The Walking Dead Games

Really? The story kept you on your toes? I thought the story was extremely predictable. People tell me that they cried at the end, but not me, I saw the end coming from a mile away.

I think everyone saw the ending coming but I believe on how it was portrayed that touched people. The characters (for better or worst) were likable, Clementine was an actual lil kid character that was very likable, the acting was great. It was those elements that made the game memorable for a lot of people.
 
Speaking of Heavy Rain, the game was very good even though the voice acting was ass at some points. I think the main issue I have with Heavy Rain and not the TWD is that I felt that once I saw the end of Heavy Rain it wasn't worth going back and playing again. Seems like a game that is only good for one playthrough, much like LA Noire
 
Really? The story kept you on your toes? I thought the story was extremely predictable. People tell me that they cried at the end, but not me, I saw the end coming from a mile away.

The thing is, you weren't engaged with the story though because you were probably too caught up in how your choices didn't make drastic "differences" although the choices were just intended to add a little variety to how the narrative was told. Like I alluded to earlier, episode 5 and the first half of episode 3 had edge of your seat action and intensity. I'll admit that when the little twist occurs at the end of episode 4, you'll know exactly how the story will end. But it's about the journey and the connection you make with Lee, Clementine and the others, not the end destination.

The final chapter of episode 5 was just heart-wrenching for me, for instance, because I was empathizing with the emotional pain that Clementine was going through on top of the physical pain I was sympathizing with Lee. Actually that's the beauty of the Walking Dead, I find the game engaging enough that when Lee feels pain, I feel the pain too.

Ninjaguy446 said:
How did you feel about Carley? :(

Complete and utter anger and disbelief. One of the biggest "What the fucking hell...?" moments in the game.
 

Heh, you didn't have to post you video thoughts on the Walking Dead but thanks for elaborating on your stance with the game. I can infer that based on your previous experience with the Point-and-Click genre, you went into TWD with a bit of a cynical mindset towards it, which was exacerbated by two things: A) a disdain for zombies or a feeling that their existence is tired or played out; and B) a dislike for the Walking Dead television program.

I do feel that the Zombie genre is extremely played out this generation, but TWD is by far the most engaging zombie game. I'm still not sure why you dislike a fantastic show such as TWD, but I do agree that it's horribly paced and does plod along way too much before any action. TWD: The Game is much better paced and balances intense highs with mellow lows.

We agree on one thing though, Clementine is the shit. Also, that would've been a great twist if
Lee had to shoot an infected Clementine like he did Duck (which I willingly did).
 
Speaking of Heavy Rain, the game was very good even though the voice acting was ass at some points. I think the main issue I have with Heavy Rain and not the TWD is that I felt that once I saw the end of Heavy Rain it wasn't worth going back and playing again. Seems like a game that is only good for one playthrough, much like LA Noire

Yeah I got the true ending in one go and I couldnt bring myself to play the beginning of heavy rain again because good lord... it was dragged in the beginning. However, once it picked up it picked up quickly. Just I couldn't do that... 7 or 6 more times for the other endings xD
 
Complete and utter anger and disbelief. One of the biggest "What the fucking hell...?" moments in the game.
That was the moment that really ruined the game for me. Yes I get that the narrative is not meant to be a cheerful one. Being bleak and depressing is part of the series identity and no amount of goodness or God's given gifts will save anyone from the thug's cudgel or the gnashing tooth of the mindless maw. However, this is a game. Granted I acknowledge the impracticality in having too many permutations of reality available, my rational mind acknowledges perhaps the necessity of this from the developer's perspective. But emotionally, in my gut, I dislike the grim causality that says people are just fated to die no matter how hard I try to save them like I'm watching an installment of Final Destination.

If this is a "game" then I expect to be able to "win". Games have rules and if you follow them and do everything right then victory is supposed to be attainable. Is it really so hard to give original (non borrowed) characters four lines of dialogue each episode so that they might save my ass at some point? And why if a character CAN die, must they eventually die often in the most contrived ways. "Okay Kenny. I think you can put Ben down from up here... Hey come back."

This is not a Game of The Year in my book, and that is not to detract from its writing or quality as a peice of interactive fiction. Nor is it to detract from how much I know we all love Clementine. However, it is not truly a "game" at all. It is a choose your own adventure book where every outcome eventually leads you to page 37 and the final line "and there in the dark, he died a slow, gurgling death."
 
Quick question for the people here who played the game
Did you leave Lilly behind after she shot Carley or did bring her in?
I left her broke ass on the curb! How dare she shoot Carley. :(
 
Ninja I was really pissed when she shot carley..I wish they gave us the option to save her or let Ben get hit (yep I preferred if ben got hit) but the good in me spared her ass......so i took her in and guess what? she stole the RV so im like damn should of left her ass im sooo stupiddddd. But on my other games I always left her behind
 

This is a fair perspective and I was definitely taken aback after the incident, but it also was the best example of showing what the Walking Dead is all about; living in the moment and showing the fragility of life.

TWD won't get GOTY awards because it's a "game" per se, it'll get GOTY awards because of how it transcends video games (just like Journey) and contributes to the medium of what a video game is capable of. TWD is something special and deserves recognition.
 
I, personally, like it when games like Mass Effect 3, Dragon Age 2, and TWD do things like that...but I don't look for escapism. I think and write a lot, so if I want to "make my own adventure" I'll make it up. I feel that now, with games being able to make you apart of their world and as they tell a story that's not some 'Gotta defeat the evil power and only YOU can!' they're actually getting pretty good.
 
This is a fair perspective and I was definitely taken aback after the incident, but it also was the best example of showing what the Walking Dead is all about; living in the moment and showing the fragility of life.

TWD won't get GOTY awards because it's a "game" per se, it'll get GOTY awards because of how it transcends video games (just like Journey) and contributes to the medium of what a video game is capable of. TWD is something special and deserves recognition.
I, personally, like it when games like Mass Effect 3, Dragon Age 2, and TWD do things like that...but I don't look for escapism. I think and write a lot, so if I want to "make my own adventure" I'll make it up. I feel that now, with games being able to make you apart of their world and as they tell a story that's not some 'Gotta defeat the evil power and only YOU can!' they're actually getting pretty good.
Oddly enough I was also thinking about how journey is just one long pretentious fetch quest and people are going gaga over it as I was making my last post. Then you brought up how great you thought it was. I started it up, found out it would take real life days to walk to a mountain and summarily quit never to play it again. With only one button and no way to advance beyond endless key hunting I found the actual mechanics monotonous and the opposite of mentally engaging. It seems to me like there is a certain subset of the gaming population that are so eager to feel anything that they'll stand up and clap thier flippers the second anyone throws them a moody soundtrack or a ham handed tear jerker. Its funny that LP brings up escapism because it seems to me some people on the opposite side of the token are looking to feel any negative emotion they can from being vulnerable to being lost to outright depression. And as long as you give them that they're happy. Shaky gaming mechanics, sloppy shortcuts, crappy contradictory character inconsistency, lack of plot/huge plot holes/vague undefined plot or undelivered promises from developers be damned.

There seems to have been a big push in the video games industry to be ever more like other art forms, for the most part films, but there are others. I don't know that this is necessarily "transcending" however. Trying to ape other forms seems more like a desperate search for legitimacy in my opinion, and one that is open to derision and erodes the legitimacy of games on their own merits. The more we make a game like a film the more fuel we add to the furnace that powers the argument that games are not art. Considering the ways that games are different from other art forms might belie what has given them such prominence in recent years that they can even dwarf film revenues. Granted there is always cross pollination in art. But when I play a game the last metric of quality I think of is "did it make me cry"? People are excusing a lot these days in exchange for a "yes".

I didn't find the deaths sad btw, I found them frustrating.
 

Just out of curiosity, what would you consider as 2012's Game of the Year in your opinion?

For games that cost me $60, I'd say either Mass Effect 3 or Assassin's Creed 3. For overall experience and lasting impression, I'd probably go with the Walking Dead.

Based off of your synopsis of Journey or TWD, I'd say that you're the type of person that doesn't "feel" something when playing a game or an interactive experience. You reduced Journey to its core elements and thus showed how simplistic it really is from a mechanical perspective. However, do you know why people value and praise Journey? Because it's different, it takes a risk (based on your description of it, I'd say a pretty big risk); it shows what happens when you actually put some creativity behind your game development, it directly communicates the developers passion for their product; it sends the players to a realm that they don't and probably won't experience much if ever in their life, it stimulates the senses, and most importantly, it makes you feel a sense of cathartis for a character that is completely and absolutely different to one self. When the little dude freezes its ass off, you sure as hell feel its pain. If that isn't art, I don't know what is. Yet you call it "pretentious".

Same with the TWD, when Lee has to chop off a leg, you can practically feel the agonizing stress that he's going through. I could completely empathize with Lee when he was searching for Clementine. This is some seriously powerful shit.

If I had to choose between Call of Duty: Blacks Op 2 ($60) and The Walking Dead: Series & Journey: Collector's edition ($30 x2), which game(s) would leave a better lasting impression on me and thus give me a better experience for my $60?
 
I'll read the rest of that lter, John, but I never mntioned whatever Journey is. >.>
Oh LP I'm sorry man. The way that my ipad seems to screw up is when I quote people half the time it crashes. So I've been quoting first when I want to multi-quote so I don't lose when I've written something then I go about copy/pasting the other quotes to the bottom. After writing my response to Force I just plum forgot to get around to what I meant to ask you. Which was put succinctly: You don't necessarily feel that escapism and grandiose plot lines are bad things though do you?

Just out of curiosity, what would you consider as 2012's Game of the Year in your opinion?
Honestly, it's hard to say. I played Saint's Row: The Third in July and frankly I don't know that I've enjoyed any games I've played this year as much. I never had any plans to play it, the plot seemed the stupidest part, gangsters run around like celebrities not getting arrested. But after getting it as a gift on steam I decided to give it a chance and couldn't put it down for about 90 hours. (Non consecutively mind you) Technically though it came out in November of last year. And as much as I really really want to give Mass Effect Three that title for the things it did right, I can't ignore the things it did wrong, which were essentially everything on my list. At the moment I can only leave you with, let me ruminate on that one.


For games that cost me $60, I'd say either Mass Effect 3 or Assassin's Creed 3. For overall experience and lasting impression, I'd probably go with the Walking Dead.
I find it strange that two of your candidates are games that upset/disappointed their fanbases so much.

Based off of your synopsis of Journey or TWD, I'd say that you're the type of person that doesn't "feel" something when playing a game or an interactive experience. You reduced Journey to its core elements and thus showed how simplistic it really is from a mechanical perspective.
This is actually a fair assessment, to an extent. One of the things that bothered me so much in mass effect 3 for instance was the conversation wheel. As an example of how much it was crippled between Mass Effect 2 and Mass Effect 3, when we first meet Jacob in ME2 we get a dialogue tree with seven investigation options. When we first meet James in ME3 we get... ZERO. We have a lot more auto dialog in conversations and used for squad mate interactions, instead of talking to NPC's to actually get quests we just eavesdrop, neutral options are largely extinct and many times we aren't allowed to investigate for additional information. Heck the final confrontation in the original release of the game has an unskippable 15 minute conversation sequence with one inconsequential tree that has 2 meaningless options. So why is this a problem? Because this is a role playing game and the conversation wheel is HOW we role play. It's like Maslowe's hierarchy of needs or the way in which a child first learns words to build sentences. If your underlying mechanics are unenjoyable it's difficult to progress to the level of enjoyment. If your underlying mechanics are shoddy it's difficult to progress to the level of emotional attachment. So of course a mechanical perspective is important because games have to be operated to extract that emotional current. It should be a cornerstone of good design. There's nothing broken about Journey's mechanics, but there's nothing inherently novel or engaging about them either. If there were I might want to stay longer.

That said though I do feel things when I play games. But I need time, I need the right hook and I need to have underlying barriers removed. I felt joy when I played Saint's row the third. I continued playing Mass Effect 3 all the way through simply because I loved those characters. Emotion is definitely a strong component to any game but it can't be the sole component. This is still a game, it has to be enjoyable and to be enjoyable you must occasionally reward the player. More on that later.

However, do you know why people value and praise Journey? Because it's different, it takes a risk (based on your description of it, I'd say a pretty big risk); it shows what happens when you actually put some creativity behind your game development, it directly communicates the developers passion for their product; it sends the players to a realm that they don't and probably won't experience much if ever in their life, it stimulates the senses, and most importantly, it makes you feel a sense of cathartis for a character that is completely and absolutely different to one self. When the little dude freezes its ass off, you sure as hell feel its pain. If that isn't art, I don't know what is. Yet you call it "pretentious".

Here's the thing, maybe for you the reward is catharsis. I however get my daily allotment of catharsis in life. I don't really need anymore, henceforth the thing that you value most about the game holds little to no meaning to me. So what rewards are left? I can fly? A million games let me fly. But why should I want to fly when there is nowhere I really care to fly to? If you tell me that my reward for spending days of my life walking towards a virtual reality mountain is that I get to see the virtual reality mountain I'm going to call you pretentious. If you go on to tell me your game is artistic because you're like braid and limbo and every other game with no story or a fantastically vague story that makes aesthetics ponder how brilliant your inability to write is I'm going to call you pretentious. Then I'm going to point you towards Bastion and smack you in the back of your head.

Same with the TWD, when Lee has to chop off a leg, you can practically feel the agonizing stress that he's going through. I could completely empthasize with Lee when he was searching for Clementine. This is some seriously powerful shit.
I could too, that alone doesn't make it a good as a game. You put a lot of your value assessments on emotion and that's fine. But different strokes for different folks.

If I had to choose between Call of Duty: Blacks Op 2 ($60) and The Walking Dead: Series & Journey: Collector's edition ($30 x2), which game(s) would leave a better lasting impression on me and thus give me a better experience for my $60?
What's the statement here? That's like choosing between eating a bowl of dogshit and a fresh pineapple. I get that you're saying you loved these titles and you'd recommend them, but the amount that you loved them has no bearing on me.
 
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