When I reviewed the inaugural episode of Telltale’s newest series, The Walking Dead: Michonne I thought that there wasn’t any sense of danger for the main character, and I felt like the series was retreading familiar territory with within the zombie genre. Does the second episode, titled: “Give No Shelter” do anything to change these feelings?
The second episode of Telltale’s The Walking Dead: Michonne moves at a much quicker pace than the first. It begins with a daring escape from the situation that your group found themselves in at the end of episode one.
Like I said in my previous review, TWD: Michonne makes great use of Telltale’s QTE (Quick Time Event) system. These moments are presented in letterbox format and give these scenes a much grander and more cinematic feel. Things explode, zombies die, and the game never felt unfair during the process. No, “I missed one QTE prompt and now I have to start again” happening in TWD: Michonne.
As with the typical Telltale formula, a moment of action is usually followed by a slight reprieve. These moments often serves to help with character building. Speaking of character building, one thing that TWD: Michonne continues to do well is flesh out Michonne’s backstory. She’s an interesting character, and one that we don’t know too much about (both comic readers and show watchers). TWD: Michonne provides a great pedestal for players to dive into her story and learn more about her character.
A major problem I have with these games is the predictability
Like in episode one, the death of her daughters continues to haunt Michonne. Throughout episode two, players will be greeted with numerous instances where Michonne sees her dead children. The game also continues with the flashbacks used in episode one to help slowly unravel what exactly did happen to Michonne’s family.
In episode two, we’re introduced to another group of new characters that we’re supposed to care about. Each one with a little bit of backstory. However, the game never does a good enough job helping connect these characters to the player.
A major problem I have with these games is the predictability that Telltale Games presents. Gone are the surprise deaths of TWD season one, and in its place are highly choreographed “Hey, look over here, this character is about to die!” And lo-and-behold … they do. It’s lame.
As usual, you’re presented with a bunch of choices throughout the course of the episode. However, Even these have begun to become mundane. You know exactly when the “option A or option B” moments are going to happen, and you usually can tell what they’re going to consist of. Again, it’s not that I’m bored while playing TWD: Michonne. The episodes are short enough that you can complete them in one sitting. It’s just, I’ve done this song and dance twice already (TWD seasons one and two).
Performance wise, (playing the game on PC, GTX 970) for some reason during the escape scene in the beginning of the episode, it became framerate city. It baffles my mind how Telltale Games hasn’t cleared up its performance issues that have been prevalent in their games for years. At least the long loading times that I experienced during episode one were noticeably shorter.
TWD: Michonne episode two hits all of the similar beats of a Telltale, The Walking Dead game … and I’m not sure that’s a good thing. I don’t care about characters that are presented enough to mind if they live or die, and the binary choices the game presents seem like they’ll have little ramification.
It’s like watching an episode of a constantly okay television show. When you’re buddy asks what you thought of this week’s episode, you shrug: “Meh, it was good.” And that’s exactly what TWD: Michonne is … meh. I wanted this series to be great because it’s dealing with an awesome character from the comics, but so far it just seems to be going through the motions and retreading a lot of old territory. Hopefully episode three will wrap things up in a more satisfying fashion.
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