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The Walking Dead Episode 1: A New DayScore: 9.0 / 10
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made. There are plenty of checkpoints throughout so it's not as if the game asks that you sit down for a solid two hours to play through the entirety of the first episode.
While there's no doubt that The Walking Dead is an adventure game, the bulk of the game isn't about solving puzzles. It's about conversations. Lots of them. And every dialogue choice offers |
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unclear results (in comparison to the likes of the Mass Effect 3 where it's easy to discern the good, medium, and evil choices), sometimes with a very fast-closing window to respond. The game lets the player know the results of some of these decisions, like how a character will remember how Lee reacted or how much other characters trust Lee. Whether or not any of this information is brought forward in future episodes or how it might affect the overall outcome remains to be seen.
The puzzles that are in this first episode are of the real world variety. (No rubber chickens... at least not yet.) Lee knows he needs the brick to smash the window across the street so the TVs inside can distract the zombies long enough for him to make a quick trip. But how can he break the lock on the door that's preventing him from getting the brick? There are really only a couple of noticeable puzzles.
As an opening act, A New Day did what it
was supposed to: get me interested in the next episode even if the
overall universe of Walking Dead completely depresses me. It's not that
there's no happy ending; it's that there's not even real respite from
the horror of what's going on. And that's exactly what happens at the
end of the first episode. (May 16, 2012)
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