Gameplay
Couldn't find a thread like that so here it comes:
I am wondering what people think of the actual gameplay. I am kinda new to this type of game and while I love the decisions you make I find the puzzle solving somewhat lame (find the right order to get to the girl in the motel, find the key to the pharmacy). I personally could do without these bits as they tend to drag things and have no real purpose other than to consume time.
There also seem to be parts when you have no objectives at all but still have to talk to everyone to progress the storyline and hit a trigger. So you wander around aimlessly until you talk to the right person. That seems weird.
And finally there is stuff to checkout that has no purpose at all. When you are in the farm you get the option to check out the picket fence, the electric fence and the lamp on the fence and so on. And when you go there Lee says something lame and redundant.
I realise the idea is to misguide people a little and to make them explore, but really, if I want to solve puzzles, I play Portal.
What about you?
I am wondering what people think of the actual gameplay. I am kinda new to this type of game and while I love the decisions you make I find the puzzle solving somewhat lame (find the right order to get to the girl in the motel, find the key to the pharmacy). I personally could do without these bits as they tend to drag things and have no real purpose other than to consume time.
There also seem to be parts when you have no objectives at all but still have to talk to everyone to progress the storyline and hit a trigger. So you wander around aimlessly until you talk to the right person. That seems weird.
And finally there is stuff to checkout that has no purpose at all. When you are in the farm you get the option to check out the picket fence, the electric fence and the lamp on the fence and so on. And when you go there Lee says something lame and redundant.
I realise the idea is to misguide people a little and to make them explore, but really, if I want to solve puzzles, I play Portal.
What about you?
This discussion has been closed.
Comments
I know parts of the interactions seem lame but some of them help with the story line and add detail to it but not much.
There's other really good adventure games out there. It might be hard to get some of them without resorting to the easy solution of piracy, but lots of them have a good balance of gameplay, story, and humor.
but no as i said before people expect a zombie game to be a shooter..
damn you call of duty damn you to hell...
"Right finger R3!"
"Come on, there is no R3 button!"
r3 = click right analogue stick ??
The controls are pretty similar to an FPS (wasd + surrounding keys + mouse), which seems a little abundant for a point and click adventure.
I'd like to see them focus more on story than on puzzles and quicktime.
Let's not forget the franchise we're dealing with here. Of course Telltale could make "better puzzles", but to make them fit into the Walking Dead world as well, that is the greater art that just might not be achievable here. Lee is not a mechanic, he's not MacGyver. He's a history professor! It is completely obvious to me that the "lack" of puzzles is a conscious design decision and has nothing to do with resources.
I heartily agree with the action perspective though. QTEs have never given me anything worthwhile. This is a better direction than in Jurassic Park, mind you, as a click of the mouse often directly corresponds with Lee's strike, and I appreciate that; but I still think that the direct control mechanics of the action adventure would be so much better applied here, even though the cinematic camera would have less place if that was the approach.
Telltale's achievements in the dialog area, however, are not to be underestimated. The way the conversations flow in TWD are sincerely fascinating to me (as a linguist ). Cutscenes can run for quite some length without an interactive dialog choice, but still feel satisfying. Just like in real life, the player's feeling of participation in this social activity hinges on the principles of turn-taking, the right word at the right time, the knowledge that people with their own brain can not be controlled by the application of one simple remark. Sometimes just wondering how or whether you've influenced a certain conversation during a cutscene makes the game experience worthwhile. I wouldn't say these things about any other game so close to the "interactive movie" - I find this quite unique.
And here I thought no one would call me on it.
lol i'm a smart ass (possibly misinformed)
or very special
you choose muhaha
all the controls are printed on one screen. simple, yet dynamic as can be.
as it should be, especially in the case of the zombie apocalypse.
my favorite part so far is where lee and co. go to save glen from where hes holed up.
you have to use stealth, & your brain. i like that alot. a game that actually makes you think for a change, in which the story completely changes depending on what you do.
turn on the subtitles, & turn off the in game help for an even more rewarding experience.
its genius.
I here you man, just picked up this game for $10 at my local Game Stop and I have to say some of the action need you for push like 5 buttons at once. However it is a really fun game but I am sad at the beginning I am not going to ruin it for anyone else that didn't play it yet.
all the instructions fit on one page of text. very easy to pick up & play. even without knowledge of the comic books. there are times when there are QTE-like button mashing sequences.
however, you dont play this for the button mashing, or combos, etc. you play it for the story, & conversations, which dynamically change, depending on how your character responds.
try the demo if you really want to know more. its definitely different. i wanna say like dragon's lair, shadowogate, or resident evil, minus the combat or inventory screens.