Sep 11, 2014

BulletPoints: Telltale Walking Dead Season 2

Wow… just… wow… Okay… so Walking Dead Season Two review. Spoilers inbound (you've been warned). Lucky you, getting two reviews in one week. 


For those who have been following the series since day one, it’s no surprise how this season turned out. It had a lot of high and low points. It felt shorted and more rushed, but the end result was something that was filled with more tension and was genuinely more terrifying that the slow, but better characterized experience, we had with Lee in season one. To determine if this improves the Telltale formula or not remains to be seen. But I think, as far as a story goes, it comes together beautifully at the end. I can’t say for sure if it’s better or worse than the first game, but, much like the first game, it’s better than most any other game out there at story-telling, which should tell you all you need to know.


Season Two is all Clementine’s story… at first. We see her aftermath at the loss of her adoptive father, Lee. We see her find new people to try and survive with. Our time with them feels short and impersonal as most everyone wants to keep us at arm’s length. This makes it really hard for me, at the very least, to like any of the new characters right away. That being said, those that survive to the last two chapters do manage to leave an impression on me that made me glad we were all along for the ride.

This chapter also reunites us with Season One’s Kenny. Love him or hate him, Kenny was a polarizing figure who, once again, will end up being a good ally or come off as a dangerous psychopath to you this season. In my season-one run with Kenny, he was a close friend who had my back as much as I had his. I figured I’d keep that trend going because it didn’t fail me before. Much like then, in MOST cases, I was not disappointed by the camaraderie between Kenny and Clem and how their combined teamwork and trust was capable of accomplishing seemingly daunting tasks.

That being said, once Kenny is introduced, the story becomes just as much his as it is Clem’s. The loss of his old family, tons of physical punishment, the loss of his new family, and the struggle to maintain his mental acuity when everyone else was doubting him (given the evidence), the game tries to push that bond as much as it can. It basically poses the question, how long will you willingly stick by your close friend? Is there a breaking point for him? Is there a breaking point for you? Enter Jane…


Jane is also introduced later in the story (chapter 3). She has an eye out for Clem because she reminds her of her younger sister. You and Jane can form a pretty tight bond and learn a good number of useful survival tricks. Nearing the end, she begins to antagonize Kenny (or perhaps the other way around even) and you start to see the cracks in the group and it becomes insanely obvious what you’ll have to do. You’ll have to pick between Kenny or Jane in the end… or perhaps there’s another option?


Before I get in too deep about the ending, I just want to say that there are other characters I wish had seen it to the end, but they leave in their own ways that make this last chapter even harder. Luke was a great character that had my back, but died because people wouldn’t listen to him (not me, of course). Nick was an interesting character who I wanted to see make it farther and grow into something better, but he died of unknown circumstances. Sarah was an annoyingly frustrating character who I put effort to try and save… I was disappointed in her failure to grow as a character, but her ineptitude allowed Clementine to learn and grow from that experience and that’s got to be worth something, I guess.


The season’s first, and possibly only, antagonist, Carver, is someone worth discussion as well. He begins as the immediate physical threat. One who kidnaps your entire team and imprisons them, forcing them to work. And when you think you’ve beaten him, after his death, he is still a threat. He once says you and he are very much alike… and that line of thinking… his way of doing things… mentally, his words can haunt you and make you questions decisions you’re making… hoping to avoid the same horrible way of treating people as he did. So, I’d argue that his influence does impact later choices to a degree (whether you’re trying to be like him or not). That’s a damn good villain if he can manage to keep his presence felt, even after he’s died.

Some characters let me down more than I had expected. I was deeply disappointed by Mike and Bonnie, and not because they’re bad characters, but because they chose bad decisions. Decisions that caused the group to fracture, put lives in danger, and ultimately made the ending what it was. But something I noticed that became immediately apparent in Act 3 of the final chapter was the comparison of the adults to the children (or child I guess I should say).


There’s a line during one of the overnight camping sessions where Clementine address the awkwardness between Luke and Jane, stating they’re all adults there. She’s given a look since she’s still physically a kid, but there’s something ironic about both the line and the look. Fact is everyone in the group bickers like children. They solve their problems in short-term, immature fashions that lead to people getting hurt, killed, or bitten. If there’s an issue amongst people in the group, they have trouble coming to an agreement or compromise. Meanwhile, Clementine is the only one offering solutions to try and please both sides. She’s the only one who makes an effort to keep the peace while most everyone else focuses on leading and their own self-interests.

Case-and-point, the ending (which will be discussed in more detail during the next Reloading).


The ending features Kenny and Jane, with Clem waking up from being shot. The two are bickering about their plan and where they’ll end up going. This argument rises to a fever pitch that ultimately makes you choose between Kenny or Jane, a choice we all know will end with them dying at some point anyway and this sets the tone for how the game ends. In a lot of ways, it works because it can help you determine who Clementine is and the kind of person she wants or needs to be. This also (potentially) brings an end to Kenny’s story arc, and closure is nice.

 A lot happens and a fair bit of it works. But that being said, a large portion of things DIDN’T work. Nothing that I felt breaks the game or makes it any less compelling, but this is similar to the argument of Portal vs Portal 2. Both games are great and amazing and would be beacons of perfection if not for the fact it had to be compared to an equally impressive and amazing game from that same series. Had Walking Dead Season One not existed, Season Two would probably take its spot as one of my favorite games of all time. Instead, it has to share the spot to some degree with a big honking asterisk.

As I said, this season felt rushed. The pieces of the narrative from characters to setting were changing and shifting so fast, it didn’t really give us much time to characterize the newcomers or take in the events that were unfolding around us. Very similar to my criticisms of Legend of Korra, this is a series that is following a master-class of character design and narrative flow, and it doesn’t seem to be retaining the best aspects of that. But, unlike Legend of Korra, it’s not because we’re purposely cutting time short due to Nickelodeon’s demands. Instead, it’s a trade-off.


Instead of longer episodes, slower pacing, and more time devoted to fleshing out characters, we’re getting faster paced action scenes, more tension all-around in both the action AND in the decision making, and the brev
ity allows the series to not get old too quick. For, indeed, if every episode was really long and deliberately slow, the franchise as a whole would cease to remain interesting for much longer. And a lot of these changes service what this story does in ways that it would hurt what Season One was doing.

Our interaction with Carver is brief, but intense. It seems like every minute we take trying to find a way out and not successfully leaving his camp is time wasted not saving Alvin or not getting away from his abusive rule. Every second we waste not finding supplies or getting the group shelter is a second the baby is exposed to the elements and not getting nourished properly. And so much of our time is wasted keeping the man-children of the group from turning on each other in an immature fashion, that it all builds up and you really do feel the tension due to everything piling up at once and how quick everything is just flying by.

It’s because of this change that I want to go back and replay the events that took place. I don’t ever want to replay Season One because everything went exactly as I wanted (or best I could have gotten). But I feel like there’s so much room for error in Season Two that I’m tempted to replay the whole thing now that it’s available and see where I take things a second go-round. The problem with that (for me) is I feel it would taint the spirit of the entire enterprise and the second play-through would not feel legitimate. Why? Because a lot of the decisions I made were based on not having enough information to know what the right call was. Thus, by remaking them, I’m now making an informed decision, which goes against the original nature of the game.


And, unlike the tripe you get from David Cage, the choices in here actually matter and have always felt like they mattered. So I know the way the game will play out will certainly change enough that I may be even less satisfied with the ending I could possibly get. It really is difficult to gauge just how I’m wanting this experience to truly end. The worst part is that this conflict of interest is largely irrelevant because, regardless of who you end up with, they’ll have to die in the beginning of Season Three, if not in between seasons, just so the next game starts at the same point for everyone again. Because you cannot save them both, which greatly conflicted with how I normally play, saving as many lives as possible.

But one thing I think Walking Dead Season Two does better than Season One, is the ability to help you discover the kind of person you are. All-in-all, Season One, while giving you choices on how to interact with people and shape the narrative, was incredibly linear by comparison and still ended with you needing to rescue Clementine and sacrificing Lee (yourself) in the process. In the end, you were still the selfless hero that went out of your way to protect a child you had no allegiance to.

Here, you shape who Clementine is, where she’ll go, and what she’ll become. You might have made the same calls here (when available) as you did with Lee. But the more you play, the more you’ll notice that such decisions and calls were not always available and Lee’s wisdom wasn’t there to guide you and the group as it was before. As such, every decision in this game is made directly to influence where Clementine goes from here into the young woman she’ll be in the future game(s). And the kind of person she can be at the end of the game can differ drastically depending on what ending you end up going with overall.


In short, this game succeeds in areas that the first could not, but the first was still more coherent and streamlined, in ways the second could never possibly measure up to. Again, much like Portal vs Portal 2 or Legend of Korra vs Last Airbender, these are two games that are very good at what they do and they offer different strengths and weaknesses to the table. But, regardless of which game you prefer better, they’re still shining examples of excellence in an industry full of stagnation, loss of imagination, and bland-white-male badasses. To say that Walking Dead Season Two is good, but not as good as Season One is a disservice as it still outshines most any other game on the market for compelling characters and narrative and I’m excited to see where the franchise goes from here. Now excuse me while I go cry a little. 

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