The Walking Dead is not pretending to be anything less than a hard
In general, the more choices persuaded game followed the same formula, invites you to make your mark in the world by deciding if you want to be "good" or "bad", and the acceptance of the dual nature of existence. But post-apocalyptic world of The Walking Dead when the owner go the lazy dead land, the concept of good and evil is a bit dated. There is no "right" when right may mean that an innocent child're be a predatory monster, and there is no "wrong" unwittingly may mean stealing the supplies they need, to live like you. The Walking Dead is the story of these options are not viable, and the choices you can come together to create an experience as depressing and pessimistic, because it is a remarkable attention and unforgettable.
The Walking Dead is not pretending to be anything less than a hard, saint his case study of humanity. They threw the cuffs Lee Everett, a convicted murderer on his way to prison when the first episode begins. In the first moments of a police escort distracted by zombie apocalypse, releasing Lee in a world that is almost as convenient as a cell can not go there. As soon as he connected with young Clementine, let alone a child after her parents took a poorly timed vacation and hired a babysitter bad case of the munchies meat. And away goes to a new and terrible world Lee, to find in hopes of their parents Clementine, though he knew it was probably dead Off to find shelter when they have doubts about it still exists.
In stark contrast to the rest of the game is the Walking Dead focuses more on what you do as how you do it. Many traditional mystery, perse, because there are tasks that are asked to perform, the story is moving forward. Menial tasks like looking for batteries for the radio or train is not everything with better job themselves, but serve a purpose much needed pace and gives you the opportunity to explore the world a bit and get to know the characters. If you are looking to run Georgia pop the head of the monster zombies, you are best served in one of the many other zombie games on the market.
Although some crank by the contraction of the traditional gameplay, works well in the game. The effect it has on the world is fairly minimal in design, brings the telltale point-and-click adventure style game with a smattering of quick-time events and election-driven dialogue. Fill amorphous gameplay works very well, you feel like you are a part of the world, without having to go too far off the rails. But just because you can not be too far off the beaten path, does not mean that they have no real influence - on the contrary, words and actions actually play a major role in shaping the world.
Arte incredibly brave and give voice to the stories from the spotlight it deserves. The majority of characters that interact with well-developed, and it is not difficult to feel compassion even the meanest of the beam, so you really about who you have a relationship and who to disappoint you foster family . What's more, your actions have an impact not only on the event experience, but also how the people are facing. Never again Kenny, as his son, the accused and not be bitten back a few episodes later when you need it. Side with Lilly when trying to ration food, and would not respect you enough to help in the next episode.
Their decisions, large and small, have consequences, and can change the course of the remaining episode - even if it is only a small change. Split-second decisions are made at the end of the game, describe how people behave with you, regardless of how they treat up to this point, so any substantive action. No action is usually an option, by adding a timer, which is possible to completely lose the ability to make a decision, constraint to sit on the sidelines and watch what your work is done indifference reinforced .
The decision will not be so emotional when you do not feel like there was something on the track, but this is Clementine. The desperation of the world is contagious, if not, then you have to fight for some constant optimism. Too late to adjust to the fact that good and evil are not useful and innocence, the feeling of hope keeps alive survivors. More importantly, it makes it more difficult to justify against what you think is really "right", because you're going to have big, sad looking at you, you know. It's heartbreaking and motivation, inspiration and depressing.
The success of The Walking Dead is not the creation of the Choose Your Own Adventure game with hundreds of possible consequences and the endless storylines. Rather, it reflects the reality of life, reminding you that many of the options you have given effects preset, and some things just do not change. And yet it is undermining everything the Walking Dead unique makes perhaps the greatest triumph. Although not always in control, The Walking Dead makes you feel like you are. Although you can not always save a man from death, you can give your best people to work with you. And it is up to you to decide whether it is eligible to change that probably will not change.
Sure, you can repeat it to see what else happens, but does not change anything. No change was not happy from the Walking Dead. Do you feel like to make mistakes. You feel like you could have done better if given another shot. In the best case, you leave without regret, knowing that you did the best you can do. The Walking Dead offers a range of emotions that dare to give some other games, and it does so with flying colors. It was quite successful, crafting a story that shows the power of the medium through comprehensive that makes it unique, what is one of the most memorable game experience ever.
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