The Walking Dead (game), episode 5
Mar. 14th, 2013 03:20 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
I finished The Walking Dead last night. I *meant* to only play for an hour, but found myself quite unable to stop playing when my timer went off. Luckily, the final episode was a bit on the short side, so I only stayed up late by about another half hour.
I had an idea of where I thought the game would go. I wasn't completely wrong, but the writers turned out to be much cleverer than I had given them credit for. The ending was brilliant, shocking, and simultaneously life-affirming and tragic. They paid off a lot more of the long-term consequences of player choice than I thought they would, and they *nailed* their themes perfectly. I cried. Admittedly, I'm a well-known sentimental softy, but still: actual tears.
A few final observations:
This game should forever put to rest the notion that "moral choice" systems in games should be tied to gameplay rewards. They are *so* much more rewarding taken on their own terms, without game-mechanical rewards like gear that is only usable if you are sufficiently "good" or "evil".
This game has earned a really high mark of respect that I don't recall encountering before. *No one* wants this experience spoiled. I am immersed in videogame culture both on-line and physically at work, and even though lots of people discuss this game, they are always very... elliptical, as if the specific details are actually sacred.
I had an idea of where I thought the game would go. I wasn't completely wrong, but the writers turned out to be much cleverer than I had given them credit for. The ending was brilliant, shocking, and simultaneously life-affirming and tragic. They paid off a lot more of the long-term consequences of player choice than I thought they would, and they *nailed* their themes perfectly. I cried. Admittedly, I'm a well-known sentimental softy, but still: actual tears.
A few final observations:
This game should forever put to rest the notion that "moral choice" systems in games should be tied to gameplay rewards. They are *so* much more rewarding taken on their own terms, without game-mechanical rewards like gear that is only usable if you are sufficiently "good" or "evil".
This game has earned a really high mark of respect that I don't recall encountering before. *No one* wants this experience spoiled. I am immersed in videogame culture both on-line and physically at work, and even though lots of people discuss this game, they are always very... elliptical, as if the specific details are actually sacred.