Mere words cannot adequately describe what it’s like to play Telltale Games’ The Walking Dead. No game has ever taken me on such an emotional roller coaster; no game has ever made me shed as many tears; and no game has ever made me feel like such of a piece of shit for doing what I thought was right.
This is the epitome of interactive storytelling; the level of artistry we have spent decades searching for, and the most human game I have ever played.
Based on the comic series created by Robert Kirkman and Tony Moore, The Walking Dead is the story of life after the zombie apocalypse. While that may sound like a played out cliché, the series has always set itself apart by focusing on the human side of the story, rather than the traditional joyous killing sprees and high body counts. Unfortunately, in the case of the TV adaptation by Frank Darabont for AMC, they’ve decided to exploit this drama and bastardize the story into a run-of-the-mill soap opera.
Telltale has shown their intelligence and resolve by avoiding falling into the melodrama trap and creating a work of fiction that is genuinely moving, without being positively cartoony.
Resident Evil 5 was just a God awful game. Terrible plot, terrible characters, illogical progression, rail shooting, a heavy focus on combat with a control system clearly not set up for it and AI so bad that it made your average “Escort Mission” NPC seem like an expert tactician. That’s not even counting the superfluous little details like Chris Redfield being a roid-raging monkey and blonde Jill.
It was a game that offered a giant middle-finger to long-time fans, and an awkward experience to players new to the series. Even if one looks at it objectively as a standalone game and ignores the “Resident Evil” association, it’s still an unpleasant experience if for no reason other than the fact that having to stand still to shoot doesn’t work in an action game. With such an opinion of RE5 I’m sure you can all imagine how I felt about the prospect of having to play through a sixth entry, but after having a chance to play around with the RE6 demo, I can safely say my cold heart has warmed, ever so slightly.
Since first releasing in 1983, Dragon’s Lair has seen a ridiculous number of ports and adaptations, for everything from the MSX2 to the PlayStation Network. But few, if any, of those releases have attempted to update the experience beyond visual restoration. In the last five years alone, we’ve seen no less than thirteen ports featuring the same mechanics, the same HD video transfer and the same QTE-styled hints.
While these present improvements over the original arcade LaserDisc, they do little to make the game appeal to modern players, and even less to excite fans for new releases. For a while it seemed like Digital Leisure had done all they could to squeeze money out of the property, but then they did something surprising – they added Kinect support.
Let’s not beat around the bush; Sonic 4: Episode I was a major disappointment. Despite its build up as Sonic’s triumphant return to form, the game lacked just about everything that made the original Genesis titles fun. The art style was uninspired and had a glossy sheen, the levels and bosses were rehashes of earlier works, and the physics system made the speedy hedgehog handle like a drunk duck.
Fortunately Sega has FINALLY listened to the complaints, and for the first time in more than a decade delivered a Sonic game that fans of all ages should actually enjoy.