The following review contains plot details and major spoilers for The Walking Dead: Season Two. For those who have yet to play the game, read at your own risk. Caution is advised.
"In The Water"
Anadel - "In The Water (Clementine Re-Mix)"
Sam here, bringing you my full review for Telltale Games' The Walking Dead: Season Two, as well as my biggest blog posted so far. Discussing about the near masterful story, what I liked and disliked, and showing my original choices.
This review was planned to be published about a week after "No Going Back" was released, but I had to re-write it from scratch, because it was deleted from my desktop, possibly due to a software update. Still, this seems like a good time as any, celebrating the release of Telltale's first ever game series on PlayStation 4 and Xbox One. My literacy is not always excellent, even in a rush, so this blog may have grammar errors and incomplete sentences I might have missed. I apologise if any of it is messed up. Other than that, enjoy.
| "Still. NOT. Bitten."|
"All That Remains" starts a whole new chapter for The Walking Dead. When Telltale announced that we play as Clementine in this season, I was mystified, but I soon acclimated to it. Playing as Clementine gives you a new perspective of surviving in the apocalyptic world. It also gives you the chance and opportunity of changing her persona, turning her from someone who you cared and loved into someone different in your own way. We may no longer play as our hero, Lee Everett, but he will never be forgotten.
The episodes plot appears decent, but at first, it fails to gives us a clear understanding of has happened and what is eventually going to happen. The episode starts roughly about eight months since the events of "No Time Left". I have said before on my review for Season 4 of the AMC show that I'm not a fan of huge time skips. I expected the episode to begin where Season One ended, with Clementine in the countryside. Here is my original concept impression of the season's intro, based on my Season One choices:
|After the death of Lee Everett, Clementine is left all alone in the outskirts of Savannah. Sitting on a log with only a gun to defend herself. Then, she spots two silhouettes on the horizon. The figures notice Clem, and start walking towards her. Clem starts to get anxious, and tries to think what to do. Whether to run, speak up, shoot them, or remain silent. But before she could even make a choice, figures are revealed to be Omid and Christa. Both of them are relieved that Clem is safe, but then ask her where is Lee. Clem, still traumatized, she heartbreakingly says "He's dead". Omid and Christa are shocked. They assumed cutting off Lee's arm had worked. Clem then adds, in tears, "I shot him". Omid and Christa were completely speechless and appalled. They felt sorry for Clem, and Lee. With no options left, the trio walk off, away from Savannah.|
Then the game cuts to seven to eight months later, where "All That Remains" started. We spend thirteen months waiting to know who the silhouettes were, but it was presumed that they were Omid and Christa, since they do appear with Clementine at the begin.
Sure, virtually everyone were extremely excited to finally play Season Two, but soon enough, the smiles are wiped off. Ten minutes in, Omid is fatally shot by Michelle, already giving you depression. But after that, all changes. Sixteen months pass, Clementine's older, and Christa's baby is nowhere to be seen. That is possibly the one aspect I am deeply disappointed about. People have been speculating that Christa was pregnant ever since she was first introduced in "Long Road Ahead", the fact eventually rings true in this episode, but then there is no mentioning at all about her baby after the time skip.
While Clementine walks through the silent forest, she encounters a dog. Coming across a living dog in the middle of nowhere is surprising, but what really had me staggered was its name, "Sam". He leads Clem to this abandoned campsite, where they decide to search for food. During the time, Sam behaves like an everyday mans best friend, but it doesn't last. He attacked Clem due to hunger, and ends up being impaled by tent poles. Looking at Sam in that state nearly brought me tears. When the choices came up, I immediately picked the "kill" option without hesitation. I just could not bear to watch him suffering any longer.
Amputating Lee's arm in "No Time Left" was drastic enough, but Clem sewing up her own arm is just as excruciating. I know Telltale's goal was to make Clem a strong and more mature character this season, but I somehow found that scene a bit excessive. I can never realistically imagine an 11-year-old girl doing that. My favourite part is when Clementine and Luke are sitting at the table. Settling in with the group and remembering the past events from Season One, and Lee Everett. Inexplicably, during the conversation when Clem talks about her parents and Lee, no matter which dialogue option you choose, she says the same lines.
The final decision at end is just like from "A New Day", where two characters are in trouble, you can only save one of them while the other is killed. One of the reasons why about half of the players chose to save Nick is because Pete gets bit on the leg and is highly likely to die either way. But, my initial perception was different. Even though characters get bit, it doesn't always mean they are dead straight away, because I thought there could be a possible chance of amputating Pete's leg, which was then shown in the teaser after the episode ends. The only difference is that Nick survives and runs away if you saved Pete, having both of them live longer. There is one thing I found wrong about saving Nick, as stated in the choice stats - Clem does not actually "save" him, because all she does is run up to him.
"All That Remains" is genuinely a great episode, but like many fans, I was anticipating some more elucidation for unanswered questions from Season One, instead of raising more questions.
- Tried the save Christa
- Killed the dog
- Appealed to Luke
- Asked Alvin for help
- Became friends with Sarah
- Accepted Nick's apology
- Gave water to the dying man
- Saved Pete
| "Everyone I grew up with, it all happened to them. Now... it's gonna happen to us."|
This is, without a shadow of a doubt, one of the best episodes of the season and one of my personal favourites. While "All That Remains" had some lack of comprehension for the season's story to start with, "A House Divided" puts us in a clear direction, giving us a better picture of the narrative as well as answering some important questions.
The episode starts with Clementine along with Pete or Nick trapped in a truck or a shed shortly after the walker ambush at the river, and both Pete and Nick go into a state of despair after being stuck for nearly a day. I saved Pete in the previous episode, but I personally prefer the presentation of the other intro sequence, showing Clem and Nick barricading the shed door from walkers, along with the soundtrack, seems more dynamic. Telltale often do that on some basis, creating a choice that you most likely want to pick, but make another look more better.
After returning to the cabin, you finally come face to face with William Carver, or you can refer him as the Video Game version of The Governor. I gotta say, the voice provided by Michael Madsen suits Carver fantastically well. He may seem courteous towards Clementine, but one of the rules of surviving and trusting in the apocalypse, especially when playing as a young girl, is not to be fooled by every character with a nice attitude, as learnt from Season One.
At this point, you understand the secret behind the cabin group and the predicament they are in. Due to the unexpected visit by Carver, the group travel north. Along the way, you become more settled in with the survivors. Rebecca in particular, her attitude towards Clem has been remarkably improved. Finally dropping the impertinence, and showing respect and trust.
At the Moonstar Lodge, when Clem is on top of the chairlift, you encounter another group. It was already certain that the character is someone we know, judged by the way she blocks the persons face when climbing down and walking through the crowd. The character in question is Kenny. That scene is one of the most memorable moments in the Video Game, it always makes me smile when I watch it again and again. It's great to bring two of the three original main characters back together. Although, when you talk with him by the fireplace, he does not fully explain how he escaped in Savannah. He just claimed to be lucky.
Deciding who to join with at dinner was very arduous for me - Kenny or Luke? Sit with the guy you have known very well since the very begin, or the guy you have just met and are becoming friends with? In the end, I chose Kenny, because the two had just reunited, and I figured they should start catching up.
There are some dialogue and affects that are slightly delusive. If you went with Nick at the end of "All That Remains" resulting getting stuck in a shed at the beginning of this episode, and ask Nick "Find something", he then obviously does, but Clem says "what are you doing". How else was Nick going to find something? Also, if you became friends with Sarah in the previous episode and tell her about Pete's death, it gives her a proper reason to be upset. But seconds later, she goes from sad to happy when showing Clem the gun, as if she didn't really care. But these little hiccups don't really matter, because these tend to happen all the time. This episode was terrific on all levels.
- Taught Sarah how to use a gun
- Took the blame for Sarah's photo
- Sat with Kenny at dinner
- Showed Nick the photo
- Told Walter the truth about Matthew
- Convinced Walter to forgive Nick
- Stayed behind to help Carlos
- Protected Alvin
| "Killing one in order to save many is part of survival. They are weak, and we are strong. It's why it falls to people like us to lead them to safety."|
- William Carver
"In Harm's Way" is one of the, or perhaps, the darkest and most harrowing episode of Season Two. Not everyone and every place in the post-apocalypse is tranquil and cordial, you experience what it must have been like to live in Crawford from Season One, the ruthless side of survival. The group is held captive in a hardware store run by a intelligent foe and everyone is pushed, beaten and smacked to their absolute limit.
This is the only episode of Season Two where your choices from the "400 Days" DLC will affect the story, but not as consequential you may think. Whoever left with Tavia, will be members of the community, but each character (except Bonnie) only appear for about ten seconds on-screen. In my game, I had all of the five protagonists appearing, but I sometimes feel regretful, because I made them be part of a rough and unpleasant community.
I thought Clem would have the option to mention to Reggie about Lee and his arm if you amputated it, but Kenny appears to cover that during the conversation while roaming around the area. At the same time, we get the introduction of two new characters, Mike and Jane. They almost seemed like the replacements for Omid and Christa in Season Two. Coincidentally, these characters first appeared in the third episode of the season and made it to the finale, although, Jane shares more resemblance to Molly.
Nick played a supporting role in "A House Divided", so you might have expected him to do the same in this episode, but apparently, he mostly only appears as a background character. You can speak to him, but he does not do much for the rest of the time. The same is said for Alvin if he was saved too, but he performed more of a heroic act on his part. This is one of the issues with characters who have a determinant status, as clarified when discussing the review for "Amid The Ruins" below.
Many of you comic enthusiasts might have been surprised to recognise that all of the posters in Victor's Comics are covers of comic books by Skybound and Image Comics, the same publishers of The Walking Dead.
I felt skeptical about Carver's comeuppance at first, because it seemed premature. In my mind, the best way to kill an antagonist is in the finale, not half way through the season. Knowing that Kenny was going to kill him regardless, I chose to stay and watch, because my Clementine had seen worse - Larry's head getting crushed, Danny St. John impaled by pitchfork, Lilly shooting Carley, shot the Stranger herself, etc. Carver's death is one of the most brutal you could ever witness in the game, but also strangely satisfying. It has a striking resemblance to Glenn's death in the Comic Series, but the other way round.
The group walking through the horde at the end might have been inspired by "No Way Out: Part 4" of the Comic Series, because there are some noticeable similarities:
- Carlos and Ron are the first characters to be devoured.
- Sarah and Jessie scream in horror alerting the walkers.
- Sarita and Jessie get their hands hacked off by the protagonist (Determinant).
The writing of the episode is very good, but my only major beef is that Telltale should have made the "400 Days" protagonists do more rather than only making a cameo each.
- Didn't get Reggie in trouble
- Helped Sarah with her chores
- Told Bonnie about Luke's presence
- Tried to come clean about taking the radio
- Attempted to help Kenny
- Watched Kenny kill Carver
- Chopped off Sarita's arm
| "If things start heading south, don't let them drag you down with them."|
Telltale often try their best to keep the narrative of the story in their penultimate episodes interesting without boring players so it will lead to a strong and satisfying ending in the finale, but sadly for me, like Telltale's previous games such as The Walking Dead: Season One and Back to the Future: The Game, some of the plot does not share many epic moments until at the very end. I really liked the episode, but to be honest, I was not all that thrilled by some of the events after completing episode. Pretty much like the season premiere, "All That Remains", some of the aspect are not how I anticipated.
Like many issue covers for the Comic Series, almost every episode thumbnail for the Video Game tend to be slightly misleading, but the thumbnail for "Amid The Ruins" is erroneous all over - showing Clementine smearing blood on her face, not wearing her hat or jacket, and they are silhouettes in the background. It clearly does not represent any of the events that occur in the episode. It was discovered that one of the silhouettes behind Clementine is Eddie from "400 Days", and many people assumed that he would appear in the episode. But Eddie's character model, along with the rest of the silhouettes, turned out to only be placeholders.
After Rebecca's water broke, you have to choose who to assist - Jane or Bonnie and Mike. Whichever you go with first, time goes by and becomes evening when you arrive at the next location, much like in Telltale's other episodic masterpiece, The Wolf Among Us. Although, in this season, you only miss about a minute and nothing important. When with Jane, you encounter Arvo, or you can jokingly refer him as Harry Potter, and you find out he has meds. I would have been more comfortable if there was a choice to split it, but you know Telltale, they don't play it that simple. It's give or take. The position is almost like from "Starved For Help" where you have to decide whether to take or leave the supplies from the Stranger's station wagon. In both of these decisions, I took. I admit it's not nice, but sometimes you have to do bad stuff to survive, and I was thinking about Rebecca and her baby. You don't always have to like a choice even if it is bad or not.
My favourite part is when the group are preventing the walker from climbing up the observation deck while Rebecca is giving birth. I held Rebecca's baby after it was born. At this moment, I hoped that Clementine would have the chance to mention that Christa had baby. This way we would have learned more about Christa's baby and some of the events that occurred during the sixteen month time skip, but again, it remains unknown.
When deciding whether to leave or wait, no matter who you agree with, the next sequence is always presented in the same way. The only thing your choice differs is the argument between Kenny and Luke. I think Telltale should have altered it even more with the scenery, to clearly show how much time had passed. Such as this: If you left in the morning, there is less snow. And if you waited, there would be more snow and falls heavier. When Rebecca turned, I shot her right away in order to protect the baby, because I was not going to just stand there and watch it happen. I originally thought Rebecca was going to die during childbirth, similar to Lori Grimes from the TV Series.
This episode features quite a lot of cheap deaths: Sarita, Nick, and Sarah. Neither of them play big roles in this episode. Like Nick in "In Harm's Way", they just appear as background characters and only ever talk during conversations where their dialogue and actions cause no big affects. The season could have been a lot better if they were to have bigger roles and alter the storyline more. It's a tall order for Telltale, because it's like making the episode twice, but with alternate scenes with different outcomes. Creating scenes featuring determinant characters, and scenes that don't. It's almost like Telltale try to avoid the extra developing by killing off the characters, or it's because none of the characters fit in the finale. Nick and Sarah could have done more, such as redeeming themselves similar to Ben Paul in "No Time Left". The three characters in the episode were just wasted. Each die regardless and with little meaning.
Rebecca shows that she had retrieved Carver's Colt Python after Kenny killed him, and looked like it would come in handy sooner or later, however, she never uses it, and it is not seen or mentioned afterwards. In my mind, it could have had better use if Rebecca had given it to Clementine as a new sidearm, since she entirely trusts her at this point.
Same as "All That Remains", this is an interesting episode with a fair written plot, but not a lot of it lived up to my expectations. There are some fun and humorous moments such as Mike muttering "I'd eat the sh*t out of that raccoon". That had me sniggering.
- Saved Sarah from the trailer park
- Checked on Sarah first, then Jane, and then Bonnie
- Took the pills from Arvo
- Crawled through the ticket booth
- Helped kill the walkers on the deck
- Held the baby
- Accepted Jane's nail file
- Shot Rebecca
| "Part of growing up is doing what's best for the people you care about, even if sometimes... that means hurting someone else."|
- Lee Everett
"No Going Back" is not only just the conclusion of the season full of emotion and tough decisions, your choices are really put to the test of tailoring your story. Whatever decisions you make will decide your Clementine's destiny by the end. Sure, almost everyone was disappointed that the five minute long trailer didn't reveal much, but I was partly glad about that. Most of it was just a montage of every heartbreaking moment since the beginning, giving away no spoilers at the same time. I enjoyed the exclusive scene showing Clem being recorded by her babysitter, Sandra, and speaking to her parents on the phone for the very last time before the outbreak started.
The episode starts at the exact point where "Amid The Ruins" ended. It was incredible to see that nobody from Clementine's group had gotten killed in the shootout. Luke and Mike received a gunshot wound, but the rest of the group made it out completely unscathed. A lot of player were hyped to see Jane had returned, but as always, you don't stay happy for long, as shown later in the episode. I originally figured that the Russians sought refuge in the nearby town where Clem's group were heading to at the end of "Amid The Ruins".
Kenny eventually earns Rebecca's baby a name, Alvin Jr., or abbreviated as "AJ". I was hoping that players would have the chance to name the baby themselves, possibly after deceased characters such as Lee, Omid, Doug, etc., a similar method from Telltale Games' Back to the Future: The Game, which this would also mean that the cast would have to repeat their lines more than once with different names, but "Alvin Jr." and "AJ" seemed suitable enough. When changing Kenny's bandage, his eye is not as gruesome I expected. I thought it would have been more of an exposed eye socket.
When walking on the frozen lake, especially when the walkers show up, you get the perception that something is going to go down, literally. I was expecting a character death, possibly Bonnie or Mike. But, I was shocked to see it was Luke. In a lot of ways, Luke's death didn't seem right to me. Because ever since Kenny's reappearance in "A House Divided", there have been countless conflicts between Luke and Kenny through the whole season, as if it has been foreshadowing an upcoming decision to make you choose who to save or side with, like the Lilly/Kenny rivalry from Season One.
The group become apprehensive after Kenny ferociously beats up Arvo. To be fair, they do make some decent points about Kenny being dangerous. Ever since he had his eye battered by Carver, and lost Sarita, he has become more tetchy and aggressive than ever. This is partly understandable, because he is very protective for Alvin Jr. and actually cares about him, but Kenny can sometimes take it just a little bit too far. As a result, Mike, Arvo and Bonnie (Determinant) decided to leave in the truck Kenny had just repaired. Because I play the game on PlayStation 3, I had the "Shoot Mike" choice, which you can't get on the other consoles. I don't understand why the option was scraped and replaced by the "Ask to leave" choice, because I don't see how that is more of a major choice than shooting Mike, since it does not seem to cause any affect at all.
Arvo and Mike taking off in the truck is much like Vernon and the cancer survivors stealing the boat in "No Time Left", only this time the theft was prevented, and ended up more profoundly shocking: Arvo shooting Clementine. My jaw suddenly collapsed when I saw that. The dream/flashback sequence with Lee Everett is a delightful addition to the episode, especially for the season finale, spending one moment with Lee in Season Two. Soon, Clem wakes up from her injury, which is astounding, because receiving a rifle shot below the shoulder near the heart could have realistically killed her.
Kenny's possible death was highly predictable, because there have been several hints since "Amid The Ruins", including in the "Previously On" segment at the beginning of this episode. When I saw the choice statistics, I was in the minority of shooting Kenny, unsurprisingly at first. But, after I replayed the episode, I was dumbfounded when the percentage had suddenly increased.
I was genuinely vexed when AJ was revealed to be alive the whole time, I retorted to Jane "You're f*cking crazy", making my Clementine curse, intentionally, for the first time. I could have guessed that Jane didn't actually kill AJ, but I couldn't because the brawl between Kenny and Jane was so intense. In the end, I did not leave Jane, even if it was a mistake, because I have said multiple times it is best to keep the group together. Safety in numbers.
The five alternate endings was something I hoped for ages to happen at some point in the Video Game, making it similar to Heavy Rain and Beyond: Two Souls.
- With Jane, AJ and the family (Shoot Kenny, forgive Jane, invite family)
- With Jane and AJ (Shoot Kenny, forgive Jane, make family leave)
- With Kenny and AJ (Look away, leave with Kenny, refuse to stay at Wellington)
- With AJ at Wellington (Look away, leave with Kenny, stay at Wellington)
- Alone with AJ (Shoot Kenny, abandon Jane) (Look away, abandon Kenny) (Look away, shoot Kenny)
My story ended up with Clementine, AJ, Jane, and the family. I was uncertain about returning to Howe's at first, because the group had gone through a lot of trouble devising a plan and getting characters killed to escape from it in the first place. In some ways, I feel like the ending with Clementine and AJ only is the best, because Jane lectured Clem about the benefits of surviving on your own in "Amid The Ruins", and whenever characters argue, I don't pick a side to take, I usually go for the neutral option, doing a decision your own way and making more sense. But at the same time, I'm not entirely sure, because from my perspective, neither ending is meant to be better than the other(s), and each one have valid points. There is never a right or wrong choice in The Walking Dead. If you are ever in the minority of other players choices, don't think you play it wrong, because you are not. You choose what you choose.
"No Going Back" is an amazing episode, with the storyline and everything, but there are two things I am perplexed about. Firstly, it is the only episode of Season Two to reuse the in-game notification at the start...
|"This game series adapts to the choices you make. The story is tailored by how you play."|
...which seems completely worthless if you ask me. I cannot conceive the minds of Telltale who probably looked at it and thought that is the right time to point it out to the players. It's not. You eventually get idea how your choices tailor your story playing through the first four episodes, but adding that message in the last episode is just superfluous, because the player is pretty much clear at this point about how decision making in the game works. Secondly, at the end of The Walking Dead: Season One and The Wolf Among Us, you get character statistics. You don't in Season Two. Without the stats, we don't know how well we developed the relationship between us and the characters. One other disappointment is that unlike Season One, you don't obtain a platinum trophy on the PlayStation.
Anyway, in conclusion, there is no doubt that this is by far one of the best episodes of the Video Game. Same as "No Time Left", this is another unforgettable and outstanding finale.
- Protected the baby
- Convinced Jane and Kenny to re-join the group
- Refused to drink the rum and smoke
- Went to help Luke
- Didn't ask to leave with Mike
- Shot Kenny
- Ended up with AJ, Jane and the family
- Final words: "I'm not sure about anything anymore."
Now that all five episodes are covered, let's look at the season overall. Noticeably, the season has a revamped user interface with many improvements, as well as upgraded graphics and sharper textures. In a comparison with Telltale Games' The Wolf Among Us, they share similarities in the design and layout - the main menu, the episode selection, the HUD, the reticle, etc.
I love the beautiful music used in the trailers by Anadel, "In The Water", "Carver", "Clementine", etc., exclusively produced for the game. Interestingly, Janel Drewis, an animator at Telltale Games, sings the lyrics for "In The Pines", the song from "A House Divided", instead of using a professional singer. That very song fitted appropriately well for the episode. "In The Water" became one of my all-time favourites the second I heard it in the reveal trailer released in late October 2013. It is also great that this season uses some of the original background soundtrack from Season One, even Clementine's theme during the end credits of "No Going Back".
"In Harm's Way" is the first episode of the Video Game I have played without watching any clips or read plot descriptions online to prevent being spoilt. Which is quite a bit of a downside for me, because I play on PlayStation and I live in the UK, meaning I have to wait an extra day before playing. I sometimes don't understand why Telltale release their episodes worldwide on every console apart from PlayStation.
This season features one of the new control features first used in the "400 Days" DLC. Referring to the PlayStation and Xbox, you hold down the action button (X and A) and then nudge the analog stick to a side when the arrow appears. It's a good idea, but some players, especially PC users, have been struggling to work it properly. On the PlayStation, it looks a bit like this: [ X ]. The brackets move back and forth, but what Telltale probably should have done to make it easier is add "Hold" on top or bottom.
The season is in some ways slightly short. The longest episode of the Video Game is considerably "Around Every Corner", pretty much 2 hours and 30 minutes, but from then on, all episodes including the "400 Days" DLC have been 1 hour and 30 minutes long, normally the length of a movie. You could also think of it as two episodes from the AMC show put together.
Like Season One, there are many optional choices such as retrieving items and giving advice that can become useful as well as affect decisions later on. For example, in Season 1 of the TV Series, Rick finds a grenade inside the tank in the pilot episode, and uses it in the finale to escape the CDC. Although, in this season, even though there are plenty choices that would appear to represent usefulness, some don't make any big differences at all, such as teaching Sarah how to use a gun in "A House Divided". Jane's nail file could have had more use other than making sparks to do a fire. I originally predicted the group being detained by the Russian Group, and Clem using the nail file as a knife if she had her gun confiscated. However, unlike Season One, there is not a lot of exploration and puzzle solving. The season does give you some tasks to accomplish such as retrieving medical supplies from the cabin, but they are not very challenging like starting the train in "Long Road Ahead". Shutting down the wind turbine in "A House Divided" is way too easy, only takes less than ten seconds, but that's what Telltale probably wanted you to think when first playing it. It's easy to start with, but then gets harder when the walkers appear.
Many of us were pondering on why Bonnie joins Tavia at the end of "400 Days" regardless of your choices, until as of "A House Divided", it becomes clear. Bonnie plays a main role in Season Two. Which is ironic, because she and her story were the least favourite among fans. She eventually redeems herself in this season by joining Clementine's group, but then let the whole thing down with the betrayal involving Arvo and Mike in "No Going Back". Besides than that, it's disappointing that the events from the "400 Days" DLC don't create much affects in Season Two. This is partly because "400 Days" was just an excuse to play more of the Video Game and keep some fans from waiting too long for Season Two.
There is a rare bug that sometimes occurs on the main menu, mostly caused by swapping save slots. Whenever I try to choose a slot or replay a chapter, the screen can become blank and no slots will appear. I could not play the game at all without them. This has happened to me more than twice. The only way to resolve this is to delete the save files from the PlayStation home menu, and play the season all over again. I'm not so sure if it's only occurring on my system, or if anybody else has had the same problem. As far as I can tell, I have not seen anybody or any YouTubers ever reporting this.
But you know what? None of these errors really matter. Despite some of the flaws, glitches and technical hiccups, Telltale have once again shown that they are the masters of episodic storytelling, bringing us another amazing, emotional, and satisfying game, still being my all-time favourite medium of The Walking Dead. I have enjoyed Season Two as much as Season One that I will be purchasing both seasons on PlayStation 4, to revisit the phenomenal experience on the next generation. Let's just now hope that Season Three will not end up in tatters like the TV Series' third season. And that is my review for The Walking Dead: Season Two. Feel free to share your thoughts and comments below.
Season Two out now on PlayStation 4 and Xbox One!