I can expect an immature young gaming community to be persistent, inconsiderate, and downright rude when it comes to setting expectations on a game. You see, I remember the days when gaming companies didn't even have a direct line with their consumer base. From that perspective, my expectations on whether the game is on time or not is irrelevant---the proof is in the finished product, which I am interested in telling TellTale my feedback.
As a fan of quick-time event games from the early laserdisk games (Dragon's Lair, etc) I was looking forward to being immersed in a world where ambiguous moral decisions in a world gone to hell would have to be executed on the fly without much time to discern the long term implications.
What TellTale has done a remarkable job thus far is to immerse the player into a world and with outstanding scripts, voice acting and character development and direction have allowed me to LIVE in this world and care for the eventual outcome of the characters. It would not surprise me if the quality continues at the current pace that TellTale receives some type of industry recognition/award for this outstanding achievement.
Where I think TellTale has some opportunities to improve are the branching of the story based on decisions. Early on, it was stressed by TellTale that "Decision Matters". It does, but only in a superficial way. For example, I described some of the early quick-time events such as Dragon's Lair. In that game, decision matters because making the wrong decision ends your life, and in general there was ONLY one correct answer. In Walking Dead, there are many different possible answers, but the opposite is in fact true. There is no wrong answer. The decisions implicates dialog routes along the game but ultimately doesn't change the outcome of the plot/story, which I think is a shame.
For example, I recall wondering who would be the better ally when choosing Carly or Doug. Now, in Episode III, both are dead--SO IT DOESN'T MATTER. Remember wondering if Kenny wasn't going to take you to the coast based on how you treated his family. Well, he'll let you know that he wasn't happy with your decision, but IT DOESN'T MATTER--you all get to leave with him ANYWAY. There's many more but more of the standouts just to illustrate my point that CHOICE DOESN'T MATTER--at least not yet in this game. Yes we do get dialog SNIPPETS and slight variance of pathing but the plot continues to TellTale's design. I now act with more reckless abandon since it doesn't appear like it matters. I'm guessing TellTale will take certain relationships into account and present different "endings" and that will be it.
The game is worth it's price of admission based on the story-telling alone but I'm hoping TellTale uses this feedback to improve a more vast and complex world/story based on YOUR choices--and to date that vision hasn't been realized.
I understand it would take 3-4 times what it currently takes to complete an episode of branching was taken seriously. I work in IT so I understand the implications of my statements. But I would LOVE to see a game that TRULY rewards and/or punishes you for your choices, especially if the writing can remain top notch. I'm willing to pay more for the re-playability. First developer to take quality like this on a true multi-pathing route will be in the history books.
What say you?
Last edited by deadfan; 09/02/2012 at 08:33 am.