The Walking Dead: The Final Season Episode One review: It’s going to end in tragedy - jonessuccart
I still remember didactics Clementine to shoot in the original season of Telltale's The Walking Dead. It was, what, six years ago now? "You need to know how to protect yourself," I said, and two-handed a gun to a eight-year-familiar, praying she wouldn't postulate to expend it—but knowing, inside, that she would. A couple of moments have stuck with me like that one.
Now, as The Walking Unprofitable's appellative "Final Season" unfolds ($20 on Humble), we see how those decisions echo into the future. When the tyke who ne'er had a proper puerility passes on her warped worldview to the next generation, what happens? The answer is predictably depressing.
Editor's note: This review only covers the first episode of The Walking Absolutely: The Final Season. We're reserving a brush up score until the complete series is released.
IT takes a hamlet
We've jumped forward a bit. Spoilers for The Close Inelastic's one-third harden, A New Frontier, follow—simply I assume you already knew that. In any type, when we last-place saw Clementine she'd learned that AJ, the child she'd had taken from her early in A New Frontier, was still liveborn. She set off to happen him and…that was it.
I guess she found him, because The Final Season opens with Clementine and AJ together. They're experienced now, and I'd jeopardize leastways two years has gone by. Clementine tree's in her mid-to-deep teens at this betoken, and AJ is maybe four or five years old.
Helium's a character, in other words—not just a MacGuffin, equal the last ii seasons. And that's complicated, because as the game is spry to inform you, "AJ is always hearing" now. Just arsenic Clementine once took advice from Lee, AJ turns to Clementine for advice. She's his mentor, teaching him how to pull round, how to shoot a grease-gun, how to scavenge for food or hide from zombies.
It's alike a warped mirror of the opening season, in umpteen shipway, exclude where Leeward and his group had to strike terms with the post-apocalypse, Clementine grew prepared in it. Where Lee tempered his advice with the expectations of the region, Clementine doesn't cause that context.
And we see how IT's mannered AJ. At that place's a particularly touching moment early in Episode Unmatched where we construe with AJ simultaneously captivated and terrified by, of all things, a pianoforte. Why? Because he's ne'er heard euphony before. "Information technology's deafening," he says. "Loud is bad."
Information technology's heartbreaking. He's decently, in a world where every make noise potty squall down death upon you, playing piano is a severe sumptuousness. And yet it raises the question: If humanity is forced to lay off so often in the name of survival, if music and artistry and even conversation are on the hook, is it really worth aliveness? The Walking Brain dead has struggled with these questions in wholly its different forms, comic and TV show and video recording brave, but seldom has it found such an elegant manner to bring on these ideas.
Clementine and AJ finally get some board to breathe though. Peradventur they've been on tour only the last two years—it's not clear—only The Final Mollify promptly throws you into a group situation, because as habitual people agitate conflict.
This time you find Neverland, of sorts. Clementine and AJ are brought to a boarding train where all the adults have fled, leaving a soft and self-sufficing band of children behind. Marlon is the leader, a son around Clementine tree's age, buckling under the stress of trying to feed and protect 30-unexhausted others. But otherwise the tapering food supplies, it seems peaceful. Safe, even.
Of row, The Walking Drained is rarely that hastate and safety is unremarkably an illusion. That's true here, and this Lord of the Flies spot falls apart atomic number 3 the chapter progresses.
Most of the first episode is quiet though, with Clementine and AJ trying to adapt to (relative) civilization over again, perhaps make some friends. It's hard to know what experiences they've had in the two years since A Newfound Frontier, but you get the feeling it hasn't up to their necks many kids their age. Clementine is skeptical, as always. AJ is, if anything, even worse. He's mean, he's selfish, and he's skittish. Concealed upward behind him is liable to gravel you punched or bitten.
The question becomes whether you lean into that behavior or not. There's a reason he's like this, right? It keeps him unadventurous. AJ never hesitates, ne'er takes unnecessary risks. He's a reflection of every skill Clementine's learned over the geezerhood, honed to a sharp edge. And because of that conditioning, he's survived.
Civilization demands duller edges though. When AJ bites the person who sneaks up on him, do you chastise him for breaking the social contract? What if doing so results in his death later on?
It's complicated, and much a soft gut-wrenching. As was common, The Walking Dead is at its outdo when you'Ra given two terrible options and forced to choose. The Final Season is relentless in this respect, ensuring that no matter what you teach AJ bequeath come plump for to resort you somehow.
Oft information technology's in ways you don't expect though, and I retrieve that's my favorite character of The Last Season thus far. Information technology's subtler than The Walking Nonextant's late seasons, at to the lowest degree when it comes to player feedback. The choices you're making aren't always called out as important, and information technology's only when they resurface ulterior you realize you had an impact. I've spent more time questioning "Could I have changed how this went?" in The Final Season than I have for any Blabbermout game in a long patc.
It also helps that the action flows better this time. As far as I know, The Final Season is soundless built on Telltale's same old railway locomotive. Some major back-end upgrades take in been done though, and conversations no more stutter after every line like an old FMV game nerve-wracking to load up the proper video clip. It's circular-knit, and that helps mask whether you've just made a game-altering choice Oregon merely picked one of many similar dialogue options with the one outcome.
Bottom line
I'm excited to see how it plays away, and to rent up Clementine tree's story again. I didn't hate A New Frontier per se, merely it was jarring to watch Clementine act in ways that "my" Clementine never would. The Final Season ($20 on Humble) is smart to pivot back to its strongest character, and AJ as an added rumple is already paying dividends. Seriously, he's a terror even this early in the season.
Arsenic always, IT's a bit hard to recommend an episodic release off the strengths of the first episode. I have high hopes though. The Final Harden managed to surprisal me dual times already, and if anyone deserves a satisfying last it's Clementine tree. Hexa years of build-up desperately need both kind of catharsis, straight-grained if IT's a tearjerker.
Source: https://www.pcworld.com/article/402414/the-walking-dead-the-final-season-episode-one-review.html
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