![]() What The Walking Dead does best-as a comic, television show, or videogame-is show just how suddenly and violently everything can go to shit. I get the sickening feeling that my promise is going to come back to bite me when this girl goes full-on crazy town. Being nice is good, right? After she she gleefully declares we're besties forever, I'm not so sure. I readily agree to be friends with another young girl in return for her help. Season two proves that Telltale can still subvert expectations, even within simple dialogue options. I worry more about guiding her down the darker paths Telltale offers. Protecting Clementine from walkers is the easy part. Clementine isn't exactly a blank slate-at this point she has seriously seen some things-but do I want to make her jaded and cold, bitter about what she's been through? The answer is no. But I'm not sure how far I want to take that manipulation. Clem's faux innocence is a fun and welcome change from season one's Lee, who couldn't turn on the puppy dog eyes and manipulate someone by saying "I can tell you're nice."Ĭlementine can. ![]() ![]() She can, for example, play on the sympathy of adults, whimpering that she's just a helpless kid. When you finally get to make dialogue choices, it's clear that Telltale put a lot of thought into how Clementine should work as a protagonist. Instead, she spends a good bit of the episode fending for herself, and we only get teases of backstory on the new cast. I wanted more opportunities to talk to the survivors Clem meets, and more time to learn about them. Unfortunately, for roughly the first half of this one-and-a-half-hour episode, there are few people for Clem to talk to, and most of the decisions and dialogue options that come into play in the second half of the episode feel like groundwork for the rest of the season. Those morality-bending dialogue options are still The Walking Dead's main hook.
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