For iOS Pandahelper Download. But the game was likely not made with the mobile platform in mind, resulting in confusing, clunky movement and camera controls.
It's also a choice-heavy game with no option to save manually or skip cutscenes many of which are unnecessary and lengthy. For atmospheric reason I understand why, but they should only play once. Did I also say you are likely to get some dialogue options wrong? Not because you would regret your choice, but many dialogue choices do not reflect what your character would actually say. The choices are a short version of your character's often emotional, long response, and there were moments that I went "wait, I did not mean it that way!
I did not know you'd say it like a jerk I recommend buying the PC version, which at least has slightly better navigation. Forgot Email?
Forgot Password? Sign in. On their way back to the motel, they come across a car packed with provisions, which they ransack. Some weeks later, the motel is attacked by bandits, which draws a walker horde. The group escapes, though Duck is bitten by a walker. Lee and Kenny are forced to evict Lilly from the group, who has become hostile after losing her father Larry during the events with the St. Continuing on, they travel to Savannah, with plans to find a boat to escape the mainland. En route, Duck succumbs to the bite, and Katjaa commits suicide over her loss.
Near Savannah, Lee's group meets Omid and Christa who join them. Clementine's walkie-talkie goes off, and a man tells her he has her parents in Savannah. The group sets up shelter in an abandoned mansion before investigating the city, discovering that all the boats have been taken or destroyed, and useful supplies have been scavenged by the walled Crawford community. Separately from the others, Lee meets another group of survivors led by Vernon, who helps him back to the mansion, where they discover a parked motorboat in a backyard shed.
Lee and the others lead a raid on Crawford for supplies but discover the whole community has been overrun by walkers. Once they return to the mansion, Vernon leaves to return to his group but tells Lee he does not think he is fit to be a guardian for Clementine.
The next morning, Lee finds Clementine and the boat missing. In his haste to find her, he is bitten by a walker. He leads the group to a morgue where Vernon's group was but finds they have vacated. Over Clementine's walkie-talkie, the stranger tells Lee to meet them at a downtown hotel, the same that Clementine's parents were staying at. After finding Vernon's group has stolen the boat, Lee's group takes to the rooftops to avoid the walkers in the city streets, but they lose several members, including apparently Kenny.
Eventually, Lee becomes separated from Omid and Christa and tells them to meet them outside of town. Lee continues on alone to find Clementine held captive by the stranger, who reveals himself to be the owner of the car the group had previously ransacked, and blames Lee for the death of his family due to it.
Lee and Clementine kill the stranger, and the two cover themselves in walker guts to mask their scent. While in the streets, Clementine finds her zombified parents and Lee collapses.
When Lee wakes up, he finds Clementine has dragged him into an abandoned store. Lee tells Clementine to escape the city and to meet up with Omid and Christa. The player then has the option as Lee to ask Clementine to kill him before he turns, or to leave him behind to turn. If he does not decide, Clementine will choose herself based on Lee's previous actions.
In a post-credits scene, Clementine, who has escaped the city, sees two figures in the distance who notice her. The downloadable content Days relates stories of other survivors in the zombie apocalypse, starting at its onset and occurring concurrently with the first season.
The five stories culminate in a final scene on Day where Tavia Rashida Clendening discovers photos of the survivors on a billboard near the now-overrun truck stop, along with a map to a nearby location.
She finds the group and offers them sanctuary nearby. Bonnie accepts, with the others either accepting or refusing depending on either their past choices or whether Tavia successfully convinces them. An additional episode, titled Days , was released in July as downloadable content , bridging the gap between the first and second season. It focuses on five new characters, and is presented in a nonlinear narrative style; players can approach the five stories in any order they choose.
The latter included elements atypical of adventure games, including more action-oriented sequences incorporating quick time events, and was inspired by Quantic Dream 's Heavy Rain. Sean Vanaman said prior to getting the rights to The Walking Dead , Telltale's Carl Muckenhoupt had been working on a text-based prototype adventure game with a key gameplay focus of having an "active world", in which objects and characters in the environment would continue to go about their actions even if the player did not respond to them.
Dave Grossman called this one of the long-standing problems that adventure games had had, as games in the past would have otherwise had to wait for player input. Telltale had approached Valve about using this concept for a Left 4 Dead spinoff game, another series that involved zombies, but these discussed failed to result in anything. During development of the game, Robert Kirkman and the comic publisher Skybound Entertainment worked with Telltale.
Connors stated that from a gameplay perspective, they had looked to games such as Heavy Rain and the Uncharted series as a basis for in-game cinematics , while the idea of giving the player choice was influenced by the Mass Effect series. The game's story was written with the final scene in the fifth episode, where Clementine either shoots Lee or walks away to let him become a walker, as the established ending that the game would build towards.
A major aspect in the writing The Walking Dead was the concept of death, whether for the player or non-player characters.
Telltale itself was formed from many former LucasArts employees, who had previously written games where the player could not die.
Telltale's development tools and engines had previously included means of tracking players' progress, but the use in The Walking Dead was more explicit, revealing global statistics. The ultimate goal of introducing non-game-ending choices into the game was to make the player more invested in the story and more likely to avoid using the rewind feature.
Telltale spent a great deal of time to assure that no choice would appear to be punishing to the player, though ultimately "all choices are equally wrong", according to Whitta. In some cases, the writers had to work around the established characters and chronology from the comic series.
In the first episode, for example, the player is introduced to Hershel Greene, who is established in the comics as a bitter character due to witnessing his son Shawn turn into a walker in the early stages of the outbreak. One of the first decisions the player makes is whether to save Shawn or Duck; however, either choice results in Shawn being bitten, so as to maintain the comic's continuity; only the manner in which he is bitten is changed. The major consequence aspect of the choice instead involves how Kenny feels towards Lee.
One example is the character of Larry, who is introduced in the first episode as a hard-nosed jerk. Based on the statistical feedback, Telltale recognized that most players would want to either abandon or kill Larry at the first opportunity, and as such, they created a conversation tree in episode two where Lilly goes some way to redeem Larry in the eyes of the player. The idea was that this might influence the player when they must choose whether to help Kenny kill Larry, who may, or may not, have died from a heart attack and be on the verge of turning.