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The Walking Dead S2 Ep. 1 and Brothers: A Tale of Two Sons Post Play Impression


On 12/23/2013 at 07:09 PM by Jon Lewis

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A couple of days ago I finished both Brothers and Walking Dead S2, Ep 1. I've been working like crazy lately so I haven't been able to update my blog like I wanted to, BUT I do want to give some quick impressions. I'll probably do a full review for Walking Dead but I'll still post my initial gut thoughts here.

The Walking Dead S2: Ep 1: All That Remains

I really enjoyed this first episode. Man, right from the get go I was reminded about the dark and grim universe this game takes place in. It was pretty rough to see many of these events happen to Clementine, a charaacter that I've obviously grown fond of because of the first season. I'm loving what they are doing with her character, and how while she is still a kid, she has much more dimention then she did before. I can't wait to see what lies ahead. I'm also glad they took some gameplay and HUD cues from The Wolf Among Us, as I felt that the gameplay parts worked much better in that game than in the first season of TWD.

Only gripes on this were the usual technical issues that come with Telltale games. I swear, somebody really needs to criticize them more for the framerate on their games, as well as the inconsistent preformance. Also, one weird thing happened that I didnt realize until the end, but although I completeted Season 1, the game didnt recognize all of my choices. This is because I went back to chapter 3 at one point and hadn't played since. Season 2 recognized that I only played up to episode 3 instead of the whole thing, which is odd. I might have to replay the episode so my choices are accurate, but I don't mind TOO much, since it was pretty great either way.

Brothers: A Tale of Two Sons

I've been looking forward to playing Brothers for a while now. Initially I was worried about how the control scheme would work, but my curiosity kept the interest since its launch. On top of that, as someone who has a younger brother and thinks about Brotherly dynamics in real life often, I was wondering how this game would resonate with me. Im happy to say that Brothers indeed did.

First off, I felt that the game was beautiful to look at. I really loved the artstyle and environments. Many times during my adventure, I stopped and just thought "Wow". 

Gameplay-wise, controlling both characters was utilized much better than I expected. Not only that, but that gameplay style offered for some pretty unique gameplay situations. The game was never difficult, but it was interesting to fiddle with the mechanics to see what would happen.

Brothers is also oozing with personality and heart. This game felt like one that had a lot of love and passion poured into it. For me this manifiested in the final moments of the game, which I wont spoil, but it was pretty amazing to say the least. thinking about it only adds to the powerful ending and its one that I probably wont forget anytime soon. 

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Only game I haven't gotten to at this point is Bioshock Infinite's Burial at Sea, but that said I can wait for that. I'm definitely going to play it, but I might wait a bit so I can play both episodes closer together. Plus now that school's out, I can get to games that I've been wanting to get back to like Ratchet and Clank (1), Rayman Legends and Mario 3D World. 

Anyway, if you guys want short, sweet games with powerful narratives then I recommend all of the games that I played recently. Gone Home, Brothers, The Wolf Among Us and Walking Dead S2 are all worth the time in my opinion. Games like Gone Home might require a bit more open mided opinions to be enjoyed, but I think its a goodie, along with everything else I mentioned. Let me know what you guys thought of them if you've tried em.



 

Comments

Michael117

12/23/2013 at 08:01 PM

I ended up picking Brothers as my favorite game this year. It's been tough to explain why but in terms of the story and subject matter I think Drew Dixon from GameChurch said it far better than I ever could in a short blurb he wrote in a recent article of theirs, you can find that here it's the first game they mention in the article: 2013 games of the year.

I thought the Brother's controls were going to be a gimmick at first but as I played I realized the controls are an integral part of the story and the experience breaks without them, and that becomes especially clear late in the game. It's the first time in a long time (maybe ever) that I've ever felt like the gameplay in a particular experience really mattered and helped deliver the story and some pretty intimate emotions to the player in a way I haven't seen before. It opened up my mind to the kinds of subject matter and emotions games can convey and offer.

Everything about Brothers suprised me because it not only told its story in unconventional ways but it managed to be very successful. The dialogue is spoken in gibberish so the way you absorb and interpret the emotions is through the tones of voices, body language via the animation, the music, and most of all the mechanics. I can't talk about my best examples since it'll spoil the game. As early as 15 minutes into the game it managed to get me fully invested into both brothers, and as you interact with the world you can quickly start understanding the nuances of the personalities of each. One example I can safely use is the first time the little brother holds onto the big brother as he swims through the river. That sequence of animations and how they get his fear of water across as well as the feelings of both physical and moral support from his big brother really hooked me into them. Once that foundation was successfully built it was a rollercoaster ride of emotion through to the end, and I found it endearing, heartbreaking, and satisfying.

Another suprise about this game was how every moment felt necessary, there wasn't a single bit of fat on the game. It's a 3 hour experience and by the end it feels like it's been no longer than it needed to be. Whenever they introduce a new mechanic, like when the brothers tie a rope between themselves, you only use it long enough for it to make its impact. Just before that mechanic would become repetitive or unwelcome the game moves on without wasting your time. They fit a very intimate and affecting story into that 3 hours and the mechanics, visuals, music, VO work, and pacing all worked in concert to make that story what it was, and give the player what they needed to give.

I won't try to say it was the most fun game of the year, mechanically I had a lot more "fun" in Bioshock, and I also won't try to say it's the best story of the year either, but for me it was still my favorite game of the year overall. I spent 3 hours, $15, and what Brothers: A Tale of Two Sons gave me back in return was quite profound.

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