Wednesday, May 14, 2014

REVIEW: Telltale's The Walking Dead: "In Harm's Way"



by Jacob Doolin

DECAY & GROWTH

   What do we lose when the world turns to hell? More so than comfort and security, we lose the ability to change. To borrow a line from everyone’s favorite chemist Walter White, the ability to change stems from the cycle of “growth, decay, and transformation.” But what if the world around you was stuck in that second part, decay, how would you be able to reach the end? Modern zombie fiction, including Telltale’s first season on The Walking Dead have somewhat avoided this issue, focusing on survival instead. In the most recent episode of The Walking Dead’s second season, In Harm’s Way, Telltale is starting to show the final transformation of these characters, and the results are volatile.
            
   Picking up right after the events of A House Divided, Clem and the crew are in the clutches of Carver as he takes them to his “community” within an abandon grocery store. Carver quickly proves himself to be a formidable villain, opting for psychological torture and quick bursts of violence to get his points across. The game truly gets you to hate him, yet it speaks to the writing of Pierre Shorette that instead of simple revenge this episode focuses on the relationships between these characters.
            


   In Harm’s Way is filled with a surprising amount of quiet moments where characters just talk, letting wounds and insecurities show that they might otherwise keep bottled up. Where I had problems with the characters in the first episode this season appearing too similar to the previous group, these last two episodes went a long way to give each survivor a moment or two of really in depth development.

   And those interactions are really starting to pay off in big, emotional ways. We start to see the cracks form between the group and the individual psyches of the survivors almost immediately. They are starting to decay, and the only thing holding them together is the need for survival. When the action finally does come, it’s hard and brutal and leaves the player questioning not only their own decisions, but also those around them.
           
   Gameplay this time around is strictly quick time events (QTEs) and character interaction focused, with no puzzles to be found. While that kind of railroading of player interaction bothered me a bit with Telltale’s other episodic series, In Harm’s Way fairs better because of how well those interactions and QTE’s played out. Although it does stand to reason that a continuation of these kinds of mechanics could wear thin on the player.
           


  One of the biggest strengths of the episode is the direction of Graham Ross and the way the visuals enhance the story. The way Ross places the camera in a way that visually puts players in a lower position compared to Carver is a small but very interesting way to say something about the relationship between the characters. And while Clem and crew are trapped in the store, Ross uses shadows and lighting to great effect, creating a tense atmosphere throughout.
           
   The only problem with this focus on the visual side of storytelling is the influx of bugs and pop-ins, which seem to be very prevalent in this episode. On one occasion I had to stop the game and return to the menu to resume playing. While these kinds of things are to be expected, the frequency of them did put a hamper on the mood once or twice.
           
   By episode’s end everyone has been shaped by the events that have unfolded. And death is literary closing in around them; the survivors have once again found their futures reshaped. Yet as they make their way through the decay, one has to wonder if that final step, transformation, is far behind.


+ Story takes a unique route
+ Most visually interesting episode in a while
+ Carver makes for an intimidating presence
- Frequent bugs and pop-in
- Less exploration


8/10