Solutions for Sony Gaming Discomfort

I’ve been playing more games on my Sony devices lately, and it reminded me that I never shared some of my favorite peripherals.

Playstation 3

To me the Playstation 3 controller feels like a legacy controller. It’s like some kind of gaming relic, limping along with half-hearted attachments and poor ergonomics. The loose, convex analog sticks are too close together (I hate when I knock thumbs playing games, maybe I have giant hands). The L2 and R2 sloping triggers are so oddly shaped and uncomfortable to depress, most shooters use the L1 and R1 buttons for firing instead. The whole thing is just super uncomfortable.

If you feel the same way (and even if you don’t), you might like these:

Dual Triggers

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These trigger attachments are super cheap and remarkably sturdy. You just clip them on the back buttons and you’re ready to go. Having the triggers swoop out also changes your hand position on the controller, which for me means less thumb knocking on the analog sticks.

Pro EX Controller

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This controller mimics the Xbox 360 controller and can also be used on a PC. It’s not bad, but I find the right stick height to be just a tad too high (might not bother you if you don't also frequently use a 360 controller). There’s also a pretty large dead zone, which means it’s not the best controller for precision gaming. Also, it doesn’t have six axis support, which I didn’t realize until my flashlight started going out in The Last of Us and it didn’t respond to my frantic shaking. Still, it’s cheap and works on PC just fine.

I’m waiting out the PS4 launch at least until I see an Infamous bundle. If you’re not upgrading in a couple months to the new console and it’s spiffy new controller, I recommend checking out one of the two options above.


As for my other Sony device, I bought a grip like this almost immediately after purchasing my Vita this summer (just over a month before the announced price drop, lucky me).

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The one I have cost a bit more because it also has a battery inside, which ads a bit of heft and a couple hours of game time. I had something similar for my PSP and it makes a world of difference. The Vita fits snug, no wobble or flex. You do have to remove the Vita to switch games, but that’s not a deal breaker.

Even with the dual sticks, some Vita games still require you to contort your grip into a weird claw, just like the PSP. This holder feels like I’m gripping a super wide console controller. With the extra space, I can easily tap the back touchscreen and still use the front one with my thumbs. No, it’s not portable at all, but I play my Vita around my house (usually upstairs while my son plays with his toys), so that doesn’t matter. Actually, portability on trips doesn’t matter either. It’s not like I’d put the Vita in my pocket, all that crap goes in a bag.

The added control comfort, the stupidly awesome free games and discounts on Playstation Plus and the superior Netflix, Hulu and Amazon apps--none of which require a charge like Xbox Live--have all pushed me further into the Playstation ecosystem (I also own a 360 and a gaming PC…the 360 doesn’t get turned on much).

One could argue that if the Sony devices were as ergonomically sound as Microsoft’s, I wouldn’t need this stuff. That’s probably true—I’m still rocking my seven-year-old wired 360 pad when I play PC games—but if there are solutions to gaming discomfort, might as well use them right?

Got any comfort-adding devices you use? Share em!

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The Right Kind of Dumb: Thoughts on Injustice

I don’t buy fighting games often, but I had such a great time renting the last Mortal Kombat and I like superheroes, so I bought Injustice. I have no regrets. It’s an awesome game with a solid fighting system, layered with over-the-top costumes and storylines. Playing it makes me feel like I’m watching Doctor Who. It’s so dumb at times that it’s kind of the best thing ever. Here are some more thoughts on the game:

-It looks amazing. The characters are huge, pack a punch, and the stages break apart real good.

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-When all the heroes are gathered together in their ridiculously over-designed padded “armor” costumes, calling each other by name, (“Hello Aquaman”) you can’t help but chuckle. Forget the “realism” of the Christopher Nolan Batman movies, or that fact that most of the costumes in the game look to be made of plausible materials. This is straight up Saturday morning, yo-we-got-a-base-on-the-moon comic book goofery. I love it.

-Kryptonian nano technology pills. They make ya strong!

-Evil Superman is awful. Just awful. From his evil motivations, to his stupid evil shoulder-padded costume. Even his thin dumb-looking face. Awful.

-Predictably, the Joker has some of the best lines in the game. He’s fun to play as--his move set and animations are superb. However, his treatment of Harley is more abusive than I’ve ever seen it, which kinda makes me uncomfortable, but I guess it serves to remind you that despite his popularity, he IS a villain.

-Green Arrow has a few good moments too.

-Wonder Woman has GIGANTIC boobs. All of the women do, but hers are all up in your face, and especially cartoonish because she seems to always be arching her back to present them. The only sensibly dressed female is Catwoman, which must have happened by accident. If you unlock the concept art for the female characters you’ll see that they briefly flirted with making every single one of them fight in as little clothing as possible. Ugh…video games.

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-Lex Luthor looks like Bruce Willis.

-Pounding out combos feels good. Most fighters have a few in common, but they all look different. I love the random weapon flourishes—Joker pulling out a crowbar or shoe blade, Deathstroke brandishing a random pistol, etc.

-Ares? As in “the god of war,” from Greek mythology? What’s he doing in this game? Comic books! (The answer is always comic books)

-The quick time events in the story are silly and make it seem like these “meta humans” have sub-human intelligence.

-The fighting system is solid. It’s deep for those who want to dig in, but broad enough for button mashers to have a good time. I’ve always been a mid-tier fighting game player. I like to get to know the intermediate strategies, but don’t care to count frames and compete online. Injustice is a fantastic fighter for players like me.

-Jennifer Hale as Hawk Girl

-Knocking someone to the bottom floor of the bat cave, then knocking them back up to the top through the elevator never gets old.

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-From his gee-golly combed hair to his stupid unimaginative use of his ring, everything about Green Lantern makes me want to punch him.

-Aquaman is actually kind of cool. He gets real stabby with his trident, and his special move involves a shark.

-There are a ton of things to do outside of the story mode. I’m predominantly a single player kind of guy, so the added replay value is nice. That said, I will be bringing this into work to play at lunch with coworkers. The accessible gameplay is great for non-gamers.

Bottom line: Did you enjoy the last Mortal Kombat at all? You should play Injustice. It’s a good time.

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Iron Man 3 postered

I successfully got Bioshock Infinite out of my brain by making the posters. Unfortunately I replaced it with making posters. Now I like making them? I don't know. So I made one for Iron Man 3. This time, instead of the Saul Bass and Olly Moss style minimalism, I went with my own cartoony style. It might not be as frameable as the minimalist posters, but I like it (but I'm biased, I suppose). Not sure if I'll put this one up for sale like I did the other ones, unless someone specifically requests a print. I wanted to do something that fit the trailers, which all seem to fixate on a pretty bummed out Tony Stark. Cheer up Tony!

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There's always a...Bioshock poster set

Like anyone who finished Bioshock Infinite this past week, I can't get the experience out of my head. That story's gonna be knocking around in there for weeks. To help me cope with this new brain worm, I thought I'd make some posters. Check em out! You can pick up super large prints from my Society6 page if you wanna buy em. Or you can just stare at them here, whatevs. I went with the paper texture and torn edges because Elizabeth opens up tears...get it? Tears...torn got it.

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Failing the Feb. Four

Been quiet on the blog lately, but I’ve got a (sorta) good reason for it: games!

My pal Casey thought it would be fun to take on the Four in February challenge. I’m not sure where it originated, but it circulated around several game sites. February is typically a slow month for new game releases, so people are challenging themselves to clear out four games from their backlogs before the months ends. Casey and I are adding to that challenge with a piece of art inspired by one of the games we played.

I’m not sure I’m going to make it. I completed Binary Domain (a game that was so stupid it was good, except for the few times it dipped into actual stupid), because I played through most of it in January. Last weekend I wrapped up Rayman Origins, which was challenging and beautiful, and the soundtrack was fantastic. I’m three or four missions away from finishing Orcs Must Die 2, but I don’t know if I have it in me to complete the game. I’m starting to feel like I’m playing it because of the challenge. I don’t like that.

Before I had a kid and was super busy with writing and art freelance work (on top of my day job), I took pride in finishing every single game I purchased. If I bought it, I was going to finish it. But then life got busy, and I got really into PC gaming, and Steam sales took over, and my backlog grew.

Now if a game isn’t holding my attention, I stop playing. This is especially easy on PC, where the buy-in for a gaming experience is much lower. I paid $15 for Darksiders 2 a couple months after it came out. After about 16 hours I got tired of being the deadliest errand boy. I feel like I got my money’s worth. I don’t intend to complete that game.

It gets worse the lower the price goes. Intrusion 2, Insanely Twisted Shadow Planet, Dust Force, and more are all games I paid $5 or less for, and games I probably won’t finish. It’s interesting the way cost influences my time investment in a game. I’m less likely to grind through a boring part of a game if it didn’t cost much, which is weird. I should be willing to put down a boring game no matter the cost. And yet I slogged through every full-price console game on my shelf (except for MGS4, because screw that ham-fisted convoluted narrative bullshit, hire an editor Kojima!). Coincidentally, I purchased fewer console games in 2012 than ever before.

I’ve got a few missions left in Orcs Must Die 2. I’m at a point that if I want to progress, I’ll need to grind a bit in Endless Mode (a mode with a wholly unappealing title to me) to get enough skulls to upgrade some of my traps. I don’t want to grind, not when I could spend that time drawing, writing, reading…or really anything more productive than flushing hours down the toilet to say I beat back the orcs for one more level.

I guess what I’m realizing is that I want my entertainment to entertain me. I want great experiences worthy of my limited time. Something either so mechanically fun to play I don’t want to stop (Sleeping Dogs), so narratively or artistically exciting I want to see it to the end (Rayman Origins), or something so unique to games I have to experience it all (Sword & Sworcery). Those are the things I want. Another round of shootin’ dudes just to shoot em? No thanks.

There was a time when I would sit through the hours of gibberish in a Metal Gear game or grind for days in an RPG just to get access to that special set of armor. Not anymore. I stop watching shows if they get boring, and I don’t read books if the first 150 to 200 pages haven’t grabbed me. Why should games be any different?

I might not end up with four completed games by March 1, but if they weren't all worth completing, I think I’m okay with that.

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Assassin's Creed 3: So Close, So Far

Last year around this time I wrote a blog about how Ubisoft could course correct Assassin’s Creed after Assassin’s Creed: Revelations; a fun, yet mediocre follow-up to the excellent 2010 game Assassin’s Creed: Brotherhood.

Assassin’s Creed 3 came out a few weeks ago and with it came a new time period and a new protagonist. Did the change in setting fix what ailed the series? No. While some of the issues I pointed out last year were addressed, some weren’t, and a host of new ones were introduced.

Just like AC:R, I still had a great deal of fun playing AC3, but it could have been much better. It reminded me a lot of the original Assassin’s Creed in that it had a ton of potential and some really cool and impressive technology. It just doesn’t all come together in a way that fulfills that obvious potential.

I’m going to make some suggestions on how they could fix the series. Ubisoft didn’t listen to me last year--shocking, I know. I obviously knew what I was talking about. So, hey, Ubisoft, do these things:

Assassin’s Creed 3 has a painfully slow start. It’s not all bad, it’s just slow and deliberate, and maybe a little unexpected. You don’t play as the guy on the box for a good five hours, and even then, you don’t wear the cool costume the guy on the box is wearing for another two. While the long setup does drag a bit, it does a great job of building the world, characters and setting. Too bad there’s very little follow through or pay off. Just as things finally shift into drive, the game wraps up. Right after sequence 10, things start to fall apart and feel disjointed. It’s as if they ran out of historical events to throw Connor in, so they said, “Well, I guess that was all that was keeping people playing, so let’s wrap this up.” You know how there weren’t any real Revelations in Assassin’s Creed: Revelations? And how you felt kinda bummed about that? Guess how you’ll feel at the end of AC3?

Hundreds of people spread across multiple countries and continents work on the Assassin’s Creed games, and it shows in this one. There are so many random elements that don’t click together in any meaningful way. The game presents you with an absurd number of activities to do--from chasing lost pages of Ben Franklin’s almanac, to hunting an assortment of animals in the wild--and very few, if any, have an impact on your character or the story. There’s no reason to do them, at all. It’s like they saw Skyrim, thought “People like when there are lots of things to do” but missed the part about what drives people to do them.

In Skyrim, you explored caves, chased down bandits and hunted wildlife in the pursuit of loot or materials that could directly affect your character. You can get some upgrades for Connor’s weapons in AC3 if you craft a bunch of stuff, but you don’t need them. What’s the point in taking the time to craft an item that let’s you carry more bullets when you’ve already got arrows, poison darts, a rope dart and mines? It’s so frustrating, because there’s so much cool stuff in AC3, but it feels like they didn’t put any thought into connecting it.

For example, everyone knows how cool the naval warfare stuff is, but no one online seems to be talking about the Peg Leg Trinkets. If you collect trinkets scattered around the world, you can turn them in to Peg Leg back at the homestead and he’ll give you a mission. These missions involve the mysterious Captain Kidd and an artifact he went to great lengths to hide. Think of these like the one-off Da Vinci missions in AC:B. They contain some of the most visually diverse and technically impressive moments in the entire game, and some people will never see them because they’re hidden behind collectibles. If you collect one thing in AC3, go for the trinkets--the missions they unlock are a lot of fun.

I know the sci-fi part of Desmond in the real world was Ubisoft’s way of pitching a game set in a time and place few marketing people and investors would get behind (the middle east during the crusades). But I’ve seen the commercials for AC3, they’re all about the revolutionary war. There’s nothing sci-fi about them. The Desmond stuff has been consistently underwhelming for a while now and this game is no different. The real draw of the AC games is the historical stuff. The present day parts have always felt tacked on. Maybe they should just not tack them on at all next time.

I mentioned this one last year, and Ubisoft totally ignored it. Revelations had a feature bloat problem. There were too many tools in Ezio’s arsenal and little incentive to use them. AC3’s toy chest is even bigger and it spills over into other parts of the game--the (useless) crafting and convoy system, the admittedly cool, but not particularly important naval sections, and all of the hunting stuff. Here’s my suggestion from last year, it would still work for the next go around:

I would love to see my play style rewarded and the inventory simplified through a Deus Ex-like leveling system. Instead of giving me everything, let me choose what I want. Then let me level up the things I like. Instead of just buying a bigger pouch for knives, make it a perk on a knife skill tree. Revelations gives you a zillion different options, but when the stuff introduced in AC 2 still works so well, there’s little incentive to branch out. I think a RPG-like leveling system, complete with perks and cool unlocks, would do just that.

As the AC series marches on, it has less in common with the linear stealth action games that inspired it and more in common with sprawling action RPGs like Skyrim, Fable or even Darksiders 2. And yet it hasn’t adopted any of the carrot-on-a-stick leveling stuff from those games. Instead it fills the world with collectibles, like a late 90s platformer. Look what adding RPG elements did for Saints Row 3. Purchasing upgrades to build a nearly unstoppable character was fun. It gave you an incentive to participate in activities you might not have cared to do otherwise. Adding a character leveling system would both streamline and deepen the AC experience. Get on it Ubisoft!

Despite these issues, I had a good time with AC3--it's still just plain fun to play. I plowed through the story and now I’m picking over the systems to see what I missed--the Peg Leg Trinket missions, infiltrating and liberating forts, and more. Like I said at the top of the blog, this game is technically impressive and absolutely gorgeous. There’s just something about tearing through the forest, running up trees, bounding across chasms and diving off cliffs that feels so cool. AC3 takes the varied (in terms of geometry and elevation) environments of Skyrim and layers them with a level of interactivity unlike any other game. Trees, rocks, streams and hills are all there to be used, run on. It makes for a tangible, alive world. So it’s a bummer some of the stuff wrapped around it isn’t as good as it could be.

I tweeted my gut reaction after finishing the game the other night, and I think it still stands:

I'm so conflicted about Assassin's Creed 3. I loved a little, liked a lot, didn't care for a bit, hated a small portion. So...3 stars?

— Austin Light (@austindlight) November 11, 2012

Maybe next year Ubisoft.


The Deadliest Errand Boy

I think the story and premise--a flubbed apocalypse, confused horsemen, angels fighting demons--is great. Very few games pull inspiration from Biblical myth. Much like Greek and Roman myth, enough Biblical myth has bled into our culture over the years that many of the touchstones are familiar to the general public. So, much like the God of War games, you’re dealing with names and ideas you’re an acquaintance to, but don’t really know. As a big fan of mythology, I can’t get enough of stories like this.

Which is why it’s a shame they just won’t hurry up and tell it. Darksiders ended on a cliff hanger. The sequel does not pick up there, but instead tells the story of what Death was up to while War was attempting to fix a mess in the first game. It’s disappointing that we’re not jumping off from the last game’s great ending, but Death is a cool character, so he was probably up to some cool things, right? Turns out he was just running errands.

Wanna see? Here, in bulleted form, is a section from Darksiders 2. This is about four to six hours in. You’ve already done a great number of errands to get here. Minor plot spoilers ahead.

  • Thanks to a hot tip, Death goes after the Well of Souls.
    • But the Well of Souls can only be accessed by the Dead King
      • But the Dead King is on a flying fortress that has to be summoned. Better get to the spot where it is summoned
        • You summoned and scaled the king’s fortress! Great, but the king won’t talk to you until you prove yourself. You have to beat his champion in the arena.
          • No problem, the fortress is conveniently parked next to the arena. You’ll just stroll in, beat this guy up and be right back.
            • But the champion must be summoned! Find three summoning stones and place them at the altar to get the champion to come out.
              • Hooray! You killed the champion and now you can ask the Dead King about the Well of Souls...
  • But the Dead King won’t help you until you track down his four lords and make them get back to work.
    • The second of the four lords tasks you with collecting three souls...
    • The third of the four lords tasks you with beating another champion in the arena...

And that’s how far I’ve played the last week or so. It’s maddening. It’s all such an obvious video game trope--they built some really cool puzzles, combat scenarios and environments, and the only way they could think of to get you to them is by unrolling a long task list. I’m not complaining about the combat or environmental puzzles here. Those remain engaging and the game is always fun to play. What bothers me is the transparency--that paper thin reasoning for all this running around.

I feel like this trend is wearing out its welcome in video games. I have enough errands to run in my real life, I don’t want to do them virtually. The last time the errand list was this transparent (at least for me) in a game was in the late sections of Red Dead Redemption. I almost gave up when I met yet another outlaw that wanted some favors done. I can see two possible solutions to this:

1. Write a better story with actual subplots and mini-arcs. Having to hit switch G which turns lever F that will eventually lead to the opening of door A is not a subplot or a story arc. Stop treating them as if they are--we can see right through it. If you’re going to force us on errands, make something happen during those errands that’s relevant to the story.

2. Offer a shortcut with some kind of penalty and/or perk. How about you let me choose how I take on that champion? Option A: Find the three stones and summon him--this will get me some extra loot and experience, and maybe make the fight a tad easier. Option B: Screw the stones. Let me fight him now. I’ll miss out on the loot and environmental puzzles, and he’ll probably be harder to take down, but that’s what I get for taking shortcuts.

Darksiders 2 is a fantastic game filled with expertly designed puzzles and combat scenarios (though I have noticed a fairly large amount of bugs in the PC version). I’m more than happy to cruise through it and see all the things the developers spent years creating. But enough with the errands. At some point I can no longer suspend my belief. The Grim Reaper, one of the four horsemen of the apocalypse, takes orders from some derpy looking guy in a kilt? I don’t think so. You want those summoning stones? Go find ‘em yourself jerk face.


Great news a good recommendation

Great news: ​I made it to the final round of the Hook Line and Sinker contest!Whoo! You can ready my entry here, but you can’t comment right now. A group of 12 agents will be checking out all the entries and only they can comment for the next few days. Here’s hoping I get some requests. Super excited to have made it to round three.

Now since it’s Monday and I’m trying to stick to my new posting schedule, I’ve got a great game recommendation. Check out Rayman Jungle Run on Android or iOS. I picked I up on Friday and it’s fantastic. It’s another endless runner game—that popular, borderline cliché phone game genre—but with a few key differences.

​First unlike most endless runners, there are levels. This isn’t a game like Jetpack Joyride that has you running the same course over and over in search of a high score. Each world is split into stages and each stage has 100 collectible firefly thingies. You just need to get to the end to move on, but collecting all 100 unlocks additional levels, plus it’s just more challenging.

Second, there are no micro transactions, which usually plague endless runners. It’s extremely refreshing to buy a game and have it all. No grinding, no weird in-game currency. Pay $2.99 for the whole game. It’s really a shame how that seems to be the exception. Even great games like Mass Effect Infiltrator and The Dark Knight Rises (okay, that one isn’t exactly great) hit you with micro transactions, despite carrying an initial cost of $6.99. Good on Ubisoft for giving us a full game at a reasonable price.

Finally, the art is incredible. It looks just as good as last year’s Rayman Origins on consoles. The lush hand drawn backgrounds are gorgeous. I plugged it into my TV with an HDMI out cable this weekend and it looked great. Since you play the game with essentially one button, there’s no need to look down. My wife came in wile I was playing, watched for a bit, and then looked at my hands and said, “Wait, that’s coming from your phone?”

I then proceeded to geek out about the visuals and art style. She proceeded to do that wife head nod that says, “You’re such a goober.” Rayman Origins is available for just $2.99. Each level can be completed in one to two minutes Check it out, it’s a great game to play on the go.


Building a style through life

Here's an inspirational and interesting video from one my favorite artists, Bobby Chiu.​

I've been striving to develop my own style for years now, and as the final clip in the video says, it's a long process. It's not something that happens over night. Sometimes I have to remember to stay patient and keep working. I look at Dan Hipp or Sean Galloway or Ben Caldwell and envy their strong sense of style. But as Bobby says, copying them won't help me develop my own visual language. It's my interpretation of life and the things around me, and the knowledge and skills I build that will help me create a unique, identifiable style.


— Chris Oatley (@ChrisOatley) October 16, 2012

Watch the video and check out Bobby's work. I have some of it framed at home. I took a course with Bobby in 2009 at It was amazing, and I learned so much. If you're interested in a course at Schoolism, you can use my referral code qc4f to save some money. If you can get into a course, you'll love it. Worth every penny.


Making tough decisions like a human

"I know it’s comfortable riding that fence, but at some point you’re going to have to make a choice."

Those are the words Kenny—father, husband and survivor—said to Lee, the player controlled character, in the early moments of The Walking Dead episode two. It wasn’t just a warning to Lee though; it was a warning to me, the player, as well.

I’m typically a fence rider when it comes to story decisions in games. It’s not that I’m an indecisive person. I just want to see how both sides play out when presented with a narrative fork, and I know with most games, it’s unlikely that I’ll play the entire thing again to see everything both ways. And so I ride the middle as long as possible.

I also like to ride the fence to find that point where a game forces you to decide, or decides for you. In many games with narrative choice, there’s no middle ground. You’re good or evil, you kill that guy or spare him, you support the family man or his opponent. And in most cases, you never know when that decision point is coming. You think, oh I’ll pursue this path for a bit and see what happens—OH NO I KILLED THAT GUY!

I was listening to a recent Idle Thumbs podcast—a wonderful podcast that focuses more on the development side of video games—and Jake (who, along with co-host Sean, is a developer on The Walking Dead) said he likes games that acknowledge the fact that there’s a human being on the other side holding the controller. That’s exactly what The Walking Dead does. It acknowledges the human tendency to sit back and ride out a decision, and then tells you to suck it up, because there are zombies out there and we don’t have enough food for all these people.

Back in 2009, when I was a newspaper reporter, our corporate overlords sent a writing coach in to give us some tips. This guy was a seasoned pro, and I learned a ton about writing and interviewing from him. One of the things he said that stuck with me was:

“Good interview questions should make both you and the person on the other end squirm. You should feel a little nervous, a little uneasy about the question you’re about to ask. They should feel the same about answering it.”

I didn’t like the advice at the time. I’m not a huge fan of conflict, and those kinds of questions were sure to cause it. But he was right. After weeks of being the only person sitting in the back of boring open-to-the-public city planning meetings, I started asking questions that made me uncomfortable. It wasn’t long before members of the council started to acknowledge me in those meetings. I ended up writing some great stories, and gained the respect of some influential people.

And that’s the success of The Walking Dead. It makes you squirm. It sticks you in uncomfortable situations, and sometimes even lets you choose inaction or silence. But even that won’t go unnoticed.

If you haven’t tried that game yet, I highly recommend it. It’s just five bucks an episode (they’re about three hours long each) and it’s available on PC*, Xbox, PS3 and iPad. You don't need to have any familiarity with The Walking Dead TV show or comic, this game exists as its own stand alone story. Just be warned, there are some tough decisions to make, and many times, you don’t have the time to think them over.

* FYI – I have the PC version and it’s fundamentally broken. I have to jump through several hoops to make my saves carry over between episodes—a crucial hook of this game’s branching narrative. That’s part of the reason why I’ve only played the first two episodes when there are four out. Despite these infuriating issues, I still love the game; just go with another platform if you can. Or maybe you’ll be a lucky PC user and not have those problems.