![]() ![]() To increase your strength (which will increase your health and melee damage) you must either lift weights or hit a punching. In order to do that, you have to be stronger, faster, smarter and better-equipped than the walkers and, later on, other enemy humans. When zombies overrun the Harrison Memorial Hospital, your have to escape. When the Governor keeps you, Michonne and Glenn hostage in Woodbury, you have to escape. It’s a unique risk/reward mechanic that some might enjoy, but I never saw the need to use.Īs Rick, your job is to survive, keep your group alive, and always stay moving. If you choose to forego sleep, you can’t save during the day and will have to wait until the next night. You can choose to stay awake and explore on your own without routines getting in the way, but the consequence to that is that you can’t save the game. The routines add nothing to the game and drastically hinder the overall experience. I don’t either, because it’s boring and no one wants to do that. Remember that awesome part in The Walking Dead when Rick and everyone moved frozen meat into the oven, waited, and then put the cooked meat onto food trays? Or when Rick and the gang all got together and did laundry? No. Not only are they as pointless as the headcounts and meals, they actually take up time. Sure, you can replenish any lost energy while you’re there, but I never found myself needing any at meal times. Eating meals is the same thing–show up and you’re good to go. It’s only purpose is to make you drop everything you were doing at that moment. The headcount literally consists of you walking to the meeting spot, showing your face for a second, and then going about your day with stuff that matters. They’re spread out throughout the day, so there is never a real chunk of time (except night time) where you can accomplish your main objectives. Attending a headcount twice a day, completing two chores, and eating three meals is a hassle. That’s all well and good the main objectives are actually kind of fun…if there weren’t mundane routines getting in the way. But before you do that, you have to explore the map, looking for weapons and armor to arm the other survivors with. If you want to escape the Greene Family farm, you have to get to the RV, which is on the other side of the walker-filled barn. Each level requires you to complete certain main objectives to escape. One word that encompasses all of those things is routines. There was, however, plenty of tedium, repetitiveness and frustration. Not once was there a sense of dread or suspense. The Escapists: The Walking Dead is none of those things. The world of The Walking Dead is terrible, fearful and grim in all of the best ways possible. In truth, if these “story-telling” facets didn’t even exist, it wouldn’t take anything away from the overall experience. Along with these relatively useless snapshots, there is a short paragraph that summarizes how the survivors ended up in their current location. The sequences are typically less than 30 seconds long and are only shown between each of the levels. The story is told via captioned pictures that show Rick and the other characters on their journey. Trying to transition the incredibly detailed and grotesquely lush comic book panels of the series to a top-down map of 8-bit pixels was probably not an easy task, but that’s no reason for the game world to look and feel generic and bland. The Greene Family farm looks like any farm ever, and Meriwether Correction Facility is just…well…a prison. Unfortunately, aside from the name, there are almost no distinguishing landmarks or set pieces that make you feel like you’re playing a The Walking Dead game. Each of the five levels you must escape from is an iconic locale from the books. Robert Kirkman’s award-winning comic book series, The Walking Dead, is realized in 8-bit form: from the moment protagonist Rick Grimes wakes up in the abandoned Harrison Memorial Hospital to when his survival-hardened group ends up in the appearingly safe community of Alexandria. The Escapists: The Walking Dead takes the puzzle-RPG formula of the original game and soaks it in walker entrails.
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