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The Walking Dead Game Fan Art Lee X Carly

Episodic hazard video game

2012 video game

The Walking Dead
The Walking Dead, Season One cover.jpeg
Developer(southward) Telltale Games
Publisher(southward) Telltale Games
Managing director(s) Sean Vanaman
Jake Rodkin
Dennis Lenart
Eric Parsons
Nick Herman
Sean Ainsworth
Designer(s) Sean Vanaman
Jake Rodkin
Mark Darin
Harrison G. Pinkish
Andrew Langley
Sean Ainsworth
Developer(s) Carl Muckenhoupt
Randy Tudor
Keenan Patterson
Artist(due south) Derek Sakai
Writer(s) Sean Vanaman[2]
Mark Darin[3]
Gary Whitta[4]
Composer(s) Jared Emerson-Johnson
Serial The Walking Dead
Engine Telltale Tool
Platform(due south) Android
iOS
Kindle Burn HDX
OS Ten
Linux
Microsoft Windows
Nintendo Switch
Ouya
PlayStation iii
PlayStation 4
PlayStation Vita
Xbox 360
Xbox One
Release

Episode 1

  • Microsoft Windows, Mac OS 10
    • WW: Apr 24, 2012
    PlayStation 3
    • NA: Apr 24, 2012
    • EU: April 25, 2012
    Xbox 360
    • WW: April 27, 2012
    iOS
    • WW: July 26, 2012
    Kindle Fire HDX
    • WW: Dec 19, 2013

Episode 2

  • Xbox 360
    • WW: June 27, 2012
    Microsoft Windows, Mac OS 10
    • WW: June 29, 2012[1]
    PlayStation three
    • NA: June 29, 2012
    • Eu: July 6, 2012
    iOS
    • WW: August 29, 2012
    Kindle Fire HDX
    • WW: December 19, 2013

Episode 3

  • PlayStation 3
    • WW: August 28, 2012
    Microsoft Windows, Mac Os X, Xbox 360
    • WW: Baronial 29, 2012
    iOS
    • WW: October 28, 2012
    Kindle Burn down HDX
    • WW: December 19, 2013

Episode iv

  • PlayStation 3
    • WW: October 9, 2012
    Microsoft Windows, Mac OS X, Xbox 360
    • WW: October x, 2012
    iOS
    • WW: Nov 8, 2012
    Kindle Burn down HDX
    • WW: December xix, 2013

Episode v

  • PlayStation 3
    • WW: November 20, 2012
    Microsoft Windows, Mac Os X, Xbox 360
    • WW: November 21, 2012
    iOS
    • WW: November 20, 2012
    Kindle Burn down HDX
    • WW: December 19, 2013

Retail version

  • Mac OS X, Microsoft Windows, PlayStation 3 & Xbox 360
    • NA: Dec 11, 2012
    • AU: May 9, 2013
    • EU: May ten, 2013
    PlayStation Vita
    • WW: Baronial 22, 2013
    PlayStation 4, Xbox Ane
    • NA: October 14, 2014
    • Eu: October 31, 2014
    Switch
    • WW: August 28, 2018
Genre(s)
  • Graphic take a chance
  • Interactive drama
Way(southward) Unmarried-role player

The Walking Expressionless (also known as The Walking Dead: The Game [v] and The Walking Dead: Season Ane [vi]) is an episodic risk video game developed and published by Telltale Games. It is the start game in the series, which consists of 4 seasons and a spin-off game based on Michonne. Based on The Walking Dead comic book series, the game consists of v episodes, released between April and November 2012. It is available for Android, iOS, Kindle Fire HDX, Microsoft Windows, Mac OS X, Linux, Ouya, PlayStation 3, PlayStation Vita, Xbox 360, PlayStation four, Xbox Ane, and Nintendo Switch. The game is the first of The Walking Expressionless video game series published past Telltale.

The game takes place in the aforementioned fictional globe equally the comic, with events occurring before long after the onset of the zombie apocalypse in Georgia. However, most of the characters are original to this game, which centers on academy professor and convicted criminal Lee Everett, who rescues and subsequently takes care of a young daughter named Clementine. Lee becomes a protective figure to her to assist reunite her with her parents. Kirkman provided oversight for the game'due south story to ensure it corresponded to the tone of the comic, only allowed Telltale to handle the bulk of the developmental work and story specifics. Some characters from the original comic book serial also make in-game appearances.

Unlike many graphic chance games, The Walking Dead does not emphasize puzzle solving, but instead focuses on story and character development. The story is affected by both the dialogue choices of the player and their actions during quick time events, which can often atomic number 82 to, for case, certain characters existence killed, or an adverse change in the disposition of a certain grapheme or characters towards protagonist Lee. The choices made by the player carry over from episode to episode. Choices were tracked by Telltale, and used to influence their writing in later episodes.

The Walking Dead has been critically acclaimed, with reviewers praising the harsh emotional tone of the story and the compassionate connectedness established between Lee and Clementine. Information technology won year-terminate accolades, including Game of the Twelvemonth awards from several gaming publications and is considered to exist 1 of the greatest video games of all fourth dimension. More than than one million unique players have purchased at to the lowest degree ane episode from the serial, with over 8.5 meg individual units sold by the end of 2012, and its success has been seen as constituting a revitalization of the weakened adventure game genre. In July 2013, Telltale released an additional downloadable episode, 400 Days, to extend the first flavour and span the gap towards Telltale's second season, released after that year as well as in 2014. Season 3 and Season iv of The Walking Dead were released in 2016–2017 and 2018–2019, respectively.

Gameplay [edit]

The Walking Expressionless is a graphic chance, played from a third-person perspective with a multifariousness of cinematic camera angles, in which the histrion, as protagonist Lee Everett, works with a rag-tag grouping of survivors to stay live in the midst of a zombie apocalypse.[seven] The player can examine and collaborate with characters and items, and must brand use of inventory items and the environment. Throughout the game, the actor is presented with the power to interact with their surroundings, and options to determine the nature of that interaction. For example, the player may be able to look at a graphic symbol, talk to that character, or if they are carrying an particular, offer information technology to the character or ask them about information technology. According to Robert Kirkman, The Walking Dead game is focused more on developing characters and story, and less on the action tropes that tend to characteristic in other zombie-based games, such every bit Left 4 Expressionless.[8]

A screenshot showing dialog choices. At certain points in the game'southward conversation trees, the actor will have a limited amount of fourth dimension to answer, shown at the bottom of this screen. If they don't respond in fourth dimension, the game will default to the "no statement" (ellipses) selection.

Some parts of the game require timed responses from the player, frequently leading to significant decisions that will impact the game's story, in the manner of role-playing games (RPGs).[ix] Some conversation trees require the player to make a selection within a limited time, otherwise Lee will remain quiet, which can impact how other characters respond to him. Unlike in other RPGs such as the Mass Event or Fallout serial, where choices fall on either side of a "expert or evil" scale, the choices inside The Walking Dead have ambiguous results, having an consequence on the attitude of the non-histrion characters towards Lee.[ix] The role player can opt to enable a "selection notification" feature, in which the game'southward interface indicates that a character has changed their disposition towards Lee as a result of these choices.[10] In more action-based sequences, the player must follow on-screen prompts for quick time events (QTEs) and so as to keep themselves or other characters live. If the player dies, the game restarts from just prior to the QTE. Other timed situations involve major decisions, such every bit choosing which of two characters to go along alive.

Each episode contains 5 points where the player must brand a significant conclusion, choosing from ane of two available options. Through Telltale'due south servers, the game tracks how many players selected which option and lets the actor compare their choices to the rest of the player base of operations. The game tin can be completed regardless of what choices are made in these situations; the chief events of the story, every bit described below, will continue regardless of what choices are fabricated, but the presence and behavior of the non-histrion characters in afterwards scenes will exist affected by these choices. The game does allow the thespian to make multiple saves, and includes a "rewind" characteristic where the player can support and alter a previous decision, thus facilitating the exploration of alternative choices.[11]

Synopsis [edit]

Setting and characters [edit]

Several members of the main bandage of survivors of The Walking Expressionless by Episode four. From left, Christa, Omid, Kenny, Lee, Ben, and Chuck.

The Walking Dead occurs simultaneously with the events from the original comic series, where a zombie apocalypse overwhelms much of society.[12] [thirteen] [14] Characters in the game come to call the zombies "walkers", due to the slowness of their motility. Although the survivors initially think that existence bitten by a zombie is the only style to become infected, it is later discovered that one becomes a zombie upon death irrespective of the manner in which one dies; simply by damaging the brain can the reanimation be stopped. Equally with the comic and boob tube series, the game's events occur in the state of Georgia.

Numerous characters announced throughout the game. Lee Everett (voiced by Dave Fennoy[15]), the master protagonist, is a native of Macon and a former academy professor convicted for killing a land senator who was sleeping with his wife.[16] Lee somewhen finds and becomes a father figure to Clementine (voiced by Melissa Hutchison[17]), an eight-year-old whose parents had left for Savannah, leaving her with a babysitter. Lee and Clementine soon encounter a family unit from Fort Lauderdale, Florida; Kenny (voiced by Gavin Hammon[eighteen]), a fisherman who prioritizes his family unit to a higher place all else;[19] Katjaa, Kenny'due south wife, who works equally a veterinarian (voiced by Cissy Jones[20]);[21] and Kenny and Katjaa's son, Kenny Jr. (voiced by Max Kaufman[22]), more unremarkably known as "Duck".[21] The v join a survivor grouping led by Lilly (voiced by Nicki Rapp[23]), who was formerly stationed on the Robins Air Force Base of operations.[24] Lilly's group consists of multiple survivors, including Larry (voiced by Terry McGovern[25]), her aggressive and judgmental begetter, a retired U.S. Army commander who knows Lee's past;[26] Carley (voiced by Nicole Vigil[27]) a quick-thinking regional news reporter who is besides enlightened of Lee's crimes;[24] Doug (voiced by Sam Joan[28]), a resourceful and logical information systems technician;[26] and Glenn Rhee (voiced by Nick Herman[29]), a former pizza delivery boy.[xxx] In the second episode, two more survivors join the group: Mark (voiced by Mark Middleton[31]), a survivor who used to work for the U.S. Air Force; and Ben Paul (voiced past Trevor Hoffman[32]), a high school student rescued past Lee, Mark and Kenny. Also introduced in the second episode are the farmers-turned-cannibals the St. Johns, consisting of Andy (voiced by Adam Harrington), his brother Danny (voiced by Brian Sommer), and their mother Brenda (voiced by Jeanie Kelsey). In the 3rd episode, more characters are introduced; Chuck (voiced by Roger Jackson[33]), a level-headed homeless man who lives in a boxcar; and Omid and Christa (voiced by Owen Thomas[34] and Mara Junot[35] respectively), a young couple who tend to stay away from large groups. The 4th episode introduces ii more than characters; Molly (voiced by Erin Ashe[36]), an acrobatic and resourceful young woman who carries an ice axe; and Vernon (voiced past Butch Engle[37]), a physician and leader of a group of cancer survivors hiding in the morgue of a hospital. The Stranger (voiced by Anthony Lam,[38] and by Roger Jackson through the walkie-talkie) is a mysterious human that communicates to Clementine via her walkie-talkie equally the grouping nears Savannah.

Plot [edit]

The following summary is a broad overview of the work, describing the major events that occur regardless of role player choice. Some specific elements not listed here will change based on the touch of player choices.

Lee is existence taken to prison when the law cruiser he is in crashes off-road after hit a walker. He escapes, and while taking shelter in a suburban abode, meets Clementine, whose parents had traveled to Savannah. The two go far at the farm of Hershel Greene, meeting Kenny, Katjaa, and their son Duck. After Hershel's son is killed by walkers, he evicts the others. The group travels to Macon, Lee's hometown, where they join another group barricaded in Lee's family unit's pharmacy, where Lee discovers his parents and brother are dead. The group is forced to abscond merely finds a nearby defensible cabin to stay.

Months pass and the grouping runs depression on supplies. They take the offering of providing gasoline to the St. Johns, who run a nearby dairy, in exchange for nutrient, but discover that the family has engaged in cannibalism. The grouping overcomes the St. Johns and leaves the subcontract to exist overridden past walkers. On their fashion back to the motel, they come across a auto packed with provisions, which they ransack. Some weeks later on, the motel is attacked past bandits, which draws a walker horde. The group escapes, though Duck is bitten by a walker. Lee and Kenny are forced to evict Lilly from the grouping, who has go hostile afterwards losing her father Larry during the events with the St. Johns. They travel to Savannah via train, with plans to find a gunkhole to escape the mainland. En route, Duck succumbs to the seize with teeth, and Katjaa commits suicide over her loss.

Near Savannah, Lee'southward group meets Omid and Christa who join them. Clementine's walkie-talkie goes off, and a human tells her he has her parents in Savannah. The group sets up shelter in an abandoned mansion earlier investigating the city. Lee and Kenny get to River Street and observe that all the boats take been taken or destroyed, and useful supplies have been scavenged past the walled community, Crawford. Separated from the others, Lee meets another grouping of survivors led past Vernon, who helps him return to the mansion, where they discover a parked motorboat in a backyard shed. Lee and the others pb a raid on Crawford for supplies but discover the whole community has been overrun by walkers. In one case they return to the mansion, Vernon leaves to return to his group merely tells Lee he does non think he is fit to be a guardian for Clementine.

The next forenoon, Lee finds Clementine and the boat missing. In his haste to observe her, he is bitten past a walker. He leads the grouping to a morgue where Vernon'due south grouping was but finds they have vacated. Over Clementine'south walkie-talkie, the stranger tells Lee to meet them at a downtown hotel, the same that Clementine's parents were staying at. After finding Vernon's group has stolen the gunkhole, Lee'south group takes to the rooftops to avoid the walkers in the metropolis streets, but they lose several members, including manifestly Kenny. Eventually, Lee becomes separated from Omid and Christa.

Lee continues lonely to discover Clementine held captive past the stranger, who reveals himself to be the owner of the auto the grouping had previously ransacked and blames Lee for the decease of his family due to it. Lee and Clementine kill the stranger, and the two cover themselves in walker's guts to mask their odor from the horde roaming outside. While in the streets, Clementine finds her zombified parents, and Lee collapses. When Lee wakes upwards, he finds Clementine has dragged him into an abased store. Lee tells Clementine to escape the city and detect Omid and Christa. The player so has the option equally Lee to ask Clementine to kill him before he turns or to leave him behind to turn. If he does not decide, Clementine volition choose herself based on Lee's previous actions. In a mail-credits scene, Clementine, who has escaped the metropolis, sees two figures in the distance who discover her.

400 Days [edit]

The downloadable content 400 Days relates stories of other survivors in the zombie apocalypse, starting at its onset and occurring meantime with the showtime flavour.

There are 5 main stories:

  • Vince (Anthony Lam) has been sentenced to prison house for murder, which he had done to help his brother sometime prior to the outbreak. On Day 2 of the outbreak, Vince is on a prison-bound bus with Danny (Erik Braa) and Justin (Trevor Hoffmann) when it is ambushed by walkers. Vince chooses one of the two to escape with, leaving the other to die.
  • Wyatt (Jace Smykel) and his friend Eddie (Brandon Bales) have accidentally killed a friend of Nate (Jefferson Arca) and are fleeing from him in a auto on Mean solar day 41 of the outbreak when they run over 1 of the prison guards from Vince's charabanc in a dense fog. One of them gets out to survey the damage merely is abandoned when the other one is attacked by Nate and flees in the machine.
  • Russell (Vegas Trip) is a teenager travelling by foot to visit his grandmother. On Day 184 of the outbreak he is picked up by Nate, who takes Russell to a nearby gas station and truck cease, where they are attacked by an elderly human being named Walt. Nate suggests killing and robbing Walt and his wife Jean, with Russell deliberating on staying with Nate or leaving him.
  • Bonnie (Erin Yvette) is a erstwhile drug-addict traveling with Leland (Adam Harrington) and his wife Dee (Cissy Jones). Dee distrusts Bonnie due to suspecting that Leland is attracted to her. On Day 220 of the outbreak they are pursued past survivors that Dee stole supplies from, forcing them to divide up into a corn field. Later accidentally killing Dee with a rebar, Bonnie must make up one's mind whether to tell Leland the truth or prevarication.
  • Shel (Cissy Jones) and her younger sister Becca (Brett Pels) are members of the group seen in Bonnie's story and are residing in the truck finish seen in Russell's story. Several members are as well Vernon'due south former companions who Lee encountered in Savannah. Roman (Child Beyond) holds firm control of the group. When a Portuguese scavenger named Roberto attempts to steal from the grouping on Day 236 of the outbreak, Shel is given the deciding vote on him existence killed or allowed to go out. Later on 24-hour interval 259, fellow group member Stephanie (Dana Bauer) is defenseless stealing supplies, causing Roman to ask Shel to impale her. Shel then either goes through with it or escapes the military camp with Becca on their caravan.

The 5 stories culminate in a final scene on Day 400 where Tavia (Rashida Clendening) discovers photos of the survivors on a billboard near the at present-overrun truck stop, along with a map to a nearby location. She finds the group and offers them sanctuary nearby. Bonnie accepts, with the others either accepting or refusing depending on either their past choices or whether Tavia successfully convinces them.

Episodes [edit]

The game was separated into five episodes, released in two-month intervals.

[edit]

An additional episode, titled 400 Days, was released in July 2013 as downloadable content, bridging the gap between the outset and second season. Information technology focuses on five new characters, and is presented in a nonlinear narrative style; players can approach the five stories in whatsoever gild they cull.[44]

Evolution [edit]

Early evolution and rights acquisition [edit]

Prior to The Walking Dead, Telltale Games had made several successful episodic risk games based on established properties, including 3 seasons of Sam & Max based on the comics and prior video games, and the v-episode Tales of Monkey Island, based upon the Monkey Island video game series. In 2010, the company secured the rights to 2 licensed movie properties from Universal Studios, resulting in Back to the Future: The Game and Jurassic Park: The Game. The latter included elements atypical of gamble games, including more action-oriented sequences incorporating quick fourth dimension events, and was inspired by Quantic Dream'south Heavy Pelting.[45]

Sean Vanaman said prior to getting the rights to The Walking Expressionless, Telltale's Carl Muckenhoupt had been working on a text-based prototype adventure game with a key gameplay focus of having an "agile world", in which objects and characters in the environment would go along to go about their deportment fifty-fifty if the player did not respond to them. Dave Grossman called this one of the long-standing problems that risk games had had, as games in the by would have otherwise had to wait for player input. Telltale had approached Valve about using this concept for a Left 4 Dead spinoff game, another serial that involved zombies, merely these discussions failed to upshot in annihilation.[46]

In February 2011, Telltale appear simultaneous deals with Robert Kirkman and Warner Bros. to develop episodic series based on both The Walking Dead and Fables, respectively.[47] [48] [49] For The Walking Dead, the understanding including provisions for "multi-year, multi-platform, multi-championship" arrangements, with an initial episodic series release to commence in the fourth quarter of 2011.[l]

Writing [edit]

During development of the game, Robert Kirkman and the comic publisher Skybound Entertainment worked with Telltale.[51] According to Kirkman, he had previously played Telltale's Strong Bad's Absurd Game for Bonny People, and felt that they "were more than focused on telling a proficient story, and I thought they were skillful at engaging the thespian in the narrative."[52] Telltale approached him with a proposal which, according to Kirkman, "involved decision-making and consequences rather than armament gathering or jumping over things." The proposal's emphasis on the survival attribute of the comics, and the need for the player to make choices between ii bad options sold him on the project.[52] Since and then, Kirkman became involved with Telltale, mostly providing oversight on what aspects of the story were advisable components of The Walking Dead universe, in much the aforementioned way as he does for the television show, staying out of the directly development process.[52] Dan Connors, CEO of Telltale, stated that working with Kirkman made it easier for Telltale to craft its story and innovate new characters, instead of having to work with those already established in the comic.[51] [53] One of the few demands Kirkman asked of Telltale was to avert telling annihilation involved with the comic's main character, Rick Grimes, as Kirkman has stated long-term plans with the graphic symbol in other media.[53] Kirkman had not been impressed with an early build of the outset episode, but by the time they had presented him with a near-last build, Kirkman told the Telltale team, "Holy shit guys, y'all did it", according to the game'due south co-lead programmer Jake Rodkin.[54]

Connors stated that from a gameplay perspective, they had looked to games such as Heavy Rain and the Uncharted series as a ground for in-game cine, while the idea of giving the player option was influenced past the Mass Result series.[51] In addition to the television version of The Walking Expressionless, Telltale took cues from Game of Thrones and Mad Men in terms of how to develop characters within a brief fourth dimension.[51] Connors also noted that he found that traditional conversation trees did not possess "a believable rhythm" to dialog, and developed a conversion organization, using timed input, to create more than natural-sounding dialog.[55]

The game'southward story was written with the final scene in the 5th episode, where Clementine either shoots Lee or walks away to let him get a walker, equally the established ending that the game would build towards.[38] [56] As such, the character of Clementine was considered critical to the game's writing, and the team spent much time making her the "moral compass" for the game, while assuring that as a kid character, she would not come off to the role player as whining or abrasive.[56] Similarly, the scene with the Stranger in the hotel room was planned very early on in evolution, and also used to review the player'due south decisions on a moral ground, assuasive the player to respond, if they desired, to the allegations.[38] Each episode was developed by pairing a author and a game designer then that the plot and gameplay manner for that episode would work in cooperation and avoid having one feel detached from the other, co-ordinate to Vanaman.[54] As such, sure gameplay ideas were left out of the game; ane case given by Vanaman was a scene where everyone in the survivor group was firing on a wall of zombies, but as this would lead to a discrete success or failure, it did not fit in with the sense of panic they wanted to convey in the scene.[54]

Choice [edit]

A major aspect in the writing The Walking Expressionless was the concept of decease, whether for the actor or non-player characters. Telltale itself was formed from many former LucasArts employees, who had previously written games where the player could not die.[57] As such, they introduced situations where Lee would die if the player did not react fast plenty, although the game would restart simply before these events, and situations where not-player characters would die based on the player's on-the-spot decisions.[57] The concept of requiring the players to reply in a limited corporeality of fourth dimension came out of the epitome zombie game that Muckenhoupt had fabricated.[46] This timing aspect was designed to maintain the game'southward pace, and led to the idea of tracking the player's decisions. Telltale's development tools and engines had previously included means of tracking players' progress, but the use in The Walking Dead was more than explicit, revealing global statistics.[57]

The ultimate goal of introducing not-game-ending choices into the game was to make the actor more than invested in the story and more likely to avoid using the rewind characteristic. Telltale spent a great deal of time to assure that no choice would appear to exist punishing to the player, though ultimately "all choices are equally wrong", co-ordinate to Whitta.[54] The writers wanted to create choices that would announced to take a significant impact on the story but ultimately would be mostly inconsequential to the larger story.[54] At major conclusion points, the writers' aim was try to have the audition split evenly by making the dialog as neutral as possible prior to the choice; they considered that a split of 75 to 25 percent was not ideal.[57] They noted such cases occurred in both the first episode, where the actor has an option to relieve Carley (the "hot reporter with a gun") or Doug (the "dorky dude"), with the vast majority of players saving Carley,[39] and in the 2nd episode, where the player is given the choice to cutting off Parker's leg before they are attacked by walkers or leave him behind, with most players cut off the leg.[xl] As such, in subsequent episodes, they worked to modify dialog to eliminate any sense of suggestion, leaving the notion of the 'right' pick cryptic, and totally upward to the thespian themself.[57]

In some cases, the writers had to work around the established characters and chronology from the comic series. In the first episode, for example, the player is introduced to Hershel Greene, who is established in the comics as a biting grapheme due to witnessing his son Shawn turn into a walker in the early stages of the outbreak. One of the get-go decisions the player makes is whether to save Shawn or Duck; however, either choice results in Shawn existence bitten, so as to maintain the comic's continuity; only the style in which he is bitten is changed. The major consequence aspect of the choice instead involves how Kenny feels towards Lee.[39] In other cases, Telltale designed scenes and choices knowing how the majority of players would be predisposed to certain characters. One example is the character of Larry, who is introduced in the first episode as a hard-nosed jerk. Based on the statistical feedback, Telltale recognized that most players would want to either abandon or kill Larry at the first opportunity, and as such, they created a conversation tree in episode two where Lilly goes some way to redeem Larry in the optics of the player. The idea was that this might influence the player when they must choose whether to help Kenny kill Larry, who may, or may non, have died from a center attack and exist on the verge of turning. Telltale found that 75% of the players now wanted to salve Larry, a result they had expected.[40]

The writers also used the decision statistics from previous episodes to develop the direction of future ones. Gary Whitta, the author of the quaternary episode, specifically reviewed all the statistics from the previous 3 episodes to decide the general development of the episode's story. One example involved the death of Duck in the third episode. In that episode, the player must cull to either kill Duck for Kenny, or have Kenny do it himself. In the 4th episode, Whitta wrote a scene where Kenny finds a similar-looking male child, who has starved to death in an cranium and come back as a walker. Again, the player is faced with the pick of whether to kill the boy themselves or take Kenny do information technology. They also included a tertiary choice, in which the thespian would simply walk away, leaving the male child every bit a walker trapped in the attic, but this conclusion would harshly bear upon the disposition of the others characters towards Lee.[41] By the first human activity of episode 5, at that place were 32 variations due to past player choices that they had to write towards.[38] The number of possible scenarios were considered necessary to make the game feel "organic" to the individual histrion, making the player feel like they weaved their own story inside the game instead of just taking a specific road through the choices.[38]

Fine art [edit]

Telltale's art manager, Derek Sakai, led the creation of the characters and their expressions. Sakai was told to not apply symmetric expressions to assist create more human being-like expressions and aid improve the realism of the game.[54] Sakai drew inspiration from his ain daughter to develop the character of Clementine.[56]

Soundtrack [edit]

On September ten, 2019, an official soundtrack album of Jared Emerson-Johnson'south B.A.F.T.A. Honor nominated[58] score to the game was released for digital download and on streaming services,[59] with a special edition set of vinyl lps due to release shortly thereafter.[60]

Multi-platform [edit]

The game engine used for The Walking Dead was optimized so equally to facilitate the multi-platform nature of the release, which included PCs, gaming consoles and mobile devices, with the aim of minimizing the work in porting.[61] Notwithstanding, the development team withal focused on achieving the best control schemes for each platform; in particular, the touchscreen control scheme on mobile devices was based on experience gained during the development of the Back to the Future game.[61] A major challenge through the development of all five episodes was the salve game file format, which they continually have to update and gear up beyond platforms, and in some cases, causing existing save files to become invalid.[53] Unique fixes applied for earlier episodes on one platform would reappear as problems in later ones.[53] Connors stated that for the next series, they would be "a lot more diligent" on the save game issues, using data gathered during the outset season development and data on how players would approach the game.[53]

In previous series adult past Telltale for multiple platforms, they had had difficulty in timing releases to attain all players at the same time. One aspect of this was due to issues encountered on the Xbox Live Arcade service for the Xbox 360; for modest publishers, like Telltale at the time, they had to accommodate with larger publishers to allocate a slot within the Arcade's release schedule several months in advance, making information technology hard to coordinate with releases on other platforms.[57] Later on the success of the Back to the Future and Jurassic Park games, all the same, Telltale were able to officially attain a publisher status on Xbox Live, giving them more control of the release schedule. Furthermore, they had designed the game such that the 2d through fifth episodes would be treated every bit downloadable content, assuasive them to bypass slot scheduling and assuring same-day release on both PCs and consoles.[57]

Downloadable content and sequels [edit]

The commencement series proved successful, leading Telltale to begin development of a 2nd episodic season.[62] [63] The starting time episode of the second season was released in tardily 2013.[64] [65] [66] According to Connors, Telltale incorporates what players liked best from the previous seasons, while considering how and by what means they volition continue the story, and include the possibility of tying in more of the characters from the idiot box show.[67]

In February 2013, Whitta suggested that there may also be some material released earlier the second season to tide players over until and so.[68] This was revealed to be the aforementioned 400 Days downloadable content, revealed at the 2013 Electronic Entertainment Expo following a week of cursory Vine video teaser movies posted by Telltale, introducing the five main characters in the added episode.[69] The content uses information from the player'southward saved game from the showtime season, and decisions made inside 400 Days will continue into season 2. The content was fabricated bachelor on the game's existing platforms between July 2 and 11, 2013, while a special arranged edition of the PlayStation Vita, including the full The Walking Dead game and 400 Days content, was released on Baronial xx, 2013.[43] [70] [71] [72] [73] [74] A "Game of the Year" edition of The Walking Dead, including all v episodes and 400 Days, was released for retail for the Microsoft Windows, Xbox 360, and PlayStation three platforms on November xix, 2013.[64]

A iii episode mini-serial, The Walking Dead: Michonne, based on the character Michonne, was released in February 2016.[75] The offset episode of 3rd season, The Walking Expressionless: A New Borderland, was released on December xx, 2016, with physical season pass disc released on February seven, 2017.[76] [77] A quaternary and final season, The Walking Dead: The Final Flavour, has since been released in 2018, and concluded in 2019.[78]

Marketing and release [edit]

The Walking Dead was originally announced every bit a five-episode serial with approximately monthly releases equally digital downloads for Microsoft Windows, OS Ten, Xbox 360, and PlayStation iii systems. Its release was slated for late 2011, simply it was ultimately pushed back to Apr 2012.[79] [80] This date was shortly afterward the conclusion of the final episode of the second flavor of The Walking Dead television show, providing a means for the game to ride the popularity of the show.[61]

Telltale later announced that they would provide a disc-based release of the complete game for these platforms on December eleven, 2012, afterward the release of the fifth episode.[81] [82] Exclusive to GameStop stores in North America is the Collector's Edition, which includes new artwork by Charlie Adlard and The Walking Expressionless: Compendium Ane, a comic book that embody the showtime 48 bug of the series by Robert Kirkman.[83] Following the retail release, some Xbox 360 owners without big storage options reported stuttering issues with the disc-based game; Telltale compensated these users with costless codes to download the total serial digitally.[84]

An iOS version of the game was announced in August 2012, with episodes released presently afterward their computer/console debut.[85] Later, afterward the full release of all v episodes to the App Store, Telltale offered the get-go episode for free, something they had washed in the past, as doing so, according to Dan Connors, "opens the funnel and gets it out to more people who can and so convert into the [full] game".[61]

In March 2013, Telltale appear that The Walking Dead will be ported to the PlayStation Vita, later revealed in June 2013 to be a retail release, including a special Vita bundle package that would include the game, the 400 Days episode, and boosted content.[71] [86]

In November 2013, Telltale announced that a Game of the Year edition of The Walking Dead was to exist released for PC, Xbox 360 and PlayStation 3 through retail. It will includes the v episodes, the 400 Days DLC episode, the original score and a behind-the-scenes feature. Releases for the PlayStation 4 and Xbox One consoles were announced in May 2014 and released in October afterwards that year.[87] A version for the Nintendo Switch was released on August 28, 2018, which included the 400 Days downloadable content.[88]

A virtual pinball table, developed jointly past Telltale Games and Zen Studios, was released on August 27, 2014[89] every bit downloadable content for Zen Pinball 2 and Pinball FX 2, as well every bit a separate, paid app on iOS and Android.[xc] [91] The pinball accommodation is uniquely designed such that the table is shaped and surrounded past scale representations of set pieces and locales of all five episodes, and exclusively features iii-D, animated models of Lee and Clementine.[92]

Reception [edit]

The Walking Dead has received critical acclaim, with reviewers giving praise for the harsh emotional tone, the characters, story and the resemblance to the original comic book, although criticizing the graphical glitches. The game received over fourscore Game of the Twelvemonth awards and many other awards.

"Episode 1 – A New Twenty-four hour period" received positive reviews. Aggregating review websites GameRankings and Metacritic gave the PlayStation iii version 85.xiv% and 84/100,[93] [115] the Xbox 360 version 83.87% and 79/100[95] [116] and the PC version 83.38% and 82/100.[94] [117] The game received various accolades including the IGN "Editors' Choice", PC Gamer "Editors' Choice", Xbox Editors' Selection Accolade, and the PlayStation Gold Honor.

"Episode 2 – Starved for Help" received positive reviews. Aggregating review websites GameRankings and Metacritic gave the PC version 86.53% and 84/100,[96] [118] the Xbox 360 version 86.26% and 84/100[97] [119] and the PlayStation 3 version 85.90% and 84/100.[98] [120] The game won the GameSpy E3 2012 accolade for "Best Adventure Game".[121]

"Episode 3 – Long Route Ahead" received positive reviews. Aggregating review websites GameRankings and Metacritic gave the Xbox 360 version 88.47% and 88/100,[99] [122] the PlayStation three version 86.11% and 87/100[100] [123] and the PC version 85.41% and 85/100.[101] [124] IGN'due south Greg Miller gave it a ix out of x, maxim "It'southward a disturbing, depressing and entertaining entry in a journey that's been nothing short of excellent so far."[125] GameSpot gave the game an 8.5, saying "The Walking Dead has passed the midway point of its series of five episodes with every indication that the game will proceed getting better right through to its inevitably depressing and unsettling determination."[126] MTV too gave information technology a positive review, saying "Telltale has created a serial of wrenching, emotional decisions in the middle of a collection of not-too-hard puzzles in a visually-impressive adaptation of the Robert Kirkman comic serial (with some nods to the Boob tube show)."[127]

"Episode iv – Effectually Every Corner" received positive reviews. Aggregating review websites GameRankings and Metacritic gave the PC version 84.00% and 80/100,[104] [128] the Xbox 360 version 82.50% and 82/100[102] [129] and the PlayStation three version 78.94% and 81/100.[103] [130]

"Episode 5 – No Time Left" received critical acclaim. Accumulation review websites GameRankings and Metacritic gave the PC version 94.75% and 89/100,[105] [131] the Xbox 360 version 88.15% and 89/100[106] [132] and the PlayStation iii version 87.75% and 88/100.[107] [133]

400 Days received positive reviews. Aggregating review websites GameRankings and Metacritic gave the PlayStation three version 78.20% and 78/100,[109] [134] the PC version 78.00% and 78/100[110] [135] and the Xbox 360 version 76.88% and 80/100.[108] [136]

Sales [edit]

The Walking Dead was a financial success, aided by the ease of digital distribution.[137] The first episode topped the charts on Xbox Live Arcade for the week of April 30,[138] and remained at the peak for two weeks. It also topped the sales charts for both PlayStation Network and Steam for a week.[139] The showtime episode sold ane million copies in 20 days (not including iOS sales), making information technology Telltale'due south fastest selling title to appointment.[139] With the third episode'southward release, over 3.8 one thousand thousand episodes were delivered to 1.2 million players.[137] As of Jan 2013, over 8.5 million episodes take been sold across all platforms, representing about $forty meg in acquirement.[61] Telltale's CEO Dan Connors has stated that the iOS version represented nigh 25% of their overall sales, the "largest upswing" for any platform, with sale particularly high in November and Dec 2012, due in part due to various sales on the App Shop.[61] Upon announcement of the 400 Days content, Telltale reported that over 17 million episodes have been purchased across all platforms worldwide,[140] while by October 2013, at the time of the formal declaration of Season Two, over 21 million episodes have been sold.[64] As of July 28, 2014, 28 million episodes have been sold.[141]

Accolades [edit]

The Walking Dead has been described as representing a revitalization of the gamble game genre,[142] which had been in decline since the mid-1990s.[143] Telltale accept been praised for taking their previous experiences in the genre and expanding on them, whilst also incorporating strong writing and voice interim; Gamasutra and Game Developer named the studio one of the acme 10 developers in 2012.[144]

The Walking Expressionless has garnered many other 2012 "Game of the Yr" awards, notably from U.s. Today, Wired, Circuitous, GamesRadar and Official Xbox Magazine.[145] [146] [147] [148] [149] The Walking Dead was awarded "Game of the Twelvemonth", "Best Adapted Video Game", and "All-time Downloadable Game" at the 2012 Spike Video Game Awards; Melissa Hutchison's function equally Clementine was named every bit "Best Performance By a Human Female", while Dave Fennoy was nominated for "Best Functioning past a Human Male". Telltale Games was also named as "Studio of the Year".[150] The game was awarded "Best Downloadable Game" and "All-time Character Design" for Lee Everett at the 2012 Within Gaming Awards.[151] The Walking Dead was Destructoid'southward 2012 "Game of the Twelvemonth" and "Best Multi-Platform Game".[152] [153] Digital Trends awarded the game with "Best Writing", "Best Digitally Distributed Game", and "Game of the Year" for 2012.[154] Yahoo! Games' Flan Dering listed The Walking Expressionless equally his "Game of the Year" and "All-time Downloadable Game" for 2012.[155] [156] For the 16th Almanac D.I.C.Eastward. Awards, The Walking Dead was nominated for eight awards,[157] and won for "Take chances Game of the Year", "Downloadable Game of the Yr", "Outstanding Achievement in Story", and "Outstanding Graphic symbol Performance" for the graphic symbol of Lee Everett.[158] The Walking Dead won the "Best Narrative" award[159] and received nominations for "Best Downloadable Game" and "Game of the Year" for the 2013 Game Developers Choice Awards.[160] The Walking Dead won the "Story" and "Mobile & Handheld" awards at the 2013 British University Video Games Awards,[65] and was nominated for "All-time Game", "Game Design", and "Original Music" for the 2013 British Academy Video Games Awards, forth with separate "Performance" nominations for Fennoy and Hutchinson for their roles equally Lee and Clementine, respectively.[161] In March 2013, the game was nominated for and won several Pocket Gamer Awards categories, including iOS Game of the Yr.[162] The Walking Dead: 400 Days won Animation, Interactive at the 2013 National Academy of Video Game Trade Reviewers (NAVGTR) awards.[163]

See too [edit]

  • The Testament of Sherlock Holmes

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External links [edit]

  • Official website
  • The Walking Dead at IMDb

nelsontherrudy.blogspot.com

Source: https://en.wikipedia.org/wiki/The_Walking_Dead_%28video_game%29

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