The Walking Dead has been a gripping and highly entertaining adventure game thus far, so now that the season finale is here we can see how every choice you made stacks up. Thankfully choices have impacted things throughout the series instead of stacking them up for the end. A few from each episode will affect this episode, but I have to say that this episode is extremely heart-wrenching and the most shocking of them all, not to mention the shortest.
Lee and your surviving gang are on their way to save Clem from a mysterious man who snatched her up. They leave their boat behind for a bit to go find her, but things go completely downhill because the zombies are in the thousands and not to mention all the shocking moments that lead up to the end. Something happens every 20 minutes or so that will make you set your controller down and take a breather and say, “How did that happen?!” That’s how great this series is. Each character is memorable and you will either love them or hate them depending on your choices. The system Telltale set up is so organic and smooth that you don’t really notice your choice caused this until you really think. That is excellent game design, but I will take some time to address issues that I have held off until now.
Firstly, the graphics are pretty dated which I mentioned in the first episode. The art style looks like the comics, but the graphics are about 7 years old. There are hitches and stuttering often which never got addressed. Each episode is extremely short, but this one clocks in at just a measly hour. Why this is a stand-alone episode is beyond me, they could have just made this series four episodes. The pacing is also all over the place. Episode 2 was probably the most disappointing of them all, and Episode 4 was lacking in the shocking moment department. There’s also no challenge in the game with this just being an interactive experience. This is one of my favorite adventure games of all time, but I would like to see some serious upgrades in Season 2.
With all that said Episode 5 ends on a cliffhanger and who knows when we will find out what’s happened next. After seeing how successful this series is I’m sure Season 2 will start pouring out through next year starting in spring. Episode 5 is very touching and after you finish the game you will realize that Season 2 will start with a whole new cast of characters. As it stands Episode 5 delivers a great ending and you really feel satisfied with your journey through Savannah and will sit back and wait for Season 2.
XCOM was a popular turn-based strategy game back in the ’90s, and everyone was surprised by how well this game turned out. Enemy Unknown keeps the series vibe and atmosphere updated to today’s standards. Enemy Unknown is one of this year’s best strategy games, but there is one reason why most people will never complete this game: It is too damn hard. Not the fun and challenging type of hard, but the kind that makes it impossible to move on no matter how well equipped your soldiers are.
The game does a very good job of introducing new things to you as you move on. The UI is very simple and uncomplicated, but pretty deep. You get to see a cut-a-way of a military base, and you can click on each department. Research is where everything starts. By gathering all intact materials from missions, you can research new things like weapons, armor, satellites, and various other things. Engineering is where it is all made and upgraded, as well as keeping track of other buildings. Workshops, laboratories, generators, hangars—all these things determine how fast you can upgrade and how you become more powerful. The barracks are where you can equip your squad’s loadout, upgrade soldiers, hire new ones, etc. Finally, there are the situation room and the command center. Here you can advance the days until you run into missions, trade alien parts on the black market, and view how in distress the world is. It is all very simple and almost revolutionary in design because most strategy games are Excel sheet-based and are pretty complicated and hard to navigate.
Once you assign things to engineers and do research, you can advance the days until you run into something, such as a UFO sighting. When this happens, you scramble your jets, and depending on how good the equipment you gave them is, they’ll take it down. Most of the time, you will run into abduction scenarios where you eliminate all hostiles or have to rescue someone. When this happens, you get a choice as to what country to help. Each one gives you a reward, such as money, scientists, engineers, or other items. Usually, you pick the one that’s in distress the most because if you don’t, they will remove themselves from the XCOM operation, and if they all withdraw, it’s game over. Once you go into battle, this is where you see how hard this game gets.
Each soldier gets two moves. The area around them is blue, which means that’s one move, and yellow, which means it takes both moves to get there. Performing an action takes one move, and that is usually shooting alien scum. All soldiers start out as regulars with assault rifles until after their first mission and they rank up. The class is chosen randomly, which I really hate because you can be stuck with five snipers and just one assault guy. When you are ready to shoot, you will see how accurate your shot is. Once all turns are taken, it’s the alien’s turn. This back and forth is normal for strategy games, but the objectives you are given, or the difficulty of aliens, are absurd and completely unfair. You will shoot down some small grays and get through a few thin men. Maybe you will lose 2 or 3 guys in the process, and then four freaking Mutons will show up and wipe the rest of you out in one turn. Or don’t forget the damn spider things that can turn your squadmate into a zombie in one hit. This gets frustrating because every mission is like this. I rarely got through any unless it was on an easy-difficulty mission.
This would be ok if it were during main missions, and you could go back and grind a bit to get better equipment, but you have to do that with every single mission. You fail almost more than you succeed, such as by losing so many soldiers. Once a soldier dies, they are dead forever and won’t come back. Once you lose a fully ranked soldier, you have to start from scratch again with a new guy. It is completely unfair in a game this difficult. In most missions, you will be lucky if you get out with 2 or 3 guys, but you are probably thinking that’s because I stink at the game. I would restart and try all different strategies, and nothing would work. The whole point of the game is to take cover and never be out in the open. Once you advance and are just standing there, you’re dead. The fog of war doesn’t help when you run around the map trying to figure out where all the enemies are. Forget a rescue mission where you have to save a certain amount. Saving 5/25 people is a lot harder than it sounds. All 20 will die before you get to your third guy. This game is just a nightmare, and not in a fun way.
That doesn’t make the game bad, though. There are a lot of great research projects that have a huge impact on everything you do. You have to decide carefully about what you want, or you’re screwed. You get a very limited amount of money every month, and you have to stretch it. I found this a bit unfair as well, because there’s no compromise. Even if just one element was easier, it could make this game more tolerable. As it stands, I had this game for over a month and barely got 25% through the game before I gave up. Spending 45 minutes on a mission and then dying at the end is just ridiculous. Reloading quick saves doesn’t always work, either because you realize you forgot to equip someone with a medkit or because you need to be more accurate on certain missions and forgot to equip scopes. This game is just a pain.
The production values are at least nice, with great-looking aliens and some decent voice acting, but overall, this game requires extreme patience more than skill or brainpower. The game is well done with intense battles, but maps repeat often, the camera is screwy where it zooms out of buildings, and the graphics are a bit underwhelming. The main thing is the extreme difficulty, which practically ruins the game. I have never played such a hard strategy game before, but there’s someone out there who will like this.
Zombie shooters are very popular these days, but surprisingly, not a lot is bad. Dead Nation is a top-down shooter that has you blasting zombies away as a lone survivor during a zombie apocalypse. The story isn’t anything original, but the action will test your endurance with waves that come in the hundreds.
All your weapons are equipped with a flashlight, and this is the only thing that allows you to see what’s coming up to you. Zombies range in different sizes as well as really large ones that can kill you in a couple of hits and take a lot of bullets. The levels are very linear, with rubble blocking your way, but the whole point is to score high and get as much gold as you can to upgrade your weapons. You can find this in containers, on the backs of cars, and even in large chests. You will need to upgrade your weapons often, or you will never make it through the game. There are a lot of upgrades, and you won’t buy them all in one playthrough.
The levels are broken up into checkpoints, and in these safe areas, you can upgrade your weapons and swap armor that you find. You can upgrade the ammo capacity, clip capacity, damage, reload speed, firing rate, and other things. Each upgrade costs more, but it is necessary to upgrade as much as you can. You have items that you can throw, such as dynamite, grenades, flares, molotovs, and mines. The zombies become attracted to bright lights and loud noises, so these items can give you a lot of breathing room. Even shooting cars that have alarms can wipe out dozens in an instant. The same goes for barrels and other items that explode.
Enemies get tougher as you go on, but there are also “arenas” on some levels that can be really tough. Hitting a switch to wait for an elevator or a large bridge to expand can be very noisy, so you will have hordes on you while you wait. These can be the toughest areas because you need to use your weapons wisely. Use your rifle to pick off zombies when the numbers are low. Use your shotgun when you have zombies filtering through a choke point. The blade launcher will slice through enemies until it hits a wall, which can take out entire hordes. The game is extremely fun, with lots of gore and great graphics that make the whole game tense.
Of course, this game was designed with co-op in mind, which is the most fun and the easiest. Going through solo is really tough, and levels tend to stretch a bit too long. Dying really stinks because you can very easily get set back to the last checkpoint, meaning you have to fight through the same hordes over again to get to where you died. This is probably the worst thing about the game, but once you play enough, you will get good and learn what weapons are best to use.
Overall, Dead Nation is a fun PSN game that will give you a few hours of tense zombie shooting. This game will really test your endurance because it never lets up. Once you think you are safe, hordes of zombies come at you from all directions. Grab a friend and play this during a long night, and you are bound to have a lot of fun.
Silent Hill has had a rough patch, and I thought Book of Memories would change this. The game seems really great at first, and I like the idea of the series branching off for the first time into a different genre. The dungeon crawling path works well for the series, but it is poorly executed here. The first few levels are fun, but later on, they repeat the same way over and over again. The game doesn’t feel much like Silent Hill at all except visually, and I promise you there isn’t a single scare in the whole game.
The story is paper-thin, in which a man or woman (you get to create a character with a very weak customizer) gets a strange book for their birthday from the mailman seen in the last terrible game, Downpour. It is full of memories, and you decide to go inside and change them. That is pretty much it. The story is barely delivered through notes and scattered audio clips. Silent Hill is known for good stories that are at least confusing but not boring. This one is boring and uninteresting.
The game has a top-down perspective, and you run around levels, opening rooms and completing challenges to find puzzle pieces. Silent Hill is known for puzzles, but these are pretty lame (more on that later). You are safe in the hallways, and each room is random. That is probably the most fun part of this game. What’s in the next room? Some need keys to open, which are found on red-highlighted objects. When your flashlight is on, these objects you can search through are highlighted, and they contain things like ammo, medkits, weapons, keys, and repair tools.
The whole point of the game is to run around, smacking down everything in sight, but this is where the game mainly fails. The weapons are nods to pretty much everything seen in a past game, like the steel pipe, wood plank, fire axe, revolver, sledgehammer, and a few original weapons. The issue here is that they can break very quickly. This made the game extremely tough because enemies are really hard to take down. Even after leveling myself up a lot, I never did much damage. Using repair tools can come in handy, but they are hard to find, and you can’t hold many of them. You can upgrade your backpack more, but this requires a lot of memory residue, which is also hard to come by. Saving up this currency is even tougher because you will be spending it on medical kits and repair tools 90% of the time. See what I mean? This is all a vicious cycle that never ends.
There are RPG elements that allow you to equip relics that increase stats. Leveling up takes forever and doesn’t seem to do any good. The combat itself is boring and stiff. You just mash an attack button until everything dies. The lock-on button is handy for ranged weapons, but blocking didn’t really do much good for me. I felt the combat system should be more refined and intuitive for a dungeon crawler. Maybe add some spell casting? I can’t tell you how tired I was of the game by Zone 11. I just called it quits. One redeeming quality of the combat is the fun boss fights every three zones. You have to use strategy and discover their weaknesses, but why can’t regular enemies be like this? Most enemies are from previous games, and very few are new. I just felt the developers didn’t know what direction to go in—Silent Hill survival horror or dungeon crawler?
It really shows in all the flaws in the game. The puzzles are the same three that repeat over and over. Event rooms are confusing, with zero clues on what to do. Even the karma bar seems useless because picking up enemies’ blood (depending on whether it is light, blood, or steel) will move your karma bar around. It seems pretty pointless, actually. The only way to really enjoy this game is to co-op with up to four players, because the game is really hard. Not to mention the fact that if you die before saving a spot in each level, you have to do it all over again, which is not fun.
Book of Memories has some nice graphics for the Vita; nothing special though. There are no scares to be had, and the same track loops over and over again. The story is uninteresting, the character creator is weak, the combat difficulty is all over the place, the combat system is boring and stiff, and many other elements wrapped in the game just feel wrong and half-baked. I love the idea of a dungeon crawler in this series, but please pick one side or the other. Also, make it scary next time.
Now that we are almost done with this series, I am sad that the next one will be it. Episode 4 sees the gang trying to get on a boat and out of Savannah, Georgia, but things don’t go as planned. There are a bunch of new characters this time around, but most are hard to care for because they make brief appearances. By this point, most or a little of your gang will be with you, but this episode is mainly lacking the suspenseful choices like in the last one. We get bigger areas to explore, a little more action, and finally, a ton of zombies.
The series has been lacking any zombies lately and has just dealt with internal turmoil, but Episode 4 skirts this and brings the gang back to realizing that the zombies are the real threat here. There’s a strange calm before the storm within the group; the conversations are tense and borderline everyone going postal on each other. I found that there was a lack of gameplay here and that it focused more on delivering a story, but that is ok in this series. There is more action with some zombie shooting, action-oriented puzzles, and larger areas to explore. I sat through the whole episode in one go because it was so intense and entertaining. You always want to know what is going to happen next.
The new characters are hard to really like except Molly because of her shady personality. The new guys are brief and seem pretty generic. I really don’t care for Christa or Omid, who we met at the end of the last episode. Christa is selfish, and Omid is boring and just seems useless. What grows even more are the characters you have right now from the original group. Clementine and Lee’s relationship really blossoms here, and their trust will be tested.
This episode is just a mishmash of everything from the past ones: lots of zombies, action, large areas, new characters, and tense conversations, but nothing very serious. What has stayed the same throughout is the constant, intense atmosphere that makes you stay in the game, and you never want to quit until it’s over. This is my favorite adventure series of all time. The game puts you in control just enough to make you feel like you made all the important choices. The game has been built up to the climax, and the cliffhanger ending here is so abrupt and so sudden that you just hang your end, knowing you have to wait another month or two for the last episode. This is just like a good TV series, but better.
Gravity Rush was one of the most exciting games I saw for the Vita’s launch lineup. It never made the launch but was delayed by a few months, and now I am very disappointed in the game. When you play the game, it feels very magical at first. Flying through the air, beautifully rendered graphics with a great art style, an interesting story, and well-made comic-style cut scenes, but once you play more, all this wears off and you just want to hurl your Vita at a wall.
That’s not to say the game isn’t worth playing, but this isn’t worth a purchase at $40 either. There are two major elements to the game, and each of them is frustrating and has serious flaws. Throughout the whole game, you get around by flying through the air. You press R to float, then aim where you want and press it again to head in that direction. It seems simple enough, right? Well, your gravity gauge will drive you nuts with it always running low. You have to land to let it refill (which is pretty quick), but the controls just take a turn for the worse during combat.
You fight Nevi, who are some sort of evil source of power. They are black blobs that have a red orb that you must destroy to kill them. You can fight on the ground with just one kick move (boring) or use your gravity kick, which I stuck to through the whole game. Fighting on the ground is slow and just isn’t any fun. Even with the gravity kick, there are issues because there is no lock-on button. This game desperately needs it. There’s a soft lock when you gravity kick, but if the Nevi moves away from you, just keep going forever until you stop. On top of that, the camera is nauseating because if Kat is upside down, so will the camera; if she is sideways, the camera follows. The whole time, the camera is flipping around in all different ways, and you lose track of your targets. There are some power attacks you can use, and they are very handy during boss fights, but the Nevi are just boring enemies to fight. I felt the camera and controls were my enemies in this game.
You can upgrade everything with gems you find floating everywhere. You can also play challenge missions, which are marred by the camera and controls. They were extremely difficult, and if I’m tired of the combat I have to do in the story, why would I want to do extra? At least the story has mission variety, like being able to use a stasis field and fly people or objects around; don’t even bother using this during combat because you will just frustrate yourself more. After you finish the 21-mission story, there’s nothing to really do except the challenge missions, but I was tired of this game before it was halfway over. There aren’t even any voiceovers (kind of), which was a disappointment.
The game looks great, with some great lighting effects and surprisingly good-looking textures and character models. I have no complaints there. I just wish there was more to do in this great, big world. If it weren’t for the awkward controls, vomit-inducing camera, and more content, this game would be a bit better. This game is a good weekend rental, but nothing really more.
Shooting things is what this game is all about, and I mean all about. Borderlands is highly successful in mixing RPG with FPS, bringing the best of both worlds to the table. Borderlands 2 is more of the same, just bigger and more badass. If you didn’t like the first game, you won’t like this one either. Fans of the last game will be very happy with this second installment.
There is actually more of a storyline here, with more main quests. Of course, there are 50+ side quests that you will pour dozens of hours into. You get to play as a new set of characters, but in the same classes. I stuck with Maya the Siren again in this one, and I loved her phase-locking ability, where I could make enemies hover in the air for a bit or do damage to large enemies. You will also be happy to know that you can customize your character’s head and skin as you find new ones as loot, but I would have liked a more detailed character customization system; it just feels a bit tacked on.
There are just so many different enemies and guns in this game that I couldn’t even count. The guns are all varied with different stats, but you will be micromanaging them again, and it does become annoying. I wound up selling or dropping about 80% of the guns I found because a lot of them are pretty useless. This goes for shields, relics, grenade mods, and other things. There are six different classes of weapons: rocket launchers, pistols, assault rifles, sniper rifles, sub-machine guns, and shotguns.
You will always be switching between different weapons in your four slots (that you slowly unlock). I never stuck with a single weapon for too long because I was always finding better ones. Enemies are constantly dropping loot, and some weapons are rarer than others. Some do elemental damage, which is actually a huge factor in Borderlands. Armored enemies are weak against corrosive weapons, and shielded enemies are weak against shock weapons. The new slag weapon coats enemies in purple goop that makes them weak to any weapon fire. Some of the weapons are pretty unique; I never found two that looked the same. Some have unique abilities like faster reload and better accuracy as you fire, and even one gun was cursed that slowed me down and made obnoxious noises when I fired. Some guns you can throw when you reload, and they will explode like grenades and regenerate in your hand. The guns are just awesome in this game, and you will be looking for new ones every second you play.
Of course, the game is tough as nails, but as you level up, you can unlock new abilities. This game is designed for multiple playthroughs because you will probably reach around level 30 and maybe a bit further even after you complete every single quest in the game. You won’t unlock all the abilities or even get the best loot until you do. In fact, Borderlands 2 is more designed around co-op this time around because the best loot is only available to more players on board. The game is also extremely tough without someone playing with you. The game keeps enemies leveled up with you, so that makes the game even more difficult than the last. One thing that I really loved was the badass tokens that would raise stats just a smidgen for completing in-game challenges.
This leads to the biggest complaint I have about the series: Respawns. You respawn at certain points, but you will die hundreds of times in this game. When you do, you have to backtrack to where you died, and these maps are huge. Some maps let you use Catch-A-Ride vehicles, but most of them don’t. This was just so frustrating when I would die 15 times while clearing an area, suffer through the long respawn animation, backtrack, and sometimes die in just one hit. You go into Fight for Your Life mode, which allows you to revive with full shields if you can kill an enemy. This alleviated the frustration a tad, but if there are no enemies nearby to kill quickly, you’re screwed. On top of this, the enemy that killed you will regain full health if you die. That includes bosses. This is just so frustrating and makes me want the game to end. The second thing I really hate about this series is the constant enemy respawning. Once you leave an area and come back, all the enemies respawn. This made doing missions annoying because I just ran by them all. I understand they have to respawn in a game like this, which is focused on large maps, but I personally found it a nuisance.
If you have friends, this isn’t so bad, but be warned when playing by yourself. Besides that, the game keeps the tongue-in-cheek humor of the last game with more characters and returns to the past characters. You really get to know them more this time around with about ten times the amount of dialog. The story is decent but has a pretty crappy ending. It is predictable and isn’t anything special. Just know that you are here to kill everything, and I mean everything. I found myself entertained throughout the whole game with double the number of areas to explore, more side missions, and just more of everything. I really wanted to see more change in the series, so in the end, this game just feels like Borderlands 1.5.
At least PC gamers get enhanced visuals with some nice touch-ups. Higher resolution textures, further draw distance, FXAA, and higher FPS, which can be capped at 120, This is the superior version over the consoles because you can’t get pinpoint precision while aiming with a joystick. I could snipe like I never could on a controller, and it made the game a tad more tolerable in terms of difficulty.
I only have a few major complaints, but they are just staples of the series. If you can tolerate the monotonous trekking around, respawning enemies, and constant death, then pick this up. Fans of the last game know what they are getting into, so this is a warning for newcomers. I recommend playing this with at least one friend because the game is brutal. Lots of enemies, lots of dying. I also didn’t quite care for the constant micromanagement of all the loot. This is a great mix of FPS and RPG elements and should be played by fans of either genre.
Resistance is a series that should have stopped with the third game. The series is really starting to run itself into the ground because it ultimately fails to fix issues with previous games or add enough content to deem it an individual sequel. Burning Skies is a bare-bones Resistance sequel that doesn’t really add anything new or interesting to the series. The multiplayer is average, and as it stands, Burning Skies is only good as a weekend rental.
You play Tom Riley, who is a firefighter who gets caught in the middle of the Chimera War. His wife and daughter are taken away by them, and he will do anything to find them. Don’t think this is some heartfelt story like Resistance 3, because it isn’t. There isn’t really that much story here because the campaign is extremely short. You can probably beat this in two long sittings, or about 4-5 hours. The characters are uninteresting, and the voice acting isn’t nearly as good as in the console games. The way it sits now, I forgot about this game the second I finished it.
It doesn’t help that there just isn’t anything memorable in this game. It copies everything from the past games and doesn’t do anything new. The only thing new is probably the touch-screen controls for secondary weapons; that’s it. Touching the screen and sliding the circle where you want projectiles to go is pretty intuitive. The Mule lets you slide back on the crossbow for bolts, and tagging enemies with the Bullseye is as simple as pressing the enemy on-screen for a second. I also liked the fire axe melee button on the side, which came in handy. Even dragging grenade icons to where you want to throw them was a nice touch. One thing I also liked was that there was no health bar, so you don’t have to rely on getting health packs; however, you die just as quickly. A few shots, and you’re down! This game carries over the relentless difficulty from past games, which I didn’t like.
You can upgrade your weapons again, but not like in Resistance 3 through use. Picking up Grey Tech allows you to unlock 2 of 6 upgrades for each weapon at all times. Each weapon has three red and blue upgrades, but only one of each color for each weapon can be active. This system was alright, but finding the Grey Tech was a serious pain and isn’t as intuitive as upgrading through use. You can also collect hidden files in the game, but I also don’t care for this very much.
There really aren’t any bosses in the game except the terrible one at the end. Shooting red, glowing objects and being able to be instantly killed in one hit is just unfair. The game, in general, is just seriously lacking any of the huge epic moments from the PS3 games and even the PSP game, Retribution. The graphics are great and some of the best on the console so far, but they could have done more with them. The visual style is pretty mundane and feels recycled from the first two games. The Chimera is all the same, with only 3 or 4 different types that we have already seen. Burning Skies could have been a whole new game on its own, like Retribution for PSP, but instead, it just copied from past games and added a Vita shell around it. This is a great weekend rental, but nothing really more.
90s kids remember Oregon Trail at school on those old, colorful iMacs, right? If you didn’t, then you had a terrible childhood! For those who did, you must play this game. Organ Trail is a zombie take on the Oregon Trail gameplay, but it is much better with a great atmosphere.
You start off by shooting some zombies, but you run out of ammo. Someone comes to help, but he ends up getting bitten, so you put him down. Yes, you can put down people in this game! After you name your characters with names that aren’t real names (you all did it!) You set off in your station wagon to the first town. This is where you decide what kind of supplies you are going to start off with. Ammo, money, tires, batteries, gas, food, and mufflers. Your station wagon is your life. If it breaks down, you aren’t getting to the west coast. In between landmarks, random events will display that will affect your character or car in some way. Sometimes harsh weather may make you drive slower; you might find interesting things on the road, lose things on the road, get ambushed by biker gangs, have to drive through a horde of zombies, etc.
Not all of this is as simple as flipping through menus. When a gang attacks, you have to ram them off the road with your car, or their bullets will cause precious damage to your car. When you see a horde, you have to decide how to approach them. Is the horde docile? Then sneak through at a slow speed. You can blast your way through or hire mercenaries to protect you, but they are very expensive. There are events that you run into where you have to decide whether to help the person, leave, or kill them. This is a game about surviving a zombie apocalypse, and it is very dark and moody. These events make the game feel like a true adventure. Even scavenging at any time can be a risky move due to how many bullets you have and your health. If you don’t survive, you could possibly die by taking too much damage!
Of course, you can rest and heal your group, but this costs food. Using medkits should only be kept for yourself so you can quickly heal after scavenging. When you reach a town, you can either buy upgrades for your car and pay to repair it, or you can use the scrap you find to do it yourself. This costs lots of food and may not be successful if you don’t have enough scrap. Sometimes you can take jobs for people or trade with them for items you desperately need. I have never played a game like this where I had to think about every single decision so much.
My only main issue is that the game can be too hard sometimes, and the shooting mechanic is clumsy. You hold back the gun and let go to shoot, but the three pixels that help you aim aren’t much help. I found the aiming too sensitive and desperately needed a longer guide or larger projectiles. The shooting sections are the hardest in the game because tons of zombies will come after you, so you must constantly be on the move. I found the character’s moves too slow—just barely faster than the zombies. If this issue were fixed, this game would be perfect. A lot of people will be turned off by the Atari 2600-style graphics, but they add to the charm. The atmosphere is surprisingly well done here, despite the ancient-looking graphics.
Overall, the game requires a lot of thinking and careful strategy but throws in enough random events to make it seem almost realistic. The shooting mechanic is finicky, and the character moves too slowly, but I couldn’t put this game down. Even after dying halfway across America, I tried again because the next journey was completely different from the last. I even decided to take more of something else and try again. This is a wonderful game, but it may not be for everyone.
The Walking Dead is probably my favorite adventure series of all time. It surpasses most adventure game clichés like inventory management, tank controls, and disjointed pacing. The Walking Dead: Episode 3 is well-paced, and there are some of the toughest choices you have to make. Things get very serious this time around because the group is starting to lose its mental stability. There’s a lot of internal fighting, and you must decide how this all turns out.
The group is trying to get to Savannah, Georgia, because things at the motel didn’t work out so well. They find a train engine that takes them partway, but I won’t say any more. There are a few major areas you can explore with a few simple puzzles, but like usual, the opening is awesome, and I played through this entire episode and wanted the next one right away. There are three new characters introduced, but at the same time, a few people in the group die. Who or how is up to you, but you will be shocked at how this all turns out. I actually had to pause the game with my mouth agape due to the shocking turns and, mainly, how it actually happened.
There’s more zombie killing this time around, but not nearly as much as in the first episode. I found myself glued to my computer more than Episode 2, and I felt like the story was actually progressing better. A lot of bugs are also starting to get ironed out, such as the constant stuttering during cut scenes and some control issues. You won’t be exploring much, just in the main puzzle areas, but this is OK because of how much the story advances through dialog choices. This is about the time when a lot of your choices from the last two episodes will really start blossoming here. Some choices I made actually determined huge plot changes, and I realized either I shouldn’t have done something or wish I had done something, but that’s the excitement of this series. You feel like you are playing a movie and directing it yourself.
I just can’t wait for the fourth episode because things will really start going downhill from there. This episode is a huge turning point for the story, and every fan will want more.
Try multiplayer. A lot of fun !