Walking Dead and the Personal Touch

And here I am being once again transfixed to a game because of it’s story and emotional experience. A year or even just six months ago I would never have said there wasn’t a game that could compare itself to a book in terms of story elements and deep characters, even comparing games to movies is a stretch as you often don’t feel that emotional invested when your playing which is odd in a way as you are far more apart of the situation then either media. It’s probably because in any game of whatever genre you want to throw a stick at the gameplay and mechanics are nearly always the priority in development with story elements and characters getting a quick treatment mainly just to bind it all together in some sort of mildly comprehensible way.. story, like pvp in an mmo, is the afterthought.

But here in the Walking dead it is woven so well throughout the game you can’t help but marvel at their wonderful imagination and understanding of the human element as well as how well it is crafted to be part of the game. Every part of the story has been well planned and the mechanics present have been made to revolve around the situation and as a way to progress the story and elicit your decisions. As far as adventure game mechanics go The Walking Dead is actually quite light on them, and what’s there is often rather simplistic. It still employs the item find type gameplay you may be used to but it’s not some type of play where your searching through many frames for what you need with the chance to miss them, no, everything is clearly marked. The game doesn’t employ adventure game reasoning, it is straight forward pick up item and use when given the option and most times your companions will spell out what is needed in general conversation and then put you off in the right direction.

-Word Spam Ahoy>

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