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Originally Posted by RAnthonyMahan
From what little Telltale's revealed about the gameplay (reveal more, by the way!), it sounds like a survival horror game. You know, like the old Resident Evil and Silent Hill games, where it's all about tension and survival (and puzzle-solving!) with minimal combat. Would I be correct in assuming this? Would you say this game's closer gameplay-wise to Resident Evil 1-3 than, say, Sam and Max?
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It's a lot closer to an adventure than that. It's tonally very very different than something like Sam & Max, but the game is very much about exploring the spaces you're in, talking to the people around you, and figuring out what to do, like you do in a classic Telltale game. Big differences: Sometimes there are also zombies around, ruining everything, and you have to kill them or otherwise deal with their existence, and the tone of the game is a lot more about drama, and tension -- the situations in which you're talking to people, exploring places, and fituring out what to do trend towards the tense, scary, and bleak more than the wacky.
I wish I had the final line count for the first Walking Dead episode, but (weirdly much like Poker Night) I think we're well above average lines of dialog for a Telltale game, not because the runtime is longer (Walking Dead episodes are intended to be played in just a sitting or two, like our other games or like a TV episode), but because your opportunity to explore the dialog and situations have more paths and detail than the average Telltale title.
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Originally Posted by Nintendo Boy1
So how are QTEs used in this game since it sounds like your saying their in the game. Are they like the QTEs in JP, or a diferent form, if they're even there in a matter of speaking?
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Across the game we want you to feel a direct connection to Lee and his actions, and we don't think QTEs are the way to do that. In the exploratory and dialog parts of the game, we want you to feel like there's a lot to do, and like you can contribute to the conversations in a more finely grained and frequent way than you might normally in a Telltale game, and we want that feeling of fine grained interaction and tight feedback to carry over into the moments where action matters, too. Walking Dead is not an action game, but when action happens, we want it to feel very connected to you, and very kinetic. When Lee does stab or axe or kick a zombie, or do any real fine-tuned action you wouldn't normally do in a video game (but is common place to a more intimite, character-focused story) we want action, every hit, every touch, to directly correlate to a button you press, and not be abstracted a step away like it can feel when you're experiencing it through a QTE.
Also, like some other zombie games, if you get into a situation where you're struggling with a zombie, you may be tapping a button or shaking a stick to break yourself free. So, that's probably what that means.
Whoa epic long over-explaining going on there, sorry.