You might recall that with The Walking Dead: Season One [Free], we did something of an unorthodox review due to the episodic nature of the game. There was a basic overview that was appended to with a review of each episode as they released, with the score adjusting appropriately. As it worked pretty well last time, we'll be doing the same thing here. I'll do my best to avoid any serious spoilers for the current season, but I'm going to talk frankly about the first season, so if you haven't finished it yet, consider yourself warned about possible spoilers.

Telltale's been doing their brand of episodic adventures for just about 10 years now, moving from beloved franchise to beloved franchise with varying degrees of success. While The Walking Dead: Season Two [Free] by no means represents the first time Telltale's revisited a property, it certainly represents a difficult challenge in that it directly continues off of the first series and takes all of the choices the player made in that story into account. On top of the technical issues, there's a serious creative challenge in following up a story that met with such wide acclaim, especially given the way it all ended. With the main character meeting his demise along with almost everyone else, the choices are between following an entirely new cast or trying to make a protagonist out of a very unlikely character. Telltale has opted for a heaping helping of the latter with a generous sprinkling of the former.

While in the last game, we played as Lee, an intelligent, strong, adult male, this time, the playable character is Clementine, the young girl who we spent a large part of the last season protecting. Clem is still no more than ten years old, and the way that potentially changes how the player will interact with the world in this season is exciting. For her age, Clementine is certainly quite clever and strong, but the world of The Walking Dead is full of monsters, zombie and otherwise, and there's no question she's more vulnerable and less powerful than Lee was. One of the challenges of this is balancing between giving the player agency in the world without giving Clem influence she shouldn't have from a narrative point of view. This is going to have to be a very different story, and with the setup, it's somewhat hard to see how it will pay off the way the first season did, but we'll have to wait and find out.

In terms of gameplay, very little has changed from the first season. Most of the important interaction comes from dialogue choices, with QTEs and a few simple fetch quests tossed in to break things up. Like in the original, you will sometimes have to make some tough choices, and the game will keep track of how you choose, leading to slightly different situations. I sometimes miss the more difficult puzzles found in Telltale's earlier titles such as Tales of Monkey Island, but their more recent games seem to be going for a different type of genre, so it's probably best not to make direct comparisons. This is less an adventure game and more of a visual novel, albeit one that does a very good job of keeping the player within the lines while simultaneously making them feel like the story is their own. Perhaps things will change up in later episodes, but I don't really think they have to if the main concept is pulled off properly.


From a technical standpoint, well, this is an iOS version of a Telltale game, so things aren't going to be completely airtight. In particular, I should give a clear warning to people on older hardware. If your hardware was not officially supported but could run the first season in some fashion anyway, don't count on the same here. Things went pretty smoothly on my iPhone 5S, but I've seen tons of complaints from people on circa-iPhone 4 tech. Given Telltale's history, don't count on much technical support after the fact, either. One thing that did work quite well is the save game import. As long as you kept the first season on your device, you'll be able to import your final data for that. There aren't many ramifications in the first episode apart from the "Previously" opening, but I'm sure things will come into play in less subtle ways eventually.

From here, I'll write up a bit about each episode as they're released. As with the main review, I'll do my best to avoid spoiling anything current when talking about each one, but there may be spoilers for prior episodes as we go along. Tread at your own risk!

Photo 1-8-2014, 11 59 30

Episode 1 - All That Remains

When we last left the main story, most of the characters were dead, and Clementine had escaped Savannah safely. We saw her sitting in a field, with two silhouettes off in the distance. It was left ambiguous as to whether or not those two people were the friends she was supposed to meet up with, but as soon as Season Two starts, it's confirmed that Clem safely reunited with Omid and Christa. Things actually seem pretty good for the trio, but this is The Walking Dead, so it doesn't take long for things to go to hell, leading to Clem being separated and out on her own in the wilderness. It's not long before she runs into a whole new cast of characters, and as ever, the relationships between everyone aren't idyllic by any means.

This episode is short, much shorter than the first episode of season one, clocking in at about an hour and a half. While we're technically visiting about the same number of areas or more than we did in the first season opener, a lot of those areas feature Clem on her own, squeezing all of the character interaction into a brief segment at the end. By the end of A New Day, I could tell you all about Kenny, Larry, Lilly, Doug, Carley, and their motivations, but at the end of this episode, I can't say I know very much at all about the new characters. It goes without saying you have to make some difficult choices, but you don't get much of a chance to make any emotional connections with the new cast, so some of those choices lack the weight they should carry.

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Someone from Telltale said that they like to avoid right or wrong choices, and that they measure success in how lopsided the player results are for each choice. If that's the case, All That Remains doesn't really meet expectations. Apart from one choice, the players overwhelmingly favor one option in every scenario going by the stats, and it's not hard to see why. The way the game sets up those choices makes it clear which one is the right one. Part of the problem, of course, is that we are playing as Clementine, a character who is well-defined by our experiences in the first game. She's not a blank slate the way Lee was, so Telltale's probably going to have trouble getting people to play her away from her established character.

This episode also struggles with the balance I talked about earlier. Clem is thrust into some unbelievable situations, and I just can't buy into an adult directly and aggressively confronting a ten year-old the way it happens here. It's a very different situation from the first game, where the main character could believably get in anyone's face, or make a genuine life-or-death difference in tense situations. It's not always like this, though. There are some situations that do a good job of showing off Clem's diminished power compared to Lee, even using QTEs to good effect in that regard. It's just inconsistent throughout this episode, and it's something I hope the writers can nail down before too long.

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As an opening episode to a longer story arc, it does do a pretty good job of setting certain things in motion. We're given very little information in this episode, but it's clear business is going to pick up in a hurry, and the final stinger after clearing the episode is guaranteed to have you wishing the next episode was here already. It gives me hope that while Season Two might not turn out to be quite the revelation that Season One was, it will at least deliver another satisfying story for the many people who enjoyed the first game. We'll just have to wait and see where it all goes from here.


Episode 2 - A House Divided

Luckily, we haven't had to wait all that long for the second episode to arrive. Before I start the review on this episode, I'm going to once again remind the reader of how I'm handling spoilers in this review. I won't be spoiling anything major that happened in the present episode, but anything up to this point is fair game, which does include Episode 1 and its teaser for Episode 2. If you haven't finished it yet and don't want to be spoiled, this is your last chance to turn back. You have been warned.

With that out of the way, let's talk about Episode 2 - A House Divided. Last time, we saw Clem through losing one friend and getting separated from another, meeting a new group of people who were altogether less welcoming to her than we're accustomed to, trying to gain their trust, and finally, having to make a life-or-death decision about two of them even though we didn't get to know them very well at all. It was a brief episode, and Clem spent a lot of it by herself, so we didn't get to see a lot of the character interactions that the first season was famous for. On top of that, there was a lot of weirdness with how some characters treated Clem, most notably Rebecca, who came at an 11-year old kid as hard as she would a fully-grown adult. It was a pretty soft start, especially compared to the first episode of the first season. The preview of the next episode showed a lot of promise, though, and as a stinger, promised a shocking return of a character Clem thought was dead.


I'm happy to say that Episode 2 is considerably better than Episode 1. In contrast to the heavy lean on puzzle-solving and action found there, A House Divided is almost entirely dedicated to developing the new batch of people, with a couple of action sequences and virtually no puzzles at all. I'm okay with this imbalance since it makes up for the first episode's opposite direction, and, well, Walking Dead is at its best when it's exploring relationships anyway. That's not to say things don't happen, of course. In many ways, this episode moves the story forward far better than the interesting but ultimately quite meaningless second episode of the first season. Still, even as things are happening, the focus this time is on getting to know people. That goes for both the player and the characters themselves.

There was some concerns from players that the stinger at the end of the preview for this episode wouldn't deliver. After all, Clem's known a lot of people who she believed to be dead, and there was high potential for the identity of the person in question to be either too much of a stretch to explain or just not that exciting. I'm actually satisfied with the choice Telltale made. They kind of gloss over the how, but it looks like the character in question has an interesting new arc ahead of them and isn't just put in for fan service alone. It also creates a very believable sort of conflict for a kid.


In Season One, Lee was often torn between two very ideologically different philosophies for the survival of the group. That kind of situation isn't going to work as well with Clem, because one little kid probably isn't going to directly swing the most important decisions. What does work well with Clem is this struggle she has between her new clique and the other group they encounter that has a familiar face among them. Since she's the only real link between them, both sides understandably look to her for assurance about each other. The most gut-wrenching choice you have to make in this episode doesn't involve life or death, but which table you choose to sit at for dinner. It's a great way to use a player's nostalgia in an interesting way that aligns in a very fitting way to what Clem must be feeling.

Season Two is already shaping up to have a very different feel from the first one. It's without a doubt a more purposeful tale, and one of the clearest signs of that is that we seem to have a persistent antagonist, voiced wonderfully by Michael Madsen. Season One had a very episodic feel to it, with each installment feeling kind of self-contained. The revelation at the end of the final episode with the Stranger was an interesting twist, but on the whole, it was very "villain-of-the-week" type stuff. This time, we finally meet that Carver guy the characters were talking about in Episode 1, and he looks to be heavily intertwined with where things are going.

In keeping with that more purposeful direction, there is no resolution to be found at the end of this episode. It's very much a mere step in a larger narrative. As a result, you might not feel quite as satisfied when the credits roll here as you did after the thrilling rain-soaked climax of Season One's second episode. There's no emotional release, no feeling of victory or inspiration. Things go from bad to worse, and perhaps even more heart-rending is that between past feelings you're carrying forward and the greater story focus on getting to know the new guys, the stakes are increased considerably. As players are used to by now, there are some heavy losses in this episode, but the potential for future tragedy feels so much heavier.

I have to tip my hat to Telltale on this one. A House Divided has steered this ship back on course. I care about the new characters, I'm pleasantly surprised by the purpose and restraint of the returning elements, and Clem's character isn't nearly as jarring here as she was last time. As a stand alone story, it doesn't work as well as Starved For Help's tale of cannibalistic farmers, but the amount they've built on the foundations of All That Remains is very impressive. My only concern now, supported by the preview of the next episode, is that we're not going to be hitting any kind of climax anytime soon, so it's going to be challenging to keep people interested in the meantime.


Episode 3 - In Harm's Way

Once again, I'll start off with the usual spoiler disclaimer. From this section of the review onwards, I will be talking freely about the events of the first two episodes, but I'll avoid spoiling anything specific about this third episode. If you haven't played the first two episodes, you'll want to stop reading here. This is your last warning.

So, previously on Walking Dead Season Two, Clem's new group of friends met up with another group who had a very familiar face among them. Being reunited with a familiar face, and set up in a nice, friendly, safe atmosphere, anyone who knows how this series works knew full well things would quickly go to hell in a handbasket, and they sure did. With almost everyone captured by Carver and his cronies and at least one member of your group dead at his hands, things were looking pretty grim. I worried last time that this third episode was going to be something of a filler episode with no real climax on the horizon. Well, as we all know, if there's one predictable thing about Walking Dead, it's that it's unpredictable. Quite a bit happens very quickly over the course of this episode's hour and a half, though it lacks the emotional ups and downs of A House Divided.


You can expect to do a lot of talking in this episode, and very little else. We're now well into this season and it's clear that Telltale has decided to gut out what little puzzle-solving the first season had in favor of leaning completely on character interactions. There are probably only three or four occasions in this episode where you can even so much as move Clementine around. There's also very little in the way of extra details to examine. In the first season, we got to hear Lee comment on a bunch of unimportant stuff by clicking on it, and it was something that helped you connect with the character. That's missing here.

It's rather fortunate that last episode saw the return of Kenny. Whether you like Kenny or not, he was one of the more developed characters from the first season, and he's a ray of shining light compared to the underdeveloped new crew. There's a fair bit of Kenny in this episode, and in some ways, I feel like he's being used as a crutch to cover the shallow development the others have had. That feels like the true casualty of the shortened length of each episode. Season Two's playtime after three episodes is about where the first season was about one and a half episodes in, and it shows. Resident bad guy Carver gets the lion's share of face time among the newcomers in this episode, and while Walking Dead usually likes to explore the gray areas of morality, you really get a lot of reasons to hate Carver this time around, as if you didn't already have enough.


In Harm's Way unfortunately falls victim to many of my initial worries. Clementine is made to do pretty much everything here, and the contrivance they rely on to explain that away is a bit too blatant. At the same time, I feel like they've done something clever here with Clem's relationship with Sarah. In the first season, the player, as Lee, was made to be responsible for Clem, which helped believably explain some of the strength he found in the face of despair. Similarly, Clem is being made to watch out for Sarah, though admittedly, she's more Duck than Clem in her behavior. I can see what they're going for, and it does help give the illusion of Clem being older and more responsible than you might have previously considered her to be.

After last episode's more divided choices, we're once again back to the big choices having one answer favored by the overwhelming majority. The interesting thing this time is that those popular choices are not what you would expect. They aren't clearly right answers so much as they are answers that feel good or cathartic in some way. There's a ridiculous conversation that takes place between Clem and Carver in this episode, but by the end, I couldn't help but feel like he made some good points in that sit-down. If it's intentional, Telltale is pulling off something very interesting from an interactive fiction point of view. I'll talk more about that in the next episode's review when I can spoil this one without fear.

The big problem I have with the overall story at this point is that there doesn't seem to be any central narrative forming. Things went differently in this episode from what I had expected, and what I thought was going to be the backbone of the story ended up just being another episode. I'm not sure where we're going from here, but it's all starting to get the disjointed whiff of Telltale's Back To The Future [Free] series. I hope I'm just missing something and it all comes together in the last two episodes, because as of now, past the midway point, Walking Dead Season Two is falling far short of the first.

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Episode 4 - Amid The Ruins

Standard disclaimer: from this point on, I'll be freely discussing what happened in the previous three episodes, though I will avoid any specific spoilers about this episode. That's your big old spoiler warning, so if you for some reason are reading this without having finished the first few episodes, this is your last chance to turn back. With that said, let's talk about this episode of The Walking Dead Season Two.

I'll start by saying that Amid The Ruins is simultaneously a decent success and a massive failure. As a standalone episode, it's very exciting and tense in a way this season has lacked for much of its run. Right from the moment it starts, you're thrown into an action-packed sequence that lasts for a few minutes. As we saw at the end of the last episode, the carefully-laid plans of the group went to hell at the last second, and we immediately have to start picking up the pieces. The tempo of the episode is great on the whole, and the choices are as hard as they're going to be when we know they ultimately can't sway much of the overall plot. We get some much-needed development on a couple of the new characters, and most importantly, we get a little bit of development for Clem. She's still everyone's monkey wrench, but she's treated a bit better this time than a tool for the adults. As an individual episode, I enjoyed Amid The Ruins quite a bit, which is why I say it's a success.

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Unfortunately, individual episodes in an overall story have two jobs to pull off, and Season Two has been absolutely terrible about achieving both of those things at once. While the first episode suffered from having no real standalone value in service to setting things up, Amid The Ruins not only fails to help the overall story arc find desperately-needed focus, it actually poisons the few overarching story elements that were working. Choices are more meaningless than ever, with most of them resulting in the same outcome no matter which way you opted to go, even on a micro level. The game can't even keep up the pretense that something different could have happened. If you don't choose the way the plot dictates, the game almost immediately does what it wants anyway. There's one particular conversation right near the end of the episode where the game flat-out ignores what you chose in an earlier, related situation, with only the flimsiest of story justifications for doing so.

It was absolutely vital for Amid The Ruins to set up the season finale in a way that tied some meaningful threads to the previous episodes. Instead, an impressive amount of story pieces are swept off the board, and an out-of-nowhere, absurdly cliche threat pops up at the last minute. It feels like killing off Carver in the last episode was a serious mistake, no matter how good it felt, because now the final threat ends up feeling like it was pulled out of someone's pants. Moreover, we're nearly at the end of the season, and none of the new characters have seen much worthwhile development at all. Not one of the new cast has seen any significant growth, and at this juncture, it seems highly unlikely they'll ever have a chance. As we saw in the last episode, even Kenny has fallen back into his old ways, something that definitely continues in this episode.

I'm not sure how Telltale is going to pull this season out of the nosedive it's in, but they're rapidly running out of time to do so. There are some vague points hanging in the air about depending on other people and having others depend on you, and pragmatism vs. compassion, but they're nowhere near as cohesive as they were when we visited similar points last season. The recurring problem of Clem having a much more passive role in making important decisions isn't helping, either, since it washes her hands of a great deal of the responsibility for the outcome. There are still virtually no puzzles to speak of, or even that many opportunities to move about freely and talk to people. It's almost all dialogue, a particular detriment in Season Two since the choices are transparently unimportant and the story has failed to lift more than a few feet off the ground.

It's also another very short episode, running about an hour and a half from start to finish. It's looking increasingly likely that the entire season's runtime is going to be shorter than the first three episodes of Season One. While I kind of like that I can run through an episode in about the time it takes to watch a movie, it's clear that the story is suffering for it. I'm not sure if it's a case of Telltale stretching themselves too thin or if it was just a bad idea to try to make a direct sequel to what clearly worked well as a standalone story, but whatever the case, I've almost completely lost faith that Season Two can be salvaged. I guess we'll see in the next episode, though.

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Episode 5 - No Going Back

Let's start with the now-standard spoiler warning. I will discuss freely the first four episodes of Season Two in this section, but will attempt to avoid major specific spoilers for this, the fifth and final episode. Stop here if you haven't played the last episode.

As pessimistic as I've been at times during the course of this several-month-long review process, some part of me always hoped and expected that Telltale would pull out a victory in the final episode. After all, even The Walking Dead Season One was not without missteps, with the fourth episode being a big one, but thanks to a fantastic finish, all was forgiven. I'm sad to report that the pessimistic view ended up being the correct one. In many ways, this might be the worst episode of the entire season. It fails both as a self-contained story and as a wrap-up to the overarching plot. Of course, a big part of that is that Season Two never really put together much of an overall story, unless "Clem goes around and does some things and Kenny is a terminal ass" counts. What can you wrap up when you've set up virtually nothing?

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Last episode, quite a few things happened. All the optional characters that you could have saved or let die were shuffled off the mortal coil along with a few others, Kenny became a little bit more unhinged, and we got to know and probably like Jane before she took off. By the close of the episode, only one member of the group we met up with in Episode 1 was still alive, and everyone was caught up in a tense stand-off that was ignited before we faded to black. Things looked pretty bleak for the group. Well, what happens next is pure GI Joe idiocy, and another cliffhanger set-up leading to nothing of value, which might as well be a metaphor for this whole season. This last episode is confined to a few small areas, without a single puzzle to speak of. You get a few chances to walk around for about 30 seconds, but other than that, it's all dialogue choices and a lot of watching. Even the QTEs are reduced to, if I recall correctly, two instances.

So we're leaning on the story here, and that's a big problem, because the story just isn't good. Looking at the whole season, the main story seems to belong to Kenny, but it's essentially the same arc he went through last time, just dragged out and with more importance placed on it. For what it's worth, Clem finally has the ultimate agency in the story, and there are multiple endings that are very different depending on what you do in those closing moments. Unfortunately, up to that point, Clem is pretty much dragged along, sometimes literally, and it's made clear to you, the player, that you have no actual choices to make. Maybe that's the point? That Clementine finally becomes her own agent rather than being someone else's suitcase? If so, perhaps there was a meta-commentary going on in how transparently meaningless every decision you made in this season was until the very end. Or maybe I'm just trying to find ways to explain to myself how the developers who produced the thoughtful and emotional first season of Walking Dead also made this mess.

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Characters have been shuffled in and out this whole season without getting any real development. They enter, state their type or trope, and then do nothing until it's time to die. It can be said for all characters, but I feel that Sarah most exemplifies this. My prediction at the beginning of the season was that Sarah was going to be under Clem's wing, the Clementine to her Lee. It felt like they were going to make her development, and thus Clem's actualization as a protector rather than a victim, the pillar of the story. That probably should have happened last episode. Unfortunately, Sarah is sent off to her unavoidable death, no more developed in character than she was when we met her. Even the likable members of the cast like Luke end up in more or less the same place as they started. As for Clementine, she grows up off-screen after getting separated from Christa at the beginning of Episode 1, and that's the extent of her arc. It speaks loud volumes that the best part of this episode was the brief reappearance of a character from Season One. It was also a firm reminder of what an incredible step down this season is.

The ending and climax are so poorly handled here that you'd almost expect a trailer for the next episode after the credits roll. After finishing Season One's final episode, I legitimately needed an hour or two to decompress because of how strongly it affected me. This time, all I can say is that I'm glad it's over and that I don't feel like this was a very good idea, creatively speaking. I feel neither richer nor poorer for having played this. Nothing worth experiencing happened, no new character insights, just a few months in the life of Clementine post-Lee. Fan fiction would have served me equally well. With the story and characters being all this season even attempted to offer, I'm a bit puzzled as to why both weren't planned out better. Don't even get me started on what the supposedly critical bridge 400 Days amounted to in the long run.

In the end, if what you want out of The Wallking Dead Season Two are more slices of life in that world, you'll probably come away satisfied enough. The moment-to-moment dialogue is fine, the production quality is excellent, there are plenty of tense moments and a few hard choices spread across the season. If that's all you were looking for, well, you'll find it here. I was looking for more, based on Telltale's track record in general and with this setting in particular. This is basically an A student turning in a C paper on their best subject. It's okay, but it ought to have been so much more. I guess we'll see what happens in the inevitable Season Three.

TouchArcade Rating

  • MiloTheBadKitty

    You know, I came here thinking, "3 and a half stars, seriously?" But frankly, you make some very valid points...

    Being such a die-hard fan of the first season, it's a knee jerk reaction to wanna defend the series. But I agree, this episode was a bit of a let down. There just wasn't the same wow factor that the first season kicked off with.

    Possible spoiler: I'm really hoping those characters from 400 days come into play soon.

    • Firedog5698

      Yeah unlike ign they gave the same score (3 stars = 6) they didn't give good examples or neither good reasons

    • srimasis rout

      I think season 2 didnt had the same music effects as of the first season and there was no character build up, just meeting new guys who are reluctant to say their stories. And in season one, there was hope, but in season 2 we already knew their is no way these days will be over.. they should had have added some twist and turns in the story. *Spoilers ahead (And I really liked how the dog turned against clem and in the end how kenny turned into a violent man. Except for these moments, the game was not as great as the first season...)

  • Himmat Singh

    Yeah well S2 was always never gonna live up what with playing a tween girl as your character. As a result, among other things we see much less casual profanity.

    • dariusjr98

      Wow, how sexist..,

      • Himmat Singh

        How's that sexist? If anything, I'm discriminating against the age, not gender.

      • dariusjr98

        Well, you're doing a bit of both. I mean, if you didn't mean anything by it, never mind it then.

      • OrangeJews

        Stating that little girls swear less than grown men? That's so sexist.

      • dariusjr98

        You obviously don't know what I was referring to. Drop it.

      • Jake7905

        That's not sexist at all. Casting a child as a main character in any work of fiction is a limiting move; it limits the character's emotional depth and maturity, as well as his/her behavior and choices. While a child's perspective can be interesting, and is certainly valid, it does result in a less engrossing story from an adult perspective. Just imagine if the Walking Dead TV series killed off Rick after season 1 and made Carl the main character. If that happened, the name of the show would refer to the show's ratings rather then premise. It would be that boring, even with zombies.

    • nini

      Missing out without casual swearing yknow, all games could do with a little of it.

      Imagine if you will yourself playing a light and breezy game of Threes and the 192 tile just says "fuckin' A!", you wouldn't smirk at this? Of course you'd smirk, you're not entirely heartless and a numbered card told you "fucking A!" for a real crafty move. You'd be happy for the rest of the day had you not been driven cynical by too many unwarranted bullshit three and a half star reviews for games you swear are worth five stars.

      • saucybag

        This! I want this so bad! I let a a hearty chuckle purely at the thought

  • wim

    Kenny is alive!!!!!!!!

    • armilla

      Seriously with the spoiler.

  • UnSurreal

    Can you invert the y axis? That's the reason I still haven't bought any of their games yet.

    • Louis Ace

      You'll barely even use a Y-Axis. Buy season one!

    • marcanthony0313

      If that's a reason you need to rethink things.... Not to mention inverted Y axis sucks. But no, there's rarely a need for y axis

  • rewind

    Seriously, the first episode is $5 and then the rest are an additional $14. The game description doesn't really make this clear, and anyway, that's insane. I feel like I'm walking dead into a trap.

    • dariusjr98

      Okay, first off, that was the worst pun I've ever read.

      Secondly, I'm pretty sure Telltale wouldn't make each episode $14 without a good reason. They will obviously have the content to back it up. And if there are five episodes like the first season, then the price will still be about the same as a retail game.

      So, stop whining 🙂

      • marc0313

        It's 14$ for the rest of the four episodes, not each one, dude.

      • dariusjr98

        All the more reason he should stop whining. That's an EXCELLENT deal!

  • aleXXXps

    Can I install this, play it, and delete it without losing my save and then install the other episodes as they come out? Or do I need to keep every single episode installed on my iPad to keep it?

    • Shaun James Musgrave

      There's no iCloud support, so you have to keep the App on your device if you want to keep your saves. New episodes are delivered as DLC to the main App, though, so you don't have to keep five different Apps going just to play it.

    • Nekku

      You can delete each episode after you beat them, your savegame will still be persistent. So no, you don't have to keep all episodes on your device to keep the save file.

  • ThePersonDerp

    When will the second episode come out? I've beaten the first, and can't wait for more.

    Also, the ipod 5 runs great sometimes, such as in the house it's fine , but in the forest it gets a bit choppy.

  • ThePersonDerp

    The ipod. 5 runs well in some area, like the house, but in the forest it gets a bit choppy .

    Anyone know when the second episode comes

  • hippiesrlame

    The forest area runs choppy on my ipad air too.

  • Derprozess

    IMHO this game is more and more like TWAU. The changes you make are as little as choose the dialog line, touch the WD to kill him and so on.
    The thing is you don't have to think too much in the second season. I liked in the first one when i chose someone to live and with that to change the story too, or when i had to combine a lot of things to escape from the bar or from those cannibals house. Not the case in this season so far.

  • Darkenroll

    I have to agree with most of this review. I found the second episode much more satisfying than the first in season two. I still feel sort of a disconnect with clementine. I felt that Lee generally steered in the direction I wanted him too but Clem handles a bit more unpredictably.

    • Darkenroll

      Just played episode 3 and again I'm sometimes feeling a disconnect in some of the choices with what the character does. For example, during a major point in the episode I chose to try and stop a character from doing something, but the choice instead ended up being direct consent and approval of the act I had been trying to prevent. The first season was better at steering the conversation to avoid these weird behavior swings. The game is great, but it lacks some of the attention to detail that made the first season run smoothly.

  • DestroyerX

    It is pretty cool that I can run it even on an iPhone4 but I play it on my iPad Air. : - ]

  • bigjack66

    Did anybody else have trouble picking Nick at the end of season one? No matter what I tried the second zombie got me even anticipating the swipe move didn't help, in the end I had to pick Pete cause I had no other choice. Playing on ipod 5 with latest update.

  • Dueler

    Haven't even started season 2 because I expected the reaction your having to it.

  • Tommmy

    Making her a playable character was a great idea and episode 1 proved it. Unfortunately episode 2 and 3 don't keep up the pace. Especially the 3rd one. What is more, Telltale grabbed a bunch of other IPs and now the period between each episode is 2 months, which is really unacceptable.

    • Jake7905

      Actually, the rest of the episodes proved that the approach taken in Episode 1 was a mistake.

      • Tommmy

        Actually it didn't prove it at all. But it proved that Telltale decided to ditch the series.

      • Jake7905

        How did they "ditch" the series? They released all promised episodes, with the usual Telltale polish. Unfortunately, season 2 suffered from a lack of interesting characters. It's not like Telltale put out a bad game. Just a dull story.

      • Adi Oliver

        There was nothing wrong with the characters but they weren't used well, and neither were their situations. The ground work was there but went in bad directions.

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  • melocoman

    Are you serious

  • Jake7905

    A character of any race or sex is a valid replacement for the "white male" character, but there is a big difference between casting an adult as your protagonist and casting a child.

  • Blodia

    Jesus, people really love bludgeoning others with their trumped-up sense of offendedness these days. I can probably guess who you voted for in '08 and '12. Lighten up and grow a sense of humor, Rocky Dennis.

    • Adi Oliver

      There was nothing humorous about the original comment.

  • De Sporty

    I'm glad TA is critical of this. I'd personally have rated this 3.5/5. A step down from 4/5 for Season 1.

    Quickly comparing Season 2 to 1:

    - Brisker action, less dull moments. Season 1 had some pretty dull moments.

    - Shorter episodes. On average, I completed each episode in like 80 minutes. Season 1 episodes took easily 120 to 150 mins each.
    - Less connection with the characters. Characters didn't feel as developed as Season 1.
    - Longer wait times for the episodes.

    Overall, it is kinda "more of the same". Where Season 1 was something completely new to the gaming community in terms of how it was done, Season 2 is not like that. I just feel that TTG did not put as much effort into S2 as they did in S1. It shows in their work.

    Personally grates me that they were simultaneously working on three other projects while developing TWD S2.

    Also, I might probably have had "enough" of their style, so I doubt I will be getting their upcoming games at launch. Probably later on with a huge discount.

  • Parkingtigers

    Shaun Musgrave is a legitimately excellent game reviewer. Just read this series of reviews, and the analysis and dissection of both story and mechanics is spot on. Despite some enjoyable individual moments, this season two was a failure on many levels. I don't need to rehash my complaints, because Shaun already nailed it in this article.

    Excellent job Shaun. You are the best thing on TA. Seriously.

  • Wayne Browne

    The emotional impact of the season finale really depends on which fate you chose for Clem. I tried five different endings (I had to know what the alternatives looked like!) and found the ending where she shoots Kenny but ends up leaving behind Jane and going it alone with AJ to be the ending with the greatest emotional weight. I genuinely teared up on this one. The irony of her beginning this episode alone and ending it virtually alone: powerful stuff.

  • Croop

    There was one excellently written ending (Kenny ending) and one poorly written ending (Jane ending) it's funny, because whenever someone says the ending was "Bad" it's obvious that they simply didn't know there was more than one ending. If the Kenny ending wasn't good enough, the series is genuinely doomed for some.

  • JP Falcon

    As much as I would like to elaborate on my thought, I do not want to be accused of spoiling the end of Season 2. I will only comment that based on the three possibilities that can end Season 2, they have telegraphed how the prologue to Season 3 Episode 1 will play out.....

  • dibdib

    I liked it more than the reviewer, but it is a shame that 400 Days didn't culminate into anything more. As for Season 2, it feels like they came up with an ending first--one they thought would deliver the most devastating impact, and then spread out the five chapters mostly to fill out the story that serves to lead up to it. The problem is working backwards makes it feel forced, carried along and on-the-rails because they _really_ want to put you in that place to make that choice.

    Personally, I think a chapter six is warranted to clean it up. I think they could still salvage the story with one more shot to bring some meaning to Clementine's story. Assuming this is the last we see from her, the character certainly deserves it. And largely because the ending just didn't feel like an ending. It's significant only in that it lets you clarify personally if after everything she's gone through, does she retain that humanity that Lee fostered? Otherwise it came across as another lead-in for the next portion.

  • Biowhere

    What a great summary of the failure of season 2 of TWD. I experienced the same empty feeling after completing episode 5.
    From the point when Bonnie and Mike decide to leave with Avro (and steal all the food and truck no less!) the story completely collapsed in on itself becoming so unbelievable and nonsensical it beggared belief.
    -Bonnie and Mike repeatedly asked me to help calm Kenny and expressed their thanks. Clementine expressed how Kenny had changed and perhaps he was a lost cause.
    -Bonnie was mad I didn't help Luke even though I fell through the ice trying to save him and almost died.
    -I jumped between Kenny and Avro and ended up being punched in the face trying to help.
    -I let Avro keep the drugs for his sister.
    -24 to 36 hours after being ambushed by Avro's group and almost murdered Mike and Bonnie are cool letting Avro have a rifle then keep pointing it at Clementine even though she has done nothing threatening... Let's not even get into why they would take Avro's side over Clem and want to leave her and the baby to starve.
    -Jane decides to prove to Clem how crazy Kenny is by hiding the baby in a freezing vehicle... Right after a car accident! when everyone is out of food, freezing to death in a storm and fleeing from zombies. Perfect timing! Who are you trying to prove is crazy again?
    -even if you knew what she had done you still had to play along and ask Jane confused questions like 'what have you done?'
    -instead of having Jane tell Clem to climb over her in the truck Jane instead decides to teach Clementine to drive in icy roads in a truck that's almost out of gas with zombies approaching...

    I could probably come up with a dozen additional moments in the season that allowed for sets of actions to be chosen that made their outcome come across as unbelievable.

  • josiath21

    The reviewer did a good valid job with his work and made good points. While I don't think some comparisons with season one are unfair, I feel like the reviewer wanted season two to be another season one, wanted it to operate the same even though he acknowledged at the get go that things can't possibly operate the same with a 11 year old protagonist as opposed to a grown strong man. Of course a child has less agency in the world than a grown man, especially in relation to dealing with adults. There definitely are weaknesses, like clementine being somehow made to do everything under the sun or an 11 year old girl being suspected of conspiracy and subterfuge in episode one. This season had nearly everything I wanted. Worth my time and money. I agree, not as well executed as season one. But I wish the reviewer had spent more time talking about season 2 rather than relating everything back to season 1. He already reviewed season one and did a good job. Of course it matters being part of the same series, but season one was Lee's story; season two is about Clem. (I waited to read his review until after playing it because I skimmed some of it as it was releasing and got a negative vibe. So I waited till I could play the whole thing before reading the review.)

    • Adi Oliver

      Season 1 was sappy enough, but season 2 was made to be even more maudlin and depressing. There should have been a better emphasis on characters trying to rebuild society, instead of arguing and shuffling around in the woods in small groups.

Walking Dead: The Game - Season 2 Reviewed by Shaun Musgrave on . Rating: 3