Ever wonder what the craze was behind Deadly Premonition, one of this generations most insanely interesting games? Find out with me, live!
When people talk about a ‘hard-hitting, satisfying, choice-based story’, it’s always invariably about a AAA-Title; some game with a honking huge budget that features more bells and whistles than you can shake a stick at. But at the end of the day, it’s the story that sticks with you that should matter. Telltale’s The Walking Dead Season 1 was certainly not a triple-A title, but it was a story that stuck with you. It had multiple varied characters, all of whom felt like actual flawed people trying to get by in a world ravaged by the zombie apocalypse. Now, with The Walking Dead Season 2 beginning it’s run of episodic content, I eagerly dug into the first episode, “All That Remains.” I’ll be avoiding spoilers in this particular post; partially due to the newness of the game, but also because I feel you should experience the game itself. After the cut, I’ll be going into some general impressions on it, but nothing story-specific. That’ll be a later post!
Short but sweet.
The Item Capsule is nothing new, although the squat design is quite adorbs. It is, however, in need of a bit of repackaging, I think.
In the last Smash Bros, we saw crates and barrels of goodies turn into presents and steel containers to better fit the mood of stages they appear on. I’d love to see more of that kind of customization in those items, as well as in the capsules themselves. Furthermore, a little bit of player customization in terms of gameplay. Perhaps it’s more fun to have an “All Capsule Surprise” match where every item has to be busted out of capsules, rather than just dropping in by themselves. Perhaps explosions could be turned off for those so-inclined to do so. It’s not much, but the more customization, the better off we can be!