Review: The Walking Dead – Episode One: A New Day

Episode One: A New Day of The Walking Dead[1. A copy of this game was provided for review by Telltale games.] is finally out and it has all kind of expectations to live up to. The comics, the show, and what’s current in action adventure gaming today. Telltale Games set out to please everyone and no one. For the game to be successful it must stand on its own but still make sense within the The Walking Dead universe.

We’re introduced to The Walking Dead universe in Episode One: A New Day at the kickoff of the zombie apocalypse rather than weeks in as we are at the start of the TV series.

Immediately, we’re introduced to our main character, Lee Everett[2. A black man in the back of a police cruiser. Le Sigh.] and we get to decide what kind of person he’s going to be based on how he completes conversations–or doesn’t.  Not saying anything is an option, it’s also the default when you time out.

See, in the story summary video below there are choices being made that bring to along to those places and those conversations–those outbursts aren’t standard. Lee rarely says anything without your consent.

The game definitely has places to be and paths to take you there but to say it’s on rails would be doing it a huge disservice. Maybe a choose your own action adventure on rails would be most accurate as it is most accurately not of any specific genre.

However, to get a bit more specific, Episode One: A New Day offers some first level game things that should be noted.

The gameplay mechanics of Episode One: A New Day:

As is to be expected from a choose your own action adventure on rails, the game quickly introduces the method for choosing. The method is pushing the button that corresponds with your choice.

If you have the hints on, you might be notified after making a choice that you’re now seen as a nice guy, or an asshole, or a sketchball. It depends on what you decide to say.

Conversation choices need to be made quickly (sort of) or you’ll be stuck with the default or your choice will be “silence.” Saying nothing can sometimes say a lot about you.

Action choices, while they need to be made quickly can also be left to inaction like saving This Guy, That Guy, or neither. Though often in action choices you must choose.

Objects also must be found to complete a number or scenarios… So maybe this is a choose your own action adventure puzzler on rails. Anyway, a small number or items are kept in your inventory to be used either on people or thing to either solve them or win them over.

The story of Episode One: A New Day:[3. Of course, I get a little butthurt about the black man being carted off to jail for murder as an introduction, though it’s heavily tempered by my happiness that a mainstream game is actually staring a person of color as a regular person rather than a shaman or witch doctor or gang member or rapper.]

I was immediately engaged in the story presented in Episode One. The officer in the car is transporting Lee to jail but doesn’t believe he’s truly guilty. Out the window you–you’re allowed to look around as much as a real neck would allow– might see shambling people, and car accidents.

Eventually, you hit a person (zombie) and it knocks the police car into a ditch. Sorting yourself out at the bottom of this ditch is where you sort out how to control the character, interact with your environment, kill stuff and really do all the basic tutorial stuff. Lee comes to grips with the fact that something terrible happened and people are all fucked up.

Making your way through a neighborhood, Lee finds a house and is charged with making a friend or three to eventually get himself out of the suburbs.

Lee’s murdering past comes up often as a kind of haunting character motivation piece. Thankfully there aren’t any flashbacks.

Overall Episode One: A New Day:

1. The art style is great. It’s not intended to be Mass Effect-real or straight up cartooney. There’s a great mix of comic art and animated effects. To me, it felt new and worked well with the game.

2. Nobody is perfect. I hated something about every character, which to me is good because it means they’re not trying to make super familiar likable characters. Everyone, felt really regular and realistic. I think they did a better job of humanizing characters than the TV show did[4. Sorry, can’t help but compare.]

3. Maybe because I’m a nerd and I love graphs and stats, but I was geeked to see the comparison at the end of the level about who made the same choices you did. Were you among the majority? Did other people stay silent when they could have spoke up?

It’s a great feature that ads a bit of perspective and community to an otherwise solitary experience.

4. It’s not as heavy as the chow or the comics. People die and impactful decisions need to be made but they don’t unsettle me. I feel like playing through some of the decisions  in the show and the comics would have been really difficult.

5. There can be a lot of hurry up and wait. It’s urgent to get to X or to do Y but you can spend eight years searching a room for the A or you have to talk to every singly person before you can progress. I don’t care about some people and their motives

6. In order button mashing is how you fight. So, a zombie attacks and the screen flashes “x” and you tap it and then it flashes “b” and you tap that and you can win, lose or not die but not really win. Personally, I like being in full control of a hit stuff button.

I’m having fun playing and so excited to find out what happens next in Episode Two.

[Rating:4.5]

Remember, the full five episode season of The Walking Dead for PC and Mac is available for purchase via the Telltale Games Store (http://www.telltalegames.com/store/) and other digital distribution outlets as a season pass for $24.99.  Once launched on Xbox 360, each episode will cost just 400 MS Points, and on PlayStation 3, each episode will cost just $4.99, or $19.99 as a season pass.

Graphic Novel Review: DOLLHOUSE VOLUME 1: EPITAPHS

Publisher’s blurb:

The Rossum Corporation’s Dollhouse technology has gone viral with a synchronized phone call that wiped the minds of everyone it reached, turning them into mindless killers. Those who avoided the call–including show favorites Echo, Alpha, Mag, Zone, and Griff–must try to survive in the sudden apocalypse and be wary of Rossum’s expansive technological reach.

In DOLLHOUSE VOLUME 1: EPITAPHS (Dark Horse) [1. This book was provided for review by Dark Horse] we get a look at the worst case scenario for the imprint technology used in Dollhouse the TV show. Robo-calls are made to just about everyone in America and if the person at the other end answered the phone, they were hit with an imprint. The imprint erased their personality and replaced it with that of a blood-thirsty killing drone.

Imprinted people have no actual reasoning or logic, just standing orders they’re compelled to obey. If every last person is dead, they don’t just snap out of it because the job’s done. Nope. They can either go on to task number two, be erased, or be reprogrammed.

Is a person still a person if you remove them from their body? Similarly, is a body still a person without the individual person inside of it?

It has always been easy enough to decide that a zombie should be killed. A change takes place that removes them from the Human bucket. Not only do they die but they also look dead and act inhuman.

What if they only did one of those things? Would we be so quick to pull the trigger or swing the bat if Mrs. May still looked exactly the same except with a new rage behind her eyes?

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Liabilities

We’ve told you about Baddies. We’ve suggested the types of people you might meet. We’ve informed you of things to take into account while forming your group.

Now I’m going to list a very specific group of people: Liabilities.

These are people who, despite their skills, despite their talents and charming personalities simply aren’t worth it. Any benefit to having them around is massively overshadowed by how extraordinarily likely they are to get you killed.

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