The Walking Dead Season 2: Episode 1 – All That Remains Review

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This review contains at least one honky big spoiler for the Walking Dead Season 1. If you don’t want to see this, stop reading. I will avoid descriptions of specific events in season 2, but can still address aspects of this first episode that you would rather not know. Okay, that’s the end of the warning!

The big problem with the episodic format is that it’s difficult to provide a definitive review that will stand up to the release of the rest of the series. Episode 1 of The Walking Dead The second season makes up a fifth of the game, which would make this article a preview in other circumstances. Telltale’s heavy focus on character and narrative makes this an even greater problem, as the full realization of (say) the Lee/Clementine story arc was only possible as an afterthought.

That explains why each episode is the first Walking Dead The first season received more conservative ratings results compared to the full five-episode release. The game grew over time, but it was impossible to properly judge until it was finished.

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Terrible things are happening and Clementine is scared.

So I have to look All that remains more precisely. How well is it going the Walking Dead Narrative that Telltale established with the first season? Does it offer a compelling build-up for more episodes? And how does the protagonist change from Lee to Clementine affect it?

The smooth answers to these questions would be “quite well,” “mostly,” and “in some interesting ways.” Telltale had a relatively blank slate to work with in its first season, but this sequel comes with certain expectations and baggage.

All that remains Both a postscript for the first season and for the second season are being prepared. Clementine’s remaining ties to the old group are severed, and she is thrust into a situation with a new, suspicious community. Between these two events, we also have some scenes where our heroine is on her own. All of this is squeezed into one episode that lasts just over an hour and a half.

It offers plenty of powerful, heartbreaking moments, but leaves the feeling that the fast pacing has somewhat spoiled the introduction of a new cast.

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Terrible things are happening and Clementine is upset.

That, of course, is something that will no doubt be fixed as the year progresses The Walking Dead upcoming episodes. Still, All that remains feels more like a postscript that immediately turns into a prologue than a self-contained episode.

Still, it’s a damn good combination of postscript and prologue. Few titles can compete the Walking Dead when it comes to staging and executing moments of gut-wrenching and eye-averting grimness. In this opening sequence, the rare bits of brevity must be snatched and held dear, for the rest is unrelenting desolation. Clementine is really being tested, so I’m slightly concerned about where Telltale might go if they feel the need to amplify the deep pain even further. For anyone wondering if the developer would exploit the on-screen renderings of Clem-Death for the various Game Over sequences, here’s your answer: no.

Hopefully that should give you enough incentive to do your best in the usual Quick-Time-Use-Item-in-Reach-A-on-Zombie-Body-Part-B minigames that make up a sizeable chunk of player input in these titles . If anything, this season of the Walking Dead seems even more reluctant to be anything approaching a point-and-click puzzler. There are setups that look like they could be straight out of a traditional adventure puzzle (multiple objects in a single room with a clear objective), but they no longer require great logistical considerations.

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Terrible things happen and Clementine stands her ground.

Moments of player interaction now seem to only work as beats; quieter phases where you don’t have to make quick dialogue decisions or save yourself from danger in quick-timey style. The ones who gave up the Walking Dead nothing makes up for its lack of deep player interaction All that remains.

However, most play Telltale’s series for its character conflicts, plot progression, and dialogue options, with only a side order of clicking things occasionally. In All that remainsan action that may once have been part of a puzzle becomes instead an opportunity for the player to decide and reflect on how “her” Clementine is dealing with Lee’s death or her current circumstances.

Perhaps the greatest accomplishment of this new season is the way Clem’s transition is handled from a strong supporting character and Lee’s moral compass to the lead himself. To say that not many video games would even try to make a ten-year-old girl their protagonist, let alone make it good, is an understatement.

the Walking Dead takes some liberties with Clem’s abilities, but these may be justified by exposure to the harsh realities of the game universe. In fact, the episode makes a point of contrasting Clementine’s world-weary pragmatism with the naïve, sheltered existence of another, older girl.

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Terrible things are happening and Clementine is alarmed.

Clementine makes a particularly silly (and inevitable) mistake early in the episode that most will spot right away, despite being impossible to avoid. It’s frustrating in that sense, but it serves as a formative experience and reinforces the idea that no matter how smart and accomplished she may be, Clem is still a kid.

In her lonely moments, Telltale Clementine occasionally gives one too many monologues (for example, when I’m looking at a photo of a happy family, I’m not sure I need the line “they look like a happy family”), but these missteps are rare, and most of Clem’s lines hit the right note. In the final parts of the episode, it’s possible to manipulate the adults with their youth in ways that Lee would never have been open to. Where you once oversaw your actions for fear of what Clementine might learn from you, you now choose exactly how she puts those survival lessons into action.

I played through the first season of The Walking Dead on the 360, so I wasn’t able to fully interpret what impact (if any) the decisions I made there had on that episode. It was actually a little annoying not being able to just tell the game what choices I made before (more like the comic book opening in mass effect 2.) Instead, these options were randomized.

A few incidents were addressed through conversations, but it didn’t seem to go much further.

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Terrible things are ha… wait a minute, that doesn’t look so bad. Terrible things WILL happen, however. They mark my words.

Speaking of which, there are still reports of issues with Season 2 not being able to recognize a save from Season 1 (or the 400 days DLC.) This technical issue has plagued the PC version of the game since its release, and it would be outrageous if the same bug persisted in Season 2’s code.

Telltale faced further technical issues in delivering the game to those who purchased it directly through the company’s website. Unnecessary DRM, although not on the scale of that SimCity debacle, prevented people who owned the game from actually playing it. In the meantime, the Steam version worked as intended. The lack of support during this incident, and particularly the unresolved issues with saved games from Season 1, does not bode well for the developer.

All that remains shows, that the Walking Dead may survive the departure of Telltale from lead writer Sean Vanaman and co-lead developer Jake Rodkin. It’s a confident release that uses the expectations of season one to look at the zombie apocalypse through a younger set of eyes. The 90-minute running time is too short to do justice to the attempted arc of the post-script to the prologue to full introduction, but while new cast members are currently too lightly sketched, Clementine herself is deftly established in the lead role. That performance, along with some significant moments of poignancy, means this first installment is an inconsistent but largely successful opener.

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