Zombies Eating Swat Man Art the Walking Dead Game 3
The Walking Dead | |
---|---|
Programmer(s) | Telltale Games |
Publisher(s) | Telltale Games |
Director(s) | Sean Vanaman Jake Rodkin Dennis Lenart Eric Parsons Nick Herman Sean Ainsworth |
Designer(s) | Sean Vanaman Jake Rodkin Mark Darin Harrison Thou. Pink Andrew Langley Sean Ainsworth |
Programmer(s) | Carl Muckenhoupt Randy Tudor Keenan Patterson |
Creative person(s) | Derek Sakai |
Writer(s) | Sean Vanaman[2] Marker Darin[3] Gary Whitta[4] |
Composer(s) | Jared Emerson-Johnson |
Series | The Walking Expressionless |
Engine | Telltale Tool |
Platform(southward) | Android iOS Kindle Fire HDX Bone 10 Linux Microsoft Windows Nintendo Switch Ouya PlayStation 3 PlayStation iv PlayStation Vita Xbox 360 Xbox One |
Release | Episode one
Episode 2
Episode 3
Episode 4
Episode 5
Retail version
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Genre(s) |
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Mode(s) | Single-player |
The Walking Dead (besides known as The Walking Expressionless: The Game [5] and The Walking Dead: Season One [6]) is an episodic adventure video game adult and published by Telltale Games. It is the first game in the series, which consists of 4 seasons and a spin-off game based on Michonne. Based on The Walking Dead comic book serial, the game consists of five episodes, released between April and November 2012. It is bachelor for Android, iOS, Kindle Burn down HDX, Microsoft Windows, Mac OS X, Linux, Ouya, PlayStation three, PlayStation Vita, Xbox 360, PlayStation 4, Xbox One, and Nintendo Switch. The game is the first of The Walking Dead video game serial published by Telltale.
The game takes place in the aforementioned fictional earth as the comic, with events occurring before long later the onset of the zombie apocalypse in Georgia. However, most of the characters are original to this game, which centers on university professor and convicted criminal Lee Everett, who rescues and after takes care of a young girl named Clementine. Lee becomes a protective effigy to her to help reunite her with her parents. Kirkman provided oversight for the game'due south story to ensure it corresponded to the tone of the comic, simply allowed Telltale to handle the bulk of the developmental work and story specifics. Some characters from the original comic book series also make in-game appearances.
Different many graphic adventure games, The Walking Expressionless does not emphasize puzzle solving, simply instead focuses on story and character development. The story is affected by both the dialogue choices of the histrion and their actions during quick time events, which tin can ofttimes pb to, for instance, certain characters existence killed, or an agin change in the disposition of a sure grapheme or characters towards protagonist Lee. The choices made past the thespian carry over from episode to episode. Choices were tracked past Telltale, and used to influence their writing in subsequently episodes.
The Walking Dead has been critically acclaimed, with reviewers praising the harsh emotional tone of the story and the empathetic connection established between Lee and Clementine. It won year-terminate accolades, including Game of the Twelvemonth awards from several gaming publications and is considered to be one of the greatest video games of all time. More than than ane meg unique players have purchased at least one episode from the serial, with over 8.5 million individual units sold by the cease of 2012, and its success has been seen every bit constituting a revitalization of the weakened chance game genre. In July 2013, Telltale released an boosted downloadable episode, 400 Days, to extend the showtime season and span the gap towards Telltale's second flavour, released later that yr as well every bit in 2014. Season 3 and Season four of The Walking Expressionless were released in 2016–2017 and 2018–2019, respectively.
Gameplay [edit]
The Walking Dead is a graphic hazard, played from a tertiary-person perspective with a variety of cinematic camera angles, in which the player, as protagonist Lee Everett, works with a rag-tag grouping of survivors to stay alive in the midst of a zombie apocalypse.[7] The thespian can examine and collaborate with characters and items, and must make utilize of inventory items and the environment. Throughout the game, the thespian is presented with the ability to interact with their environs, and options to determine the nature of that interaction. For example, the actor may be able to await at a grapheme, talk to that character, or if they are carrying an item, offering it to the character or ask them about it. Co-ordinate to Robert Kirkman, The Walking Dead game is focused more than on developing characters and story, and less on the action tropes that tend to feature in other zombie-based games, such as Left 4 Dead.[8]
Some parts of the game require timed responses from the actor, often leading to significant decisions that volition impact the game'southward story, in the manner of role-playing games (RPGs).[9] Some chat copse require the player to brand a choice within a express time, otherwise Lee will remain quiet, which can bear on how other characters reply to him. Unlike in other RPGs such as the Mass Effect or Fallout series, where choices fall on either side of a "good or evil" scale, the choices inside The Walking Dead have ambiguous results, having an issue on the attitude of the non-player characters towards Lee.[nine] The player can opt to enable a "option notification" feature, in which the game'due south interface indicates that a character has changed their disposition towards Lee as a result of these choices.[x] In more activeness-based sequences, the player must follow on-screen prompts for quick time events (QTEs) so equally to keep themselves or other characters alive. If the player dies, the game restarts from just prior to the QTE. Other timed situations involve major decisions, such as choosing which of ii characters to go along live.
Each episode contains v points where the role player must brand a significant decision, choosing from one of two available options. Through Telltale's servers, the game tracks how many players selected which option and lets the actor compare their choices to the rest of the histrion base of operations. The game tin be completed regardless of what choices are made in these situations; the main events of the story, as described below, will keep regardless of what choices are made, simply the presence and beliefs of the non-actor characters in later scenes will be affected by these choices. The game does allow the player to make multiple saves, and includes a "rewind" characteristic where the player tin can dorsum up and alter a previous decision, thus facilitating the exploration of alternative choices.[11]
Synopsis [edit]
Setting and characters [edit]
The Walking Expressionless occurs simultaneously with the events from the original comic serial, where a zombie apocalypse overwhelms much of society.[12] [13] [14] Characters in the game come to call the zombies "walkers", due to the slowness of their movement. Although the survivors initially recollect that beingness bitten by a zombie is the only mode to become infected, it is later discovered that 1 becomes a zombie upon death irrespective of the fashion in which ane dies; only by damaging the brain can the reanimation be stopped. As with the comic and tv set series, the game's events occur in the state of Georgia.
Numerous characters appear throughout the game. Lee Everett (voiced by Dave Fennoy[15]), the master protagonist, is a native of Macon and a former university professor convicted for killing a state senator who was sleeping with his married woman.[16] Lee eventually finds and becomes a father figure to Clementine (voiced past Melissa Hutchison[17]), an viii-year-old whose parents had left for Savannah, leaving her with a babysitter. Lee and Clementine soon encounter a family from Fort Lauderdale, Florida; Kenny (voiced by Gavin Hammon[xviii]), a fisherman who prioritizes his family above all else;[nineteen] Katjaa, Kenny'south wife, who works equally a veterinarian (voiced by Cissy Jones[twenty]);[21] and Kenny and Katjaa's son, Kenny Jr. (voiced by Max Kaufman[22]), more commonly known as "Duck".[21] The 5 join a survivor group led by Lilly (voiced by Nicki Rapp[23]), who was formerly stationed on the Robins Air Force Base.[24] Lilly's grouping consists of multiple survivors, including Larry (voiced past Terry McGovern[25]), her aggressive and judgmental father, a retired U.Southward. Ground forces commander who knows Lee'due south by;[26] Carley (voiced by Nicole Vigil[27]) a quick-thinking regional news reporter who is also aware of Lee'southward crimes;[24] Doug (voiced by Sam Joan[28]), a resourceful and logical data systems technician;[26] and Glenn Rhee (voiced by Nick Herman[29]), a former pizza commitment male child.[30] In the second episode, ii more survivors join the group: Mark (voiced by Mark Middleton[31]), a survivor who used to work for the U.S. Air Force; and Ben Paul (voiced by Trevor Hoffman[32]), a high school student rescued by Lee, Mark and Kenny. Besides introduced in the 2nd episode are the farmers-turned-cannibals the St. Johns, consisting of Andy (voiced by Adam Harrington), his brother Danny (voiced by Brian Sommer), and their mother Brenda (voiced by Jeanie Kelsey). In the tertiary episode, more than characters are introduced; Chuck (voiced by Roger Jackson[33]), a level-headed homeless human being who lives in a boxcar; and Omid and Christa (voiced past Owen Thomas[34] and Mara Junot[35] respectively), a young couple who tend to stay away from big groups. The quaternary episode introduces two more characters; Molly (voiced by Erin Ashe[36]), an acrobatic and resourceful immature adult female who carries an water ice axe; and Vernon (voiced by Butch Engle[37]), a doctor and leader of a group of cancer survivors hiding in the morgue of a hospital. The Stranger (voiced by Anthony Lam,[38] and by Roger Jackson through the walkie-talkie) is a mysterious man that communicates to Clementine via her walkie-talkie every bit the group nears Savannah.
Plot [edit]
The post-obit summary is a broad overview of the work, describing the major events that occur regardless of actor choice. Some specific elements not listed here volition change based on the affect of histrion choices.
Lee is being taken to prison when the law cruiser he is in crashes off-road after hitting a walker. He escapes, and while taking shelter in a suburban home, meets Clementine, whose parents had traveled to Savannah. The two arrive at the farm of Hershel Greene, meeting Kenny, Katjaa, and their son Duck. Later on Hershel'south son is killed by walkers, he evicts the others. The group travels to Macon, Lee'south hometown, where they join some other group barricaded in Lee'south family unit's pharmacy, where Lee discovers his parents and brother are dead. The grouping is forced to flee but finds a nearby defensible motel to stay.
Months pass and the group runs low on supplies. They take the offer of providing gasoline to the St. Johns, who run a nearby dairy, in exchange for food, but discover that the family has engaged in cannibalism. The group overcomes the St. Johns and leaves the farm to exist overridden by walkers. On their way back to the motel, they come up across a car packed with provisions, which they ransack. Some weeks later, the motel is attacked by bandits, which draws a walker horde. The group escapes, though Duck is bitten by a walker. Lee and Kenny are forced to evict Lilly from the group, who has become hostile later losing her begetter Larry during the events with the St. Johns. They travel to Savannah via train, with plans to find a boat to escape the mainland. En route, Duck succumbs to the bite, and Katjaa commits suicide over her loss.
Nearly Savannah, Lee's group meets Omid and Christa who join them. Clementine's walkie-talkie goes off, and a man tells her he has her parents in Savannah. The group sets upward shelter in an abandoned mansion before investigating the city. Lee and Kenny go to River Street and detect that all the boats have been taken or destroyed, and useful supplies have been scavenged by the walled community, Crawford. Separated from the others, Lee meets some other group of survivors led by Vernon, who helps him return to the mansion, where they detect a parked motorboat in a backyard shed. Lee and the others lead a raid on Crawford for supplies just discover the whole community has been overrun by walkers. Once they return to the mansion, Vernon leaves to return to his grouping but tells Lee he does not think he is fit to be a guardian for Clementine.
The next morn, Lee finds Clementine and the gunkhole missing. In his haste to find her, he is bitten by a walker. He leads the group to a morgue where Vernon's group was only finds they accept vacated. Over Clementine'southward walkie-talkie, the stranger tells Lee to run into them at a downtown hotel, the same that Clementine's parents were staying at. Later on finding Vernon'due south group has stolen the boat, Lee's group takes to the rooftops to avoid the walkers in the metropolis streets, merely they lose several members, including apparently Kenny. Eventually, Lee becomes separated from Omid and Christa.
Lee continues lonely to find Clementine held captive by the stranger, who reveals himself to be the owner of the car the group had previously ransacked and blames Lee for the death of his family due to information technology. Lee and Clementine impale the stranger, and the two cover themselves in walker's guts to mask their smell from the horde roaming outside. While in the streets, Clementine finds her zombified parents, and Lee collapses. When Lee wakes upward, he finds Clementine has dragged him into an abandoned store. Lee tells Clementine to escape the city and find Omid and Christa. The player and then has the pick every bit Lee to ask Clementine to kill him before he turns or to exit him behind to turn. If he does not decide, Clementine will cull herself based on Lee'southward previous actions. In a post-credits scene, Clementine, who has escaped the urban center, sees ii figures in the distance who notice her.
400 Days [edit]
The downloadable content 400 Days relates stories of other survivors in the zombie apocalypse, starting at its onset and occurring meantime with the first season.
In that location are five main stories:
- Vince (Anthony Lam) has been sentenced to prison house for murder, which he had done to help his brother old prior to the outbreak. On Solar day ii of the outbreak, Vince is on a prison-jump autobus with Danny (Erik Braa) and Justin (Trevor Hoffmann) when it is ambushed by walkers. Vince chooses one of the two to escape with, leaving the other to die.
- Wyatt (Jace Smykel) and his friend Eddie (Brandon Bales) accept accidentally killed a friend of Nate (Jefferson Arca) and are fleeing from him in a car on Day 41 of the outbreak when they run over one of the prison guards from Vince's jitney in a dense fog. Ane of them gets out to survey the harm only is abased when the other 1 is attacked by Nate and flees in the car.
- Russell (Vegas Trip) is a teenager travelling by human foot to visit his grandmother. On Mean solar day 184 of the outbreak he is picked up by Nate, who takes Russell to a nearby gas station and truck stop, where they are attacked by an elderly homo named Walt. Nate suggests killing and robbing Walt and his married woman Jean, with Russell deliberating on staying with Nate or leaving him.
- Bonnie (Erin Yvette) is a former drug-aficionado traveling with Leland (Adam Harrington) and his wife Dee (Cissy Jones). Dee distrusts Bonnie due to suspecting that Leland is attracted to her. On Solar day 220 of the outbreak they are pursued past survivors that Dee stole supplies from, forcing them to dissever up into a corn field. After accidentally killing Dee with a rebar, Bonnie must determine whether to tell Leland the truth or lie.
- Shel (Cissy Jones) and her younger sister Becca (Brett Pels) are members of the group seen in Bonnie's story and are residing in the truck stop seen in Russell'due south story. Several members are likewise Vernon's old companions who Lee encountered in Savannah. Roman (Kid Beyond) holds firm command of the grouping. When a Portuguese scavenger named Roberto attempts to steal from the group on 24-hour interval 236 of the outbreak, Shel is given the deciding vote on him existence killed or allowed to get out. Later on Day 259, young man grouping member Stephanie (Dana Bauer) is caught stealing supplies, causing Roman to ask Shel to kill her. Shel then either goes through with information technology or escapes the military camp with Becca on their caravan.
The five stories culminate in a concluding scene on Day 400 where Tavia (Rashida Clendening) discovers photos of the survivors on a billboard near the now-overrun truck stop, along with a map to a nearby location. She finds the group and offers them sanctuary nearby. Bonnie accepts, with the others either accepting or refusing depending on either their past choices or whether Tavia successfully convinces them.
Episodes [edit]
The game was separated into five episodes, released in two-month intervals.
[edit]
An additional episode, titled 400 Days, was released in July 2013 every bit downloadable content, bridging the gap between the commencement and second flavour. It focuses on 5 new characters, and is presented in a nonlinear narrative fashion; players can approach the 5 stories in any order they cull.[44]
Development [edit]
Early evolution and rights acquisition [edit]
Prior to The Walking Dead, Telltale Games had made several successful episodic take a chance games based on established properties, including three seasons of Sam & Max based on the comics and prior video games, and the five-episode Tales of Monkey Island, based upon the Monkey Island video game series. In 2010, the company secured the rights to two licensed movie properties from Universal Studios, resulting in Back to the Future: The Game and Jurassic Park: The Game. The latter included elements atypical of adventure games, including more action-oriented sequences incorporating quick time events, and was inspired by Quantic Dream'southward Heavy Rain.[45]
Sean Vanaman said prior to getting the rights to The Walking Dead, Telltale's Carl Muckenhoupt had been working on a text-based prototype adventure game with a key gameplay focus of having an "agile world", in which objects and characters in the environment would keep to go nigh their actions fifty-fifty if the player did not answer to them. Dave Grossman called this one of the long-standing problems that adventure games had had, as games in the past would have otherwise had to look for player input. Telltale had approached Valve near using this concept for a Left 4 Dead spinoff game, another serial that involved zombies, but these discussions failed to effect in anything.[46]
In February 2011, Telltale announced simultaneous deals with Robert Kirkman and Warner Bros. to develop episodic serial based on both The Walking Dead and Fables, respectively.[47] [48] [49] For The Walking Expressionless, the understanding including provisions for "multi-twelvemonth, multi-platform, multi-title" arrangements, with an initial episodic series release to commence in the fourth quarter of 2011.[l]
Writing [edit]
During development of the game, Robert Kirkman and the comic publisher Skybound Entertainment worked with Telltale.[51] Co-ordinate to Kirkman, he had previously played Telltale's Potent Bad'south Absurd Game for Attractive People, and felt that they "were more focused on telling a proficient story, and I thought they were practiced at engaging the player in the narrative."[52] Telltale approached him with a proposal which, according to Kirkman, "involved determination-making and consequences rather than ammunition gathering or jumping over things." The proposal's accent on the survival attribute of the comics, and the need for the player to brand choices between 2 bad options sold him on the project.[52] Since then, Kirkman became involved with Telltale, mostly providing oversight on what aspects of the story were appropriate components of The Walking Dead universe, in much the same fashion as he does for the television show, staying out of the direct development procedure.[52] Dan Connors, CEO of Telltale, stated that working with Kirkman made it easier for Telltale to craft its story and introduce new characters, instead of having to work with those already established in the comic.[51] [53] One of the few demands Kirkman asked of Telltale was to avert telling anything involved with the comic'southward main character, Rick Grimes, as Kirkman has stated long-term plans with the character in other media.[53] Kirkman had not been impressed with an early on build of the first episode, but by the time they had presented him with a near-final build, Kirkman told the Telltale team, "Holy shit guys, y'all did it", according to the game'due south co-lead developer Jake Rodkin.[54]
Connors stated that from a gameplay perspective, they had looked to games such as Heavy Rain and the Uncharted serial equally a ground for in-game cinematics, while the idea of giving the histrion choice was influenced by the Mass Outcome series.[51] In add-on to the television set version of The Walking Expressionless, Telltale took cues from Game of Thrones and Mad Men in terms of how to develop characters within a brief time.[51] Connors also noted that he found that traditional conversation trees did not possess "a believable rhythm" to dialog, and developed a conversion system, using timed input, to create more than natural-sounding dialog.[55]
The game's story was written with the final scene in the fifth episode, where Clementine either shoots Lee or walks away to permit him go a walker, as the established catastrophe that the game would build towards.[38] [56] As such, the graphic symbol of Clementine was considered disquisitional to the game'due south writing, and the squad spent much time making her the "moral compass" for the game, while assuring that every bit a child character, she would non come off to the player as whining or annoying.[56] Similarly, the scene with the Stranger in the hotel room was planned very early on in evolution, and also used to review the role player'south decisions on a moral basis, assuasive the player to respond, if they desired, to the allegations.[38] Each episode was developed by pairing a writer and a game designer and then that the plot and gameplay manner for that episode would work in cooperation and avoid having one experience detached from the other, according to Vanaman.[54] As such, certain gameplay ideas were left out of the game; one instance given by Vanaman was a scene where everyone in the survivor group was firing on a wall of zombies, just as this would lead to a discrete success or failure, it did not fit in with the sense of panic they wanted to convey in the scene.[54]
Choice [edit]
A major attribute in the writing The Walking Dead was the concept of expiry, whether for the role player or not-player characters. Telltale itself was formed from many former LucasArts employees, who had previously written games where the player could non die.[57] As such, they introduced situations where Lee would dice if the player did not react fast plenty, although the game would restart just before these events, and situations where not-player characters would dice based on the player's on-the-spot decisions.[57] The concept of requiring the players to respond in a express amount of time came out of the prototype zombie game that Muckenhoupt had made.[46] This timing aspect was designed to maintain the game's pace, and led to the idea of tracking the player's decisions. Telltale's evolution tools and engines had previously included means of tracking players' progress, but the use in The Walking Dead was more than explicit, revealing global statistics.[57]
The ultimate goal of introducing non-game-ending choices into the game was to make the player more than invested in the story and more probable to avert using the rewind feature. Telltale spent a not bad deal of time to assure that no choice would appear to exist punishing to the player, though ultimately "all choices are every bit wrong", according to Whitta.[54] The writers wanted to create choices that would appear to have a significant impact on the story but ultimately would be mostly inconsequential to the larger story.[54] At major determination points, the writers' aim was endeavor to have the audience split up evenly by making the dialog every bit neutral as possible prior to the pick; they considered that a split of 75 to 25 per centum was non ideal.[57] They noted such cases occurred in both the first episode, where the thespian has an option to save Carley (the "hot reporter with a gun") or Doug (the "dorky dude"), with the vast majority of players saving Carley,[39] and in the second episode, where the actor is given the option to cut off Parker's leg before they are attacked past walkers or go out him behind, with nigh players cutting off the leg.[40] Every bit such, in subsequent episodes, they worked to alter dialog to eliminate whatsoever sense of suggestion, leaving the notion of the 'right' selection ambiguous, and totally up to the player themself.[57]
In some cases, the writers had to work around the established characters and chronology from the comic series. In the first episode, for instance, the player is introduced to Hershel Greene, who is established in the comics as a bitter graphic symbol due to witnessing his son Shawn plough into a walker in the early on stages of the outbreak. 1 of the outset decisions the player makes is whether to save Shawn or Duck; nevertheless, either option results in Shawn being bitten, and then as to maintain the comic'southward continuity; merely the manner in which he is bitten is inverse. The major upshot aspect of the choice instead involves how Kenny feels towards Lee.[39] In other cases, Telltale designed scenes and choices knowing how the majority of players would be predisposed to sure characters. One example is the grapheme of Larry, who is introduced in the get-go episode as a hard-nosed jerk. Based on the statistical feedback, Telltale recognized that most players would desire to either carelessness or impale Larry at the first opportunity, and equally such, they created a conversation tree in episode 2 where Lilly goes some way to redeem Larry in the eyes of the player. The idea was that this might influence the role player when they must choose whether to help Kenny kill Larry, who may, or may non, have died from a centre assault and be on the verge of turning. Telltale found that 75% of the players now wanted to save Larry, a issue they had expected.[xl]
The writers likewise used the determination statistics from previous episodes to develop the direction of time to come ones. Gary Whitta, the writer of the fourth episode, specifically reviewed all the statistics from the previous three episodes to decide the general development of the episode'due south story. One example involved the expiry of Duck in the third episode. In that episode, the player must choose to either kill Duck for Kenny, or have Kenny do it himself. In the fourth episode, Whitta wrote a scene where Kenny finds a like-looking male child, who has starved to death in an cranium and come back every bit a walker. Again, the player is faced with the option of whether to kill the male child themselves or have Kenny do information technology. They besides included a third choice, in which the player would simply walk abroad, leaving the boy as a walker trapped in the cranium, but this conclusion would harshly affect the disposition of the others characters towards Lee.[41] By the first human action of episode 5, there were 32 variations due to past player choices that they had to write towards.[38] The number of possible scenarios were considered necessary to brand the game feel "organic" to the private actor, making the player feel like they weaved their ain story inside the game instead of only taking a specific road through the choices.[38]
Art [edit]
Telltale's fine art director, Derek Sakai, led the creation of the characters and their expressions. Sakai was told to not utilize symmetric expressions to help create more than human being-like expressions and aid improve the realism of the game.[54] Sakai drew inspiration from his own daughter to develop the character of Clementine.[56]
Soundtrack [edit]
On September ten, 2019, an official soundtrack album of Jared Emerson-Johnson'southward B.A.F.T.A. Honour nominated[58] score to the game was released for digital download and on streaming services,[59] with a special edition ready of vinyl lps due to release shortly thereafter.[60]
Multi-platform [edit]
The game engine used for The Walking Dead was optimized so equally to facilitate the multi-platform nature of the release, which included PCs, gaming consoles and mobile devices, with the aim of minimizing the work in porting.[61] Nonetheless, the development team withal focused on achieving the best control schemes for each platform; in particular, the touchscreen control scheme on mobile devices was based on feel gained during the development of the Back to the Future game.[61] A major claiming through the development of all five episodes was the salvage game file format, which they continually have to update and gear up across platforms, and in some cases, causing existing salve files to become invalid.[53] Unique fixes practical for earlier episodes on 1 platform would reappear as issues in later on ones.[53] Connors stated that for the adjacent series, they would be "a lot more than diligent" on the save game problems, using data gathered during the first season development and information on how players would approach the game.[53]
In previous serial developed past Telltale for multiple platforms, they had had difficulty in timing releases to attain all players at the same fourth dimension. One aspect of this was due to problems encountered on the Xbox Live Arcade service for the Xbox 360; for small publishers, like Telltale at the time, they had to conform with larger publishers to allocate a slot inside the Arcade'southward release schedule several months in advance, making it difficult to coordinate with releases on other platforms.[57] After the success of the Back to the Future and Jurassic Park games, nevertheless, Telltale were able to officially attain a publisher status on Xbox Live, giving them more than command of the release schedule. Furthermore, they had designed the game such that the second through fifth episodes would be treated as downloadable content, allowing them to bypass slot scheduling and assuring same-24-hour interval release on both PCs and consoles.[57]
Downloadable content and sequels [edit]
The first series proved successful, leading Telltale to begin development of a second episodic season.[62] [63] The first episode of the second season was released in late 2013.[64] [65] [66] According to Connors, Telltale incorporates what players liked best from the previous seasons, while considering how and by what means they will continue the story, and include the possibility of tying in more of the characters from the television prove.[67]
In February 2013, Whitta suggested that there may besides be some fabric released before the 2d flavor to tide players over until then.[68] This was revealed to exist the aforementioned 400 Days downloadable content, revealed at the 2013 Electronic Entertainment Expo following a week of brief Vine video teaser movies posted by Telltale, introducing the five main characters in the added episode.[69] The content uses data from the player'southward saved game from the first season, and decisions made within 400 Days will continue into flavor two. The content was fabricated available on the game's existing platforms between July two and 11, 2013, while a special bundled edition of the PlayStation Vita, including the full The Walking Dead game and 400 Days content, was released on August xx, 2013.[43] [70] [71] [72] [73] [74] A "Game of the Twelvemonth" edition of The Walking Dead, including all 5 episodes and 400 Days, was released for retail for the Microsoft Windows, Xbox 360, and PlayStation iii platforms on November nineteen, 2013.[64]
A three episode mini-series, The Walking Dead: Michonne, based on the character Michonne, was released in Feb 2016.[75] The first episode of third season, The Walking Dead: A New Frontier, was released on December xx, 2016, with physical season pass disc released on February vii, 2017.[76] [77] A 4th and final season, The Walking Dead: The Final Season, has since been released in 2018, and concluded in 2019.[78]
Marketing and release [edit]
The Walking Dead was originally announced as a five-episode series with approximately monthly releases as digital downloads for Microsoft Windows, Os 10, Xbox 360, and PlayStation iii systems. Its release was slated for late 2011, but information technology was ultimately pushed back to April 2012.[79] [fourscore] This date was shortly later on the determination of the final episode of the second season of The Walking Expressionless goggle box show, providing a means for the game to ride the popularity of the testify.[61]
Telltale afterward announced that they would provide a disc-based release of the complete game for these platforms on Dec eleven, 2012, after the release of the fifth episode.[81] [82] Exclusive to GameStop stores in North America is the Collector'due south Edition, which includes new artwork by Charlie Adlard and The Walking Dead: Compendium Ane, a comic book that embody the offset 48 problems of the series by Robert Kirkman.[83] Following the retail release, some Xbox 360 owners without large storage options reported stuttering issues with the disc-based game; Telltale compensated these users with gratis codes to download the total series digitally.[84]
An iOS version of the game was appear in Baronial 2012, with episodes released shortly after their computer/console debut.[85] Later, after the total release of all five episodes to the App Store, Telltale offered the first episode for free, something they had done in the past, as doing so, according to Dan Connors, "opens the funnel and gets it out to more people who can then catechumen into the [full] game".[61]
In March 2013, Telltale announced that The Walking Expressionless will exist ported to the PlayStation Vita, later revealed in June 2013 to be a retail release, including a special Vita parcel parcel that would include the game, the 400 Days episode, and additional content.[71] [86]
In November 2013, Telltale announced that a Game of the Yr edition of The Walking Dead was to be released for PC, Xbox 360 and PlayStation 3 through retail. It will includes the v episodes, the 400 Days DLC episode, the original score and a behind-the-scenes feature. Releases for the PlayStation 4 and Xbox I consoles were appear in May 2014 and released in October subsequently that year.[87] A version for the Nintendo Switch was released on August 28, 2018, which included the 400 Days downloadable content.[88]
A virtual pinball table, developed jointly past Telltale Games and Zen Studios, was released on August 27, 2014[89] as downloadable content for Zen Pinball 2 and Pinball FX ii, too as a separate, paid app on iOS and Android.[90] [91] The pinball adaptation is uniquely designed such that the table is shaped and surrounded by scale representations of set pieces and locales of all five episodes, and exclusively features 3-D, animated models of Lee and Clementine.[92]
Reception [edit]
The Walking Dead has received critical acclaim, with reviewers giving praise for the harsh emotional tone, the characters, story and the resemblance to the original comic volume, although criticizing the graphical glitches. The game received over eighty Game of the Year awards and many other awards.
"Episode 1 – A New Solar day" received positive reviews. Accumulation review websites GameRankings and Metacritic gave the PlayStation 3 version 85.14% and 84/100,[93] [115] the Xbox 360 version 83.87% and 79/100[95] [116] and the PC version 83.38% and 82/100.[94] [117] The game received various accolades including the IGN "Editors' Choice", PC Gamer "Editors' Choice", Xbox Editors' Choice Award, and the PlayStation Gold Accolade.
"Episode ii – Starved for Assistance" received positive reviews. Aggregating review websites GameRankings and Metacritic gave the PC version 86.53% and 84/100,[96] [118] the Xbox 360 version 86.26% and 84/100[97] [119] and the PlayStation three version 85.90% and 84/100.[98] [120] The game won the GameSpy E3 2012 award for "All-time Chance Game".[121]
"Episode 3 – Long Road Alee" received positive reviews. Aggregating review websites GameRankings and Metacritic gave the Xbox 360 version 88.47% and 88/100,[99] [122] the PlayStation 3 version 86.11% and 87/100[100] [123] and the PC version 85.41% and 85/100.[101] [124] IGN'southward Greg Miller gave it a nine out of 10, saying "Information technology's a disturbing, depressing and entertaining entry in a journey that'south been nothing brusk of excellent then far."[125] GameSpot gave the game an 8.v, proverb "The Walking Dead has passed the midway signal of its series of five episodes with every indication that the game will go along getting better right through to its inevitably depressing and unsettling conclusion."[126] MTV besides gave it a positive review, saying "Telltale has created a serial of wrenching, emotional decisions in the middle of a collection of non-also-hard puzzles in a visually-impressive adaptation of the Robert Kirkman comic serial (with some nods to the Tv set bear witness)."[127]
"Episode iv – Effectually Every Corner" received positive reviews. Aggregating review websites GameRankings and Metacritic gave the PC version 84.00% and lxxx/100,[104] [128] the Xbox 360 version 82.fifty% and 82/100[102] [129] and the PlayStation 3 version 78.94% and 81/100.[103] [130]
"Episode 5 – No Time Left" received critical acclaim. Aggregating review websites GameRankings and Metacritic gave the PC version 94.75% and 89/100,[105] [131] the Xbox 360 version 88.15% and 89/100[106] [132] and the PlayStation 3 version 87.75% and 88/100.[107] [133]
400 Days received positive reviews. Aggregating review websites GameRankings and Metacritic gave the PlayStation three version 78.20% and 78/100,[109] [134] the PC version 78.00% and 78/100[110] [135] and the Xbox 360 version 76.88% and eighty/100.[108] [136]
Sales [edit]
The Walking Dead was a financial success, aided by the ease of digital distribution.[137] The showtime episode topped the charts on Xbox Live Arcade for the week of April xxx,[138] and remained at the top for 2 weeks. It likewise topped the sales charts for both PlayStation Network and Steam for a calendar week.[139] The commencement episode sold one million copies in 20 days (non including iOS sales), making it Telltale's fastest selling championship to engagement.[139] With the third episode'due south release, over 3.8 meg episodes were delivered to 1.two 1000000 players.[137] As of January 2013, over 8.5 million episodes have been sold across all platforms, representing almost $forty 1000000 in acquirement.[61] Telltale'south CEO Dan Connors has stated that the iOS version represented about 25% of their overall sales, the "largest upswing" for any platform, with auction peculiarly high in November and December 2012, due in role due to diverse sales on the App Store.[61] Upon announcement of the 400 Days content, Telltale reported that over 17 million episodes accept been purchased across all platforms worldwide,[140] while by October 2013, at the time of the formal announcement of Flavor 2, over 21 million episodes have been sold.[64] As of July 28, 2014, 28 million episodes have been sold.[141]
Accolades [edit]
The Walking Expressionless has been described every bit representing a revitalization of the adventure game genre,[142] which had been in decline since the mid-1990s.[143] Telltale accept been praised for taking their previous experiences in the genre and expanding on them, whilst also incorporating strong writing and vocalisation acting; Gamasutra and Game Developer named the studio one of the tiptop 10 developers in 2012.[144]
The Walking Dead has garnered many other 2012 "Game of the Year" awards, notably from USA Today, Wired, Complex, GamesRadar and Official Xbox Magazine.[145] [146] [147] [148] [149] The Walking Dead was awarded "Game of the Year", "All-time Adapted Video Game", and "Best Downloadable Game" at the 2012 Spike Video Game Awards; Melissa Hutchison's part as Clementine was named as "Best Operation By a Human Female", while Dave Fennoy was nominated for "Best Performance by a Human being Male". Telltale Games was also named every bit "Studio of the Year".[150] The game was awarded "All-time Downloadable Game" and "Best Character Design" for Lee Everett at the 2012 Within Gaming Awards.[151] The Walking Dead was Destructoid's 2012 "Game of the Year" and "All-time Multi-Platform Game".[152] [153] Digital Trends awarded the game with "Best Writing", "All-time Digitally Distributed Game", and "Game of the Year" for 2012.[154] Yahoo! Games' Flan Dering listed The Walking Dead every bit his "Game of the Year" and "All-time Downloadable Game" for 2012.[155] [156] For the 16th Annual D.I.C.E. Awards, The Walking Dead was nominated for eight awards,[157] and won for "Risk Game of the Year", "Downloadable Game of the Year", "Outstanding Accomplishment in Story", and "Outstanding Character Functioning" for the character of Lee Everett.[158] The Walking Dead won the "Best Narrative" honor[159] and received nominations for "Best Downloadable Game" and "Game of the Year" for the 2013 Game Developers Choice Awards.[160] The Walking Dead won the "Story" and "Mobile & Handheld" awards at the 2013 British University Video Games Awards,[65] and was nominated for "All-time Game", "Game Blueprint", and "Original Music" for the 2013 British University Video Games Awards, forth with divide "Functioning" nominations for Fennoy and Hutchinson for their roles as Lee and Clementine, respectively.[161] In March 2013, the game was nominated for and won several Pocket Gamer Awards categories, including iOS Game of the Yr.[162] The Walking Expressionless: 400 Days won Animation, Interactive at the 2013 National University of Video Game Trade Reviewers (NAVGTR) awards.[163]
See also [edit]
- The Testament of Sherlock Holmes
References [edit]
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External links [edit]
- Official website
- The Walking Dead at IMDb
buzacottloself1990.blogspot.com
Source: https://en.wikipedia.org/wiki/The_Walking_Dead_%28video_game%29