![]() Its "mechanics," to the extent that they can be called that, come and go at the design's behest the game generally limits players, functionally, strictly to what they need to do at any given time. Having now experienced The Walking Dead, it would be easy to say that I've simply been playing the wrong adventure titles all of this time, but Telltale Games' extraordinary five-part zombie apocalypse saga is guilty of many of the same things its genre brethren are. That's what most adventure games feel like to me: well-intentioned, but ill-suited to the medium. As it stands, it's an interesting narrative needlessly padded. Remove the needless button prompts and trim all of the filler and you've got yourself a very solid two-hour film. To name a popular example, I actually thought Heavy Rain had a pretty cool story. Telling stories and portraying unique worlds is all good and fine, but the adventure games I've played have all felt like the products of people who would rather be writing books or making movies. Treating interactivity as an obligation defeats the purpose, in my mind. ![]() To say that I dislike point-and-click adventure games is to understate it. This is how you make audiences emotionally exhausted." ![]() This is how you match tragedy with humor, dread with hope, terror with lightheartedness. The Walking Dead: A Telltale Games Series (Xbox 360) review ![]()
0 Comments
Leave a Reply. |