By sodacat 43 Comments
First off, I don't like The Walking Dead franchise, I don't like the zombie genre, and I don't like Telltale Games. That said, I have really enjoyed the first two chapters of Telltale's Walking Dead game. It has learned all the right lessons from Alpha Protocol, and while the non-dialogue interactivity of the game is lacking it's no worse than AP's bland shooting/stealth segments. Telltale's in-house engine is still barely functional, but although I have encountered plenty of programming errors, I've yet to encounter any scripting errors. I've been playing games long enough that I can ignore coding snafus if the core concept of the game is compelling enough.
This brings me to the achievements, which the game should not have. Thankfully Telltale realised that too, which is why every achievement for the game is automatic and none of them require you to do anything specific. If you had to think about how your choices in the game would affect your achievements the game's entire foundation would crumble. Unfortunately some asshole decided that the achievement titles should have "silly" and "ironic" names, because that's what the kids love. Walking Dead's second chapter is incredibly cliche, but it is handled with the kind of effort and care that makes cliches shine. I was with the game the entire way... right up until, directly after the chapter's final climax, I was informed by my PS3 that I fought like a dairy farmer. I was having an emotional moment with the game right there, and then it was all washed away for the sake of a Monkey Island reference.
Walking Dead is far and away the best product Telltale has made. I was willing to put up with the engine glitches and the railroading, but I won't stand for a game that sabotages itself for the sake of a point counter.