At one point in time, the concept of a zombie apocalypse stood as a genuinely terrifying idea. But, over the years, zombies have begun to serve a different role altogether; for the most part, they’ve become meat pinatas, assisting us in acting out our creative ultraviolent fantasies. Dead Rising and Dead Island may give us the chance to take out thousands of zombies with patently ridiculous weapons, but the badass protagonists of these particular games barely bat an eye at the moldering hordes trying to get a taste of their sweet innards. When compared to these exaggerated experiences, Telltale’s The Walking Dead feels much more like a documentary than Dead Alive; each and every undead encounter is meaningful (and horrible), and taking down a single zombie amounts to much more effort than tearing your way through wet tissue paper. This grounded approach meshes well with the typical slower pace of the traditional adventure formula, and also makes for one of the more atypical and interesting zombie games seen in quite some time.
After Telltale’s dreadful Jurassic Park, the company looked to be headed in a dangerous direction; JP’s QTE-based gameplay might have been highly approachable, but it removed most of what we’ve come to expect (and love) from their brand. The Walking Dead doesn’t return completely to the mechanics seen in the later Sam and Max seasons and Tales of Monkey Island, but it gives the player back some much-needed agency, rather than forcing them to undergo neverending series of button prompts. Make no mistake: the interface can’t get any simpler. The ways you can interact with objects and people have been reduced to their absolute basics, and old-school adventure game fans may be disappointed to find that the main character doesn’t have a pithy comment for every piece of background scenery. You can definitely feel Telltale’s hand guiding you throughout, though the developer has provided just the right amount of wiggle room to allow their story to be told effectively. Horror relies entirely on tension, which can easily be broken if players are allowed to meander for minutes, poking at puzzles and exhausting their character’s knowledge of everything in his pockets.