-old would be in her situation, as well as being incredibly
resourceful, she also possesses an intriguing narrative hook, in which a kid is
forced to stand her ground and repeatedly argue for trust and even survival to
adults who won’t take her the slightest bit seriously. In the final act of the
first episode, Clementine is severely bitten by an animal, a fact which is all
but ignored by the survivors who find her and believe she’s actually been
infected by a zombie. This leads to one of the most tense sequences not just in
this episode but in the whole series so far, in which you must have Clem sneak
undetected through her would be allies’ camp and steal the rudimentary medical
supplies that will stop her bleeding. I won’t mention what follows but it’s
easily one of the most harrowing things I’ve seen in a video game—and that’s
including all the shit that goes down in Spec Ops: The Line.
As with the first
season, combat in “All That Remains” is relegated to occasional quick time
events, where unlike most zombie games your survival depends not so much on
your skills with a weapon as your ability to think on your feet and obey your
instincts. Telltale has even tuned your available actions to better fit the new
protagonist: while Lee’s combat sequences in the first game often hinged on
sheer force and button-mashing, controlling Clementine prioritizes swift
movement and evasion at the drop of a hat. When you are forced to fight off or
even maul a zombie, your options are fairly straightforward and require you to
be more quick than creative, though there was one sequence in which an
out-of-the-way item led to Clem getting fatally bitten three times in a row.
You know what’s hard to explain to your roommates? The sound of an 11-year-old
girl being mauled. Thanks for that, Telltale.
Being the first
of five episodes, the second season of The
Walking Dead has yet to sink its depressing claws into me. Though it
features the sudden and heartbreaking death of one of my favourite characters
from the last season in just the first few minutes of the game, “All That
Remains” has Clementine spend most of her time with a new cast who I haven’t
yet gotten attached to for any of their deaths to feel particularly traumatic.
But that’s just a matter of time. After all, the final episode of the first
season was so, so effective that it
briefly tricked me into thinking I had a child. That’s an accomplishment if
there ever was one.
But I’m looking
forward to the rest of what Telltale has to offer. I know it won’t be pretty,
and it will probably lead to even more crushing heartbreak, but by the time the
credits rolled on “All That Remains” I was genuinely excited to see what
happens next.
The Walking
Dead: “All That Remains” is available for
Xbox Live Arcade, PlayStation Network, PlayStation Vita, PC, Mac and Ouya.
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