Finnish National TV interview, 1974. Some good anecdotes about the early days -- the one about the Mothers' name is oft-told, but there's some other stuff here I hadn't heard him tell quite that way elsewhere.
Some friends got me Telltale Games' The Walking Dead for Christmas. Today I finally got around to firing it up.
And it immediately bluescreened.
As I've mentioned before, I've got serious fucking problems with the GTX 570 in my Mac Pro. Could be a voltage issue -- still trying to figure it out. But I get a fuck of a lot of BSoD's when I'm gaming. Never could get past the opening cinematic of Bioshock. At this point I actually keep my DS or PSP handy so I have a game to play while I'm waiting for Windows to reboot so I can try to play my game again. (Today it was Dragon Quest 6.)
Anyway. I suffered through four more bluescreens over the course of the next few hours, but the play in-between all the bluescreening was pretty sweet.
I like the cel-shaded art style. The art credits in the intro are Art Director Derek Sakai, Lead Animator Peter Tsaykel, and Lead Cinematic Animator Eric Parsons -- no sign of Charlie Adlard's name, but they've done a damn solid job of reproducing his style. They also prove that you don't need a realistic art style for a good, scary Walking Dead game -- they opt instead for thick black lines, big expressive eyes, and the occasional "ink-splatter" shading. I've spoken about simple, iconic images in video games before, and this is a damn fine example. I've never seen a game that looks quite like it, even in Telltale's recent oeuvre.
Some spoilers follow -- mostly simple, early-in-the-game ones.
The choice to give Lee a leg injury right at the beginning of the game is a clever one -- the first two zombie encounters are intense. Lee limps and stumbles and fumbles; his hands shake and he drops the shell he's trying to load into the shotgun -- the point-and-click adventure genre is not known for its pulse-pounding action, but Telltale shows it can be done. A hard time limit and impending horrible death make even clicking on icons and repeatedly pressing keys tense. (Bill Amend made a similar point in Fox Trot some two decades back but I can't find the strip offhand. Myst with velociraptors; you have to solve the puzzles quickly.)
I do find that it gets a little too cute with the cameos -- Lee runs into both Hershel and Glenn? Separately, before the two of them ever meet? That's a bit much.
(There's also a Lilly, but the lettercol in the latest issue of the comic Word-of-Gods it that she's not the same Lilly from the comic and spinoff novel.)
But on the whole I'm really quite impressed with it so far. It's a smartly-made game; well-written, well-crafted, well-animated, well-acted. And I'm just getting started -- I'm looking forward to seeing the long-term consequences of my split-second decisions.