The Walking Dead

BigBawss

Wizard of the Hood
I just got the first season, played through two episodes in about a weeks time, taking breaks between each episode.

I have to say that I genuinely like it. I haven't played an Adventure game for a long time. Of course, this is more of an interactive movie of sorts than a game, but I enjoy it.

Your opinion?
 
It is good. Then Telltale started realizing each new title wih the exact same formula.
 
People who make bad art games that're more like tedious QTE-laden movies than games need to be given the firing squad, tbh.
Fixed.

As for the topic subject games themselves... yeah, they're good. I don't like all the voice acting (chiefly Clem's voice hurts to listen to) but the way all the gameplay elements work together to force you to make your "choices" fast and also pace the interaction as such that you're not just standing there contemplating your options works really well for the games in the long run. They're far from perfect, and once you play a REALLY powerfully emotional story that also takes place in a sort of zombie apocalypse- namely The Last of Us -it begins to lose some of its varnish off the shine. But they're not bad games by any stretch, even when better games come round.

Great? Revelations? Eh, I personally wouldn't think so. The ending didn't really wow me. But it was pretty good, and got me thinking a little bit, which is more than I can say of TOO MANY games.
 
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People who make bad art games that're more like tedious QTE-laden movies than games need to be given the firing squad, tbh.
Fixed.

As for the topic subject games themselves... yeah, they're good. I don't like all the voice acting (chiefly Clem's voice hurts to listen to) but the way all the gameplay elements work together to force you to make your "choices" fast and also pace the interaction as such that you're not just standing there contemplating your options works really well for the games in the long run. They're far from perfect, and once you play a REALLY powerfully emotional story that also takes place in a sort of zombie apocalypse- namely The Last of Us -it begins to lose some of its varnish off the shine. But they're not bad games by any stretch, even when better games come round.

Great? Revelations? Eh, I personally wouldn't think so. The ending didn't really wow me. But it was pretty good, and got me thinking a little bit, which is more than I can say of TOO MANY games.

I actually liked Lee's voice, which a lot of people said he sounds to "plain". I thought it did a good job, though myself.

People who make "art" games that're more like interactive movies than games need to be given the firing squad, tbh.

Aka Adventure games. You're basically saying people who make Adventure-genre games should heed to a firing squad.
 
Aka Adventure games. You're basically saying people who make Adventure-genre games should heed to a firing squad.

I meant something more along the lines of Snap's correction but y'know what yeah sure they should be sent to the camps, too. If you wanna write a book or make a movie, do that instead. I'd rather look at those than have to hear that some game where you basically just click the button labelled "NEXT CUTSCENE" every 10 minutes after pulling something out of your inventory and duct-taping it to something in your current room first is being given GOTY by people.
 
It's just another instance of a very poorly-thought-out "idea" being voiced. There's a sound principle buried deep beneath the silly exterior, but most who announce this aren't even aware of that. Like I said in my "fixed" version of his statement, there are BAD versions of art games that are little more than tedium because they ask you to press a convoluted series of buttons that don't remotely represent what is happening in the game. You MIGHT think this description applies to the likes of Space Ace or Dragon's Lair, but it doesn't, because there's a VERY select number of inputs, and the all vaguely reflect the action to be taken. Pressing right so the character dodges to the right. Pressing attack so the character attacks the adversary. Meanwhile, Heavy Rain rides that line WAY too precariously, because too many of its QTEs are just obscurely designed, arguably because they just wanted to make it artificially more "difficult", but ultimately making them really unrepresentative of what the character is actually doing. Traditional games where a character is directly controlled HAVE a form of "QTE"... sorta. You hold the joystick/analog stick up, and the character moves in that direction. So why do I need to do something different in this "art game" to coax this character to shimmy across a narrow ledge, other than hold the directional stick in THAT direction?

But there's a slew of great art games that demonstrate that all the haters are simply that: haters. Journey is a MASTERPIECE that many have joked about bringing horrific people together because of its anonymous interactivity. But it's the combination of the scenery and the music and the colors and the events and the actions willingly undertaken by the player that makes it such a compelling experience. It's an art game, but it doesn't forget that it's still a GAME.

Having played The Legend of Kyrandia series back when they originally were released (in Book 1's case, on floppy disks, no less!) I'm well aware of just how DIFFERENT Adventure games have become over the years. Even the small stretch of the Kyrandia series itself, between '91 and '94, things changed enough that I could notice things going in a poor direction. Many Adventure games confuse what it takes to make them Adventure games, because they throw in the most bizarre and unintelligible puzzles simply for the sake of there being "puzzles". The best Adventure games actually made some sense in their puzzles, so it really was a case of the player thinking things through to their logical conclusion. Games like TWD supplanted that with a simplified interface and a character who basically tells you what you need to do, so it's easy to find your direction. It's not a bad solution to the contrivances of the past. It's just not the most innovative, best solution to move the medium forward. It could be better.
 
It's only good if you play it once. If you replay it you'll see how all their claims of braching storyline were Todd Howard level lying and mostly used to camouflage shitty writting. Then Season 2 gets really shitty. The game also grows increasingly lacking in interaction with every episode, mostly becoming a low budget heavy rain without the multiple endings.
 
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