Need to get a generator running? Ask around and see if anyone knows where you can find some tools. While you’ll still find yourself doing that from time to time in The Walking Dead, it makes sense in the context of the situation. A major flaw with Telltale’s previous outing, based on the Back To The Future franchise, was that it tried too hard to be a point and click adventure, often deviating from the plot by forcing you to collect a multitude of inanimate objects to ‘combine’ with the characters. You control Lee with the left analogue stick and use the right to select what you want to interact with. Often following a difficult decision or an intense bit of button mashing, these sections offer a much-needed breather and a chance to gauge the other survivor’s feelings. When you’re not thrust into linear dialogue-em-ups, you’ll be wandering around a closed environment collecting the required items or talking to the people needed to progress the plot. When events occur that risk jeopardising her, you feel just as incensed as Lee does. As time passes you become ferociously attached to her, dedicating yourself to keeping her out of harm's way. Children are hardly the medium’s strong point, but Telltale has hit it out of the park. All of the characters are very believable, and a large part of this is the excellence with which the character of Clementine is developed. The situations Lee found himself in and the relationships he had with the people around him were because of our choices. The more we played, the less we found ourselves role-playing as Lee, because we became him. It’s a little touch, but it really does drive home the fact that the decisions you’re making are changing the game world and may come back to haunt you later on. Whenever you side with somebody during an argument, or choose to be gentle when having a heart to heart with Clementine, a box will appear in the corner of the screen, explaining the impact of your decisions. While you may not have chosen his name, hairstyle, and background, what you choose during a conversation will hold consequences for Lee and Clem, either helping you to cement a solid ally, or in some cases, decide whether they live or die. This is not only evidence of the fantastic writing, but it also highlights Telltale’s wish to make you ‘connect’ with Lee. Instead, they’re always specific to the situation at hand. The choices don’t subscribe to typical RPG dialogue options, where morality is often binary. These responses are timed, with a bar rapidly depleting as you consider your decision. When talking with survivors you’re presented with four responses all mapped to the face buttons. The Walking Dead: A Telltale Games Series is all about the relationships Lee has with the survivors he meets on his journey, and Telltale’s take on the classic dialogue tree echoes this sentiment. In a world gone mad, it soon becomes clear that Clem is your number one concern, as you endeavour to reunite her with her parents. It’s through Lee that you experience the harsh horrors of this new and unrecognisable world, and it’s not long before he, and by extension you, becomes responsible for Clementine, a little girl whose parents are out of town. As such, he's on his way to prison when civilisation collapses around him. Lee Everett’s failed the one golden rule of murdering folk: don’t get caught.
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