The same approach applies to breakfast, lunch, and dinner. Showing up for a meeting at the crack of dawn sounds wearisome, until you realize you aren’t required to stand at attention for the hour. The Escapists: The Walking Dead overflows with minor details that streamline the experience. You always build a makeshift ladder to reach the generator you cannot knock down walls like you can elsewhere. I respect Team17 for sticking to the canon, and yet the game lacks deviation. The strict adherence to the subject matter leaves me conflicted. At the Meriwether Correctional Facility, for example, players must find a generator, locate body armor, and then siphon gas to power the compound. In The Escapists: The Walking Dead, Team17’s developers lay out the primary objectives one at a time. In the latter, your overarching goal – to escape prison – never changed. The story also costs The Escapists: The Walking Dead in terms of The Escapists’ original vision. The Escapists: The Walking Dead’s story also skips over character deaths, many of which impacted me when I first witnessed them. As someone that applauds The Walking Dead comic books for their gratuitous illustrations, however, retro visuals deprive viewers of the shock factor. The Escapists: The Walking Dead is more story centric than The Escapists, detailing pixel Rick’s harrowing hospital breakout, the horrors at Alexandria, and the events in between. Is this daily routine stuff the reason people love Animal Crossing? I admit, I found the endeavor relaxing, though The Walking Dead universe never allows its inhabitants to get complacent. Joining Rick’s friends and family for breakfast, washing dirty clothes, and so on raises the gang’s morale, thereby reducing potential walker attacks. Carrying out these duties exhibits actual benefits. Wake up, attend the morning head count, eat three meals, and do the chores. Like The Escapists proper, every in-game day follows a routine. They contain all the fun of bringing somebody scissors or a chisel in real life, and The Escapists: The Walking Dead limits your hours as is. I wrapped up most quests by rummaging through everyone’s bedroom drawers, but I disregarded the “kill this zombie” or “go here and bring back this knick-knack” objectives without regret. What use does does Carl have for a metal file? What distinguishes Glenn’s lighter from any of the lighters sitting in someone’s desk? Why does Dale need me to obtain a misplaced bucket from an infested barn? I found two sitting in the box of a nearby game room. But those trinkets seldom classify as special. Other tasks ask you to retrieve a specific object located on the base, or murder a walker that stole a survivor’s precious item. Some quests allow you to hand over any old duct tape or nails. The trouble lies with the types of fetch quests. As Rick crafts tools and weapons, bolsters group morale, and settles into his daily routine, nothing will stop him from completing the most repetitive objectives of all: fetch quests. Players command Rick Grimes in each of the survival scenarios, starring iconic locations like Woodbury, Hershel’s farm, and Alexandria. Whatever caused the flesh-eating outbreak is of no concern. So where does that leave The Escapists: The Walking Dead? With the chores.Īs a stand-alone expansion to The Escapists, The Escapists: The Walking Dead utilizes 8-bit aesthetics and role-playing tropes to recount Robert Kirkman’s downfall of civilization. Even The Walking Dead: Survival Instinct sewed broken battles together to empower players against the starving infected. Telltale Games confronted people with the joys, horrors, and remorse of human interaction in the zombie apocalypse. What began as a comic book exploded into a multi-media venture at the turn of the decade, encompassing television series, the monthly graphic novel, and multiple video games. You could say The Walking Dead franchise is doing quite well for itself.
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