User Avatar Image

Questions for the Walking Dead team!

posted by Jake on - last edited - Viewed by 23.1K users

Hey guys, I know it's still early days on this project, and we're a ways off from talking about anything concrete, but it seemed like as good a time as any to start an official Q&A thread!

In all honesty there isn't a lot we can talk about yet -- we were going to do press for the game at PAX East last month, but held off when we realized that our answer to almost any conceivable standard press question would be "no comment, yet" -- but I trust you guys to rise above the standard questions, and come up with some Walking Dead stuff we can discuss, so have at it. Ask away!

1.3K Comments - Linear Discussion: Classic Style
  • How did you get the Walking Dead project to Telltale? You guys seem so enthusiastic about the project that I'd guess you had a major part in it. Sooo, any crazy stories to share about that?

  • Will there be The Walking Dead stuff at E3???

  • To the concept art guy: besides the comics, what other movies/comics/games/clothing lines do you use as inspiration/reference?

  • Really looking forward to this. A question for the devs. I don't know if you can say anything about it yet but will the game have some sort of free roam or will we follow designated paths like Left 4 Dead?
    If paths: (As an example let's say streets in Atlanta) Will it be locked down exactly what street you take or do you have the posibility to pick another street and/or cross through buildings to backyards, etc.?

  • @Razorneck said: Really looking forward to this. A question for the devs. I don't know if you can say anything about it yet but will the game have some sort of free roam or will we follow designated paths like Left 4 Dead?
    If paths: (As an example let's say streets in Atlanta) Will it be locked down exactly what street you take or do you have the posibility to pick another street and/or cross through buildings to backyards, etc.?

    Judging by how they say decisions make a major part of the story, Im thinking maybe there could be one or 2 different paths and you have to pick one.

    Other than that, its about survival and keeping your group alive, so I dont think there will be that much traveling. Of course I have nothing to do with the game besides being a customer, so we'll see.

  • Can you guys confirm as to whether or not the game will be making an appearance on the iPad as well?

  • User Avatar Image
    Vainamoinen Moderator

    I must admit, Shodan has asked the most important question already.

    1.) What will the gameplay be like?
    We've heard of "choices" already, which play out hopefully great, and there's pretty obviously some dreaded QTE action sequences in it. But what level of exploratory freedom are you trying to achieve? I wouldn't call it "puzzles", but how much of traditional adventure gameplay are you trying to achieve? If you're not ready to answer this question yet, then WHY NOT? Are you waiting for the Jurassic Park reviews first? :D

    2.) How standalone is this game?
    There are obviously references to comic book and TV series, but do you have to read them first? What are you missing if not?

    3.) The graphics -
    Do you still call that "cell shading"? What are the things you're trying to achieve in this comic style look, and what has yet escaped you to be realized in a future TT game?

  • 3.) The graphics -
    Do you still call that "cell shading"? What are the things you're trying to achieve in this comic style look, and what has yet escaped you to be realized in a future TT game?

    Well there doesn't seem to be an outline, and the shading has nothing to do with "cell shade".

    I think they just worked the hell out of their textures, to create that comic book style effect. Also, if the man's model wasn't reworked on photoshop, we can say that those smooth models are above what we got in BTTF (which was clearly a problem for me). On the preview concept it looked amazing, though I'm forced to be intrigued. I mean, there has to be something else to it, or many other game companies would have tried that style already. The shadings aren't generated (besides basics lightnings), the "feel" of it is definitely a huge texture work. Probably more work per items/location/character, but allowing an average engine to deliver incredible looks. I'm one of the guys who thought the concepts for BTTF looked great, and was severely disappointed with actual graphics. But the walking dead looks like a piece of art ! I'm really looking forward to that !

    2.) How standalone is this game?
    There are obviously references to comic book and TV series, but do you have to read them first? What are you missing if not?

    They already answered that somewhere. You're not missing anything. The characters you "play" is a newbie, he doesn't know what's happening. You follow his story. If you meet characters from the comics or tv show, they'll tell you who they are etc... Sure there will be several references that you can't "get", but that doesn't mean you can't enjoy them. Let's say, if you find a hand on a roof, you'll try to think what the hell happened, pretty cool I believe. Even if people who watched the show would have an idea of how it happened already ^^ .

    .) What will the gameplay be like?
    We've heard of "choices" already, which play out hopefully great, and there's pretty obviously some dreaded QTE action sequences in it. But what level of exploratory freedom are you trying to achieve? I wouldn't call it "puzzles", but how much of traditional adventure gameplay are you trying to achieve? If you're not ready to answer this question yet, then WHY NOT? Are you waiting for the Jurassic Park reviews first?

    Well obviously no developer is ever gonna say "oh our game will bloody suck". But from what I read, I think they're really trying to focus on the immersion before everything else. I think they're designing logical stories and situations, then try to fit them with the game's limitations. I mean, unlike BTTF, I don't think they're writing the story/puzzles and stuff, because of the gameplay they came up with. I think the gameplay adapted to the needs of the story.

  • @Vainamoinen said: I must admit, Shodan has asked the most important question already.

    1.) What will the gameplay be like?
    We've heard of "choices" already, which play out hopefully great, and there's pretty obviously some dreaded QTE action sequences in it. But what level of exploratory freedom are you trying to achieve? I wouldn't call it "puzzles", but how much of traditional adventure gameplay are you trying to achieve? If you're not ready to answer this question yet, then WHY NOT? Are you waiting for the Jurassic Park reviews first? :D

    We want to have some things to show concretely before we talk about it much. As far as exploratory stuff, aiming for more exploratory freedom in the explorey bits than either BTTF or JP had, but the game is not all exploring and puzzle solving, either. That said, when a game asks me to explore a space, I like it when there are things in that space to actually explore -- nooks, crannies... hotspots. I think that there are times in a narrative-fueled game, when the pacing and tone are right, that its incredibly enjoyable to just tear a room apart looking for clues and information, and we're trying to deliver that throughout the WD season. Sorry that's still very nebulous sounding. I know we'll "say more" when we can confidently just show instead of tell.

    Also, what Strayth said is pretty accurate.

    2.) How standalone is this game?
    There are obviously references to comic book and TV series, but do you have to read them first? What are you missing if not?

    The universe is the same as the comic and TV show, and we are careful to make sure we add to comic book canon without crossing or negating it, but the story itself is standalone. You can play the game without (or before) reading the comics or watching the show and it will make sense as a self contained story in a universe that explains the relevant bits of itself all within the game. That said, if you've read the comics or watched the show, hopefully the game will have extra resonance or impart some new insight as to certain characters lives, or about the Walking Dead world at large, at points.

    3.) The graphics -
    Do you still call that "cell shading"? What are the things you're trying to achieve in this comic style look, and what has yet escaped you to be realized in a future TT game?

    Again, Strayth is right -- the look of the game is mostly a lot of painted texture work on top of traditional modeling. There is very little rendering trickery going on under the hood here, just a lot of attention to detail. We learned some cool tricks on Puzzle Agent for doing line work and edges in 3D which hold up surprisingly well and are incorporating that into the style, but there's no "cell shading" or "toon rendering" going on.

    Side note I was reminded of by the Puzzle Agent note above: It's been fun working on this game in part because we are pulling knowledge from weird places across Telltale to make this game. The "is it 2D or 3D" environments we were building on puzzle agent taught us a lot which we're incorporating with a new style on WD. Working on Poker Night was also a huge benefit for us, because of the way that game stitches content together -- characters telling stories while playing cards, changing up depending on who is at the table and what stage the poker tournament is in -- we had to wrap our brains around different more finely grained ways to use our dialog system, which we're bringing to bear in the Walking Dead, too. Our music and sound system is going to borrow heavily from lessons learned on (and systems created for) Jurassic Park, etc, etc. It's cool to bring a bunch of disparate knowledge together from unrelated projects and watch it work so well.

  • When do you plan on releasing the game? And what is taking you guys so long? One would think, with the time you have taken so far, that you would have completed the first four episodes by now!

Add Comment