Sunday, 24 November 2013

The Walking Dead (2012) Review - Tom Parkin

*SPOILER INFESTED*



The father-son or father-daughter approach seems to be the most effective way in provoking emotional attachment in post-apocalyptic fiction; Cormac McCarthy's The Road pulled it off, Naughty Dog's The Last of Us executed it perfectly, and I'm glad to say that Telltale's The Walking Dead nailed it. This game essentially falls under the 'point and click' genre (Telltale's speciality) and is delivered through five episodes – all of which I've recently managed to plough through. It's a shame for me to say that I've neglected this title for so long as I'm not exactly a massive fan of the TV Series, sure, it's okay – but that's all. On the other hand I'm a huge, HUGE obsessor for anything Post-Apocalyptic, but AMC's The Walking Dead feels more like a soap opera with the occasional zombie. I'll just go and say it – it's overrated, this is predominantly down to the fact that I can't find myself attached to any of the characters. Anyhow, Telltale's The Walking Dead doesn't seem to have any similarity with the show, and that is probably for the better.

We start our story spectating Lee Everett, a convicted murderer being escorted to prison in a police vehicle. About five minutes into this ride a zombie (or "walker", as they like to call them) conveniently causes the car to crash and Lee manages to escape with a mere leg injury. Soon after this he meets Clementine, an eight year old girl in isolated hiding from the prevailing plague; Lee and Clementine then set off out into the world with the hope of finding help and supplies.
It doesn't take long for the duo to encounter survivors along their journey, some stay with them, others abandon them or fatally meet their demise. Most of this is down to the player to decide; as a point and click game, you wouldn't expect much in the way of action, but to my surprise I was forced to make rapid life changing decisions in a matter of seconds – in my opinion this is one of the strongest points of the game.
The general gameplay is significantly varied, some segments which allow the player full control over Lee's movement combined with virtual camera angles reminded me vaguely of Silent Hill; whereas other portions incorporated with stealth gameplay seemed to share a similar kind of vibe with The Last of Us.

A specific part of the choice making mechanic I really loved was the thought of volunteering to sever Lee's recently bitten forearm in the fifth episode, it actually gave me a certain degree of hope that he'd pull through. Nevertheless it didn't change a thing as Lee was growing weaker through the progression of the episode, part of me was in denial – telling myself that it was due to blood loss, but in the end my hopes were shattered as I faced up to the fact that he didn't have long to live, and that is what the game was really good at. I have never found myself so attached to fictional characters like this, ironically I was really grief-stricken by the death of Duck, that annoying little prick who was burdened with no guilt whatsoever for the death of Hershel's son Shawn in Episode 1.
I mostly feel a great amount of attachment towards Clementine as she is probably the most important plot device; of course she represents untainted youth and innocence, but the primary reason for her existance has to be the concentration on her relationship with Lee. He immediately steps in as her father figure the instant they first meet, and all because of Clementine, Lee finally has a means to function up until his dying breath to keep her well trained for the outside world as well as love and cherish her on a personal level. Lee's old life was practically over as soon as he was arrested in the pre-apocalypse, but we all witness his re-birth as this societal disaster occurs. However morbidly suicidal the end of the series left us, it was also poetically beautiful as Lee had served his function to maintain the safety of Clementine, concurrent with which, the child grows up since she has no choice to. The post-credit cutscene deeply reminded me of (one of my favourite films) The Road – the thought of a lone child encountering strangers in the wasteland, unknowing whether to be trustful really gets my blood pumping - to some extent the two mediums possess the same design in both story and character development.

Moving on, the general visuals stood out immediately to me; I'm filled with intrigue how Telltale adopted a display which appeared to be somewhat comic book-esque with a slightly exaggerated spectrum yet retaining 3D. Due to this I'm hit with a surge of relief that Telltale didn't go for a look of realism, this makes blatant sense as the game is supposedly more inspired by its comic book counterpart as opposed to the TV show – to that I am thankful. For this reason, I overlooked the small fraction of graphical textures being a tad underdone.
Coinciding with the gameplay – the physical control scheme lacks any form of complication. The A, B, X and Y buttons serve as on screen prompts for picking a line of dialogue during spoken discourse as well as quick time events devised for the more action oriented sequences – thus giving this game the feel of an interactive TV show.

I can gladly confirm this masterpiece of narrative innovation as an emotional ride inside out. Filling the boots of Lee Everett helped me comprehend the many traumas involved in maintaining the sanity of the surviving group as well as his own. Continually strained with my decisions, I was well and definitely filled with regret along with fear for both past and future events. This title is a type of horror fiction in its own right, not for the hordes of flesh-hungered walkers, but for the more psychological fear of people. The sheer unpredictability and impulsive nature of the featuring characters compelled me to become extremely cautious with my trust, the journey forced me to adapt to such bitter social conditions that it had indeed shaped me to the point where I actually questioned the definition of 'mercy'. I heavily advise to any fanatics of post-apocalyptic fiction or comic books in general to give this slice of craftsmanship a try; as aforementioned, post-apocalyptic fiction is guaranteed to work successfully so as long the protagonist has something to lose besides his long gone possessions in the shell of a world that once was, like a son or daughter figure. The Walking Dead has a great amount of replay value, I'm quite keen on the idea of starting the story afresh whilst experimenting with alternative decisions before the release of the sequel. In conclusion, this astounding artwork has an undying talent for the involuntarily exposure of our inner schoolgirl, tears will be shed.


9.5/10 - Smashing!

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