The Walking Dead Season Two: "All That Remains"
by Joseph Knoop
I'm largely no fan of The Walking Dead as a franchise. While
admirable in its intentions, the thought of slogging through dozens of issues
only to have every bloody character
wind up brutally murdered or served up as zombie ala carte is a painful one.
Don't even get me started on the show, which seems to be written by studio
schmucks who can't be bothered to think past the current season.
During the summer of 2012, I ate my words as Telltale Games
produced one of the most heart-wrenching and engaging worlds among the zombie
horde. Through the eyes of an escaped convict, players traversed creator Robert
Kirkman's world with a constant sense of dread. Memorable characters, such as Clementine
and the ever-infuriating Kenny helped add to the dramatic tension, forcing you
to choose between your own desires and the safety of those you care about.
I'm glad to say that season two returns with every bit of
glory from the first, with much to spare. From the devastating prologue to the
thrilling conclusion, episode one sets out to remind us why we fell in love in
the first place.
Players control Clementine, the young girl who served as a
fan favorite through season one. Though now older by a year or two, Clementine
has seen too much of the horrifying world to not carry a burdensome, apathetic
outlook. Despite this grim demeanor, she is still very much a little girl.
Scenarios that would pose no challenge to older, stronger Lee now nearly
cripple Clementine's progress, whether it's an encounter with the undead, convincing other grown adults to side with you, or even just a high ledge.
Of course, story is the most engaging aspect of Telltale's
Walking Dead, and little has changed there. Without spoiling too much, I can
say Telltale has managed to combine Clementine's newfound apathy with the
intrinsic will to survive that she gained in season one. Forced to make it on
her own for the majority of episode one, the player is forced to quickly adapt
or perish in a newly hostile cast of characters, and no tension is lost in the
fallout of player actions.
Gameplay remains largely the same affair as season one. As
Clementine, you'll use quick time events to fend off the undead, make
conversation with the cautious and occasionally crazy human inhabitants of the
world, and navigate environments to solve simple puzzles. These actions are
performed through the same control scheme as last season, with minor tweaks.
Instead of scrolling through a short list of dialogue options, choices are displayed
in four separate boxes, accompanied by the familiar diminishing timer. Instead
of hitting enter on my keyboard, I was forced to mouse over my choice and
click. This seems like an "if it isn't broken" choice to me, as I
preferred being able to exert the minimal input possible. Now I have to worry
about taking more time during already tense scenarios.
In the year or so since season one, Telltale has had time to
reap the success of its efforts, both with The Walking Dead and crime
thriller/fairytale The Wolf Among Us. This is most evident in just how much
more polished the game feels. Sound design, such as a flowing river or forest
life seems to pop more, and character models and environments contain greater
detail and nuance. You'll never miss a sideways glance or guilty pair of eyes
with Telltale's impressive attention to narrative detail.
Any hesitance that 400 Days instilled in me has been washed
away after playing "All That Remains". Beyond Clementine, a memorable
cast promises to embed themselves in my memory for some time, and the script
remains Telltale's greatest strength. I'll be back for episode two the moment
it releases, and that's the highest praise I can give.