![]() We’re reminded throughout the game that our decisions matter, but when we reach the game’s climax it becomes clear that, for all of the switches and levers we pull to change route, the tracks have all led to the same destination. The Walking Dead comic and TV show, along with the Game of Thrones books and also later TV show, had already popularized the idea that anyone can die at any time in pop culture, so why not play a game where you had at least some control over those shocking moments? It’s the entire point of the series, in fact. The first season of Telltale’s The Walking Dead adventure game contains several strong examples of this focus on player choice. ![]() We like feeling as though we’re in control, at least to some limited extent. From the butterfly effect in Until Dawn to David Cage’s infamous 2,000-page ‘script’ stunt for Beyond Two Souls - and yes, Telltale’s ubiquitous “ will remember that” mechanic - developers take great pains to remind us we have choices to make, and that our actions shape the experience we’re about to have with their games. Choice is often one of the central squares of video game buzzword bingo.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |