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The Walking Dead Season 2 Episode 2: A House Divided
The Walking Dead Season 2 Episode 2: A House Divided

Apple iOS | PC | PlayStation 3 | Xbox 360
Genre: Adventure
Developer: Telltale Games Official Site: http://www.telltalegames.com...
Publisher: Telltale, Inc.
Release Date:
5th March 2014
The Walking Dead Season 2 Episode 2: A House Divided Review
Review By @ 02:14pm 07/03/14
PC
One thing that The Walking Dead comic has suffered from, especially after the end of the whole prison saga, has been its overabundance of characters. At this point in the comic’s run so many characters, locales and political dynamics have been introduced that in some issues it has been hard to keep track of who is who, what the relationships are, and how upset you should be when someone dies.

Eight episodes and two years in, the game’s characters and choices are all starting to blend together a bit as well. A House Divided quite directly calls back to choices made well down the line – as early as episode 3 of season one – and features enough familiar faces to feel a little contrived at times. It’s not easy to keep track of everything and everyone – and some of the last episode’s coolest moments get negated a little bit here – but by the end of this episode the season has started to take on a clearer shape.



In this episode we meet Carver, obviously intended as a stand-in for the comic’s Governor or Negan. The first season never really needed a ‘big bad’, casting humanity itself as its own worst enemy while examining how much survival is worth once law and order are tossed out, but with much of that ground covered already introducing a proper villain is a fine, albeit somewhat unoriginal, way to up the stakes.

Carver hangs over the whole episode, his history and presence alluded to when he isn’t on screen being suitably creepy. This shapes the paths of the other characters, none of whom have quite emerged yet in the same way the original cast did. Clementine’s interactions with Nick and Luke, the two young men with wildly different approaches to the situations they face, are probably the most compelling, while other characters seem a little neutered now.

It feels as though Telltale is bursting to tell a specific story at the cost of some degree of interaction. The colour palette of the game seems a bit darker, more obviously cinematic than before, and when you’re given direct control of Clementine you’re not given much space to move in, or much to do beyond walking between points and clicking on the things you’ve obviously meant to click on. Action scenes feel toned down as well. There are two major quick-time event action sequences, which aren’t as tense or exciting as the usual ‘move the mouse over the zombie’s skull’ panic-driven action set-pieces the game is known for – hopefully that’s not a sign of things to come.



There are still choices to make, but ‘so-and-so will remember that’ moments are rare, and the big choices – the ones you’re given stats for at the end of the episode – almost all occur within the last twenty minutes of this two hour episode. As has become somewhat customary, those twenty minutes are absolutely firing on all cylinders – things really hit the fan, and the action and stakes really ramp up. By the time the ‘next episode’ preview rolls you have a good sense of the direction this season will move in, of the themes and choices you’ll likely be asked to make going forward, and who the big players are. It’s a pity that this cohesiveness doesn’t carry through over the whole episode, but it’s nice to end the episode and immediately want the third one.

A House Divided is a weaker entry than we’re used to, but that maybe shouldn’t be cause for alarm. The table setting seems to be all in place now for the feast still to come, and even at its most meandering The Walking Dead is still capable of telling an intriguing, frightening story about humanity’s worst impulses.
What we liked
  • Character reunions are interesting, even when they’re a bit silly
  • The last section really ramps up
  • Some interesting discussions of post-apocalyptic moral values
  • Really great set up for episode 3 and onwards
What we didn't like
  • Less exploration and meaningful choices than usual
  • This season’s primary arc has taken a long time to emerge
  • Can feel a little staid, familiar and safe at times
  • The quick-time event reliance is spoiling things a bit
More
We gave it:
7.2
OUT OF 10
Latest Comments
Ryan
Posted 05:06pm 07/3/14
Completely disagree with this being a weaker entry. The whole episode was excellent.
Jickle
Posted 05:39pm 07/3/14
After writing this I went and had a look at what other people have to say and it seems to be dividing people a bit. Always interesting to see a broad range of responses, I think. :)
Zapo
Posted 05:45pm 07/3/14
Personally I found this to be a stronger episode than the first episode from season 1.
RuleofBooKz
Posted 07:13pm 07/3/14
you could almost say on the opinion of this game gamers were a house divided eh? ehhhhhhhhhhhhhhhhh?

no?

;(
Mukus
Posted 07:18pm 07/3/14
Any news on PS3 release for Aus?
RuleofBooKz
Posted 02:18pm 08/3/14
Well i played the 2nd ep last night and it is rather short in that it leaves you wanting more.

People ask me if these telltale type games are any good. Ive been trying to come up with exactly how to describe the experience of playing them.

This is what ive got atm: The whole experience reminds me of a Choose You Own adventures book mixed with one of those Fighting Fantasy roleplaying novels the likes that Steve Jackson brought up in the 80's where u have an inventory and fight monsters and do puzzles etc. The choices you make affect game play and this is what makes the game great. Often you have a very limited time to make the choice so it simulates making tough calls under unfavorable conditions. Like life.

So from that perspective this 2nd installment was quite good, some big decisions some tough moments, and worth playing. The only down side is now i have a long wait till ep 3 ;(

FUN trivia Fact: The Generic Universal RolePlaying System, or GURPS, is a tabletop role-playing game system designed to allow for play in any game setting. It was created by Steve Jackson Games and first published in 1986 at a time when most such systems were story- or genre-specific.

The computer game publisher Interplay licensed GURPS as the basis for a post-nuclear war role-playing video game (Fallout) in 1995. Late in development, Interplay replaced the GURPS character-building system with their own SPECIAL System. According to Steve Jackson, "The statement on the Interplay web site, to the effect that this was a mutual decision of SJ Games and Interplay, is not true. [...] We are not clear what their proposal to finish and release the game without the [GURPS] license entails, for us or for the game, and have absolutely not agreed to it.
wiki
Ha
Posted 05:52pm 08/3/14
loved the episode. though i can't help but wonder why Spoiler:
nick the dangerous retard was still aloud to carry a f*****g firearm after nearly blowing clem's head off in the first chapter. i was glad when he died horribly.
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