I’m not claiming to have reviewed billions of things, but “in the hundreds” is an accurate figure. Over the last few years I have reviewed hundreds of games and movies. With limited time to introduce a whole new cast, some characters are lost I hope I haven't completely eroded Clementine's humanity on the way. "All That Remains" proves that Clementine will be just as compelling a protagonist as Lee, and I'm eager to see where her story goes. If you had trouble waiting weeks between last season's episodes, consider waiting until episode two (or even the whole season) is available before diving in. While the second half introduces new characters, I didn't get a good sense for many of them more than any other Telltale episode so far, this one feels like a prelude to the good stuff rather than a story that stands well on its own.Īt 90 minutes, "All That Remains" is a good hour shorter than most of season one's more self-contained stories. It's a shame that the first half of "All That Remains" is so light on dialogue when character interaction is the beating heart (and often guilty conscience) of Telltale's games. Only a character's death in season one's "Long Road Ahead" shocked me more. After 30 minutes I thought I had the direction for the episode figured out, and I was feeling pretty clever about it. "All That Remains" has one of those moments. That is the essence of Robert Kirkman's world, and those numbing I-can't-believe-that-just-happened scenes infect all the rest with a creeping sense of unease and dread. What The Walking Dead does best-as a comic, television show, or videogame-is show just how suddenly and violently everything can go to shit. I get the sickening feeling that my promise is going to come back to bite me when this girl goes full-on crazy town. Being nice is good, right? After she she gleefully declares we're besties forever, I'm not so sure. I readily agree to be friends with another young girl in return for her help. Season two proves that Telltale can still subvert expectations, even within simple dialogue options. I worry more about guiding her down the darker paths Telltale offers. Protecting Clementine from walkers is the easy part. Clementine isn't exactly a blank slate-at this point she has seriously seen some things-but do I want to make her jaded and cold, bitter about what she's been through? The answer is no. But I'm not sure how far I want to take that manipulation. Clem's faux innocence is a fun and welcome change from season one's Lee, who couldn't turn on the puppy dog eyes and manipulate someone by saying "I can tell you're nice."Ĭlementine can. She can, for example, play on the sympathy of adults, whimpering that she's just a helpless kid. When you finally get to make dialogue choices, it's clear that Telltale put a lot of thought into how Clementine should work as a protagonist. Instead, she spends a good bit of the episode fending for herself, and we only get teases of backstory on the new cast. I wanted more opportunities to talk to the survivors Clem meets, and more time to learn about them. Unfortunately, for roughly the first half of this one-and-a-half-hour episode, there are few people for Clem to talk to, and most of the decisions and dialogue options that come into play in the second half of the episode feel like groundwork for the rest of the season. Those morality-bending dialogue options are still The Walking Dead's main hook.
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