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The Walking Dead: A New Frontier – The entire Third Season review

After a number of lackluster releases, the fortunes of Telltale changed for that better when its landmark first season from the Walking Dead dropped. It had been a gritty, moving story that redefined narrative in video games, also it seemed for a time next, Telltale could do no wrong. There have definitely been more successes than not when taking licensed properties and crafting original tales around their episodic, choice-driven formula since then-the Walking Dead, however, appeared safe from the occasional misstep observed in other series. This leads us to The Walking Dead: A New Frontier, the third full season from the saga which just released its final episode. Although it is still one Telltale's stronger efforts, it pales in comparison to the previous two seasons.

The character of Clementine, the most popular thread with the first couple of seasons, is still present here to keep us connected, but takes a noticeable backseat as players control new character Javier “Javi” Garcia. Javi's family members have a close encounter having a walker early in the outbreak, which turns out to be a level for him as a person. He takes it upon himself to look after his sister-in-law, niece, and nephew for the next several years as the walker threat spreads. When Javi-with family with you somewhere between Baltimore, Maryland, and Richmond, Virginia-come over the wrong set of humans inside a junkyard, however, they quickly realize the living is equally as dangerous as the undead.

Unsurprisingly, the narrative across A New Frontier's five episodes supplies a lot of ups and downs for the characters. Keeping in line with previous Walking Dead games, there are a bevy of heart-wrenching moments, difficult decisions, and surprises to be had while you try to guide Javi and the family with a sort of safe haven. The short time make decisions ramps in the tension inside your, as Javi will often have to consider quickly in terms of things to say (or more to say) and where to visit.

The only problem with this technique in A New Frontier-and this really is something that has crept into Telltale games before-is that sometimes a few of the descriptions of what you want to say will cause you to make a decision, however your character will say something did not expect whatsoever. If I choose “tell [insert character] off” then I'm expecting several sentences laced with expletives, not for my character to suddenly reveal personal data designed to hurt that each on a deeper level. The result then can lead to something truly unexpected, but it's frustrating when it stems from a choice you are feeling you really didn't make.

Thankfully, those instances, a minimum of within my playthrough of year, were relatively few and far between. Something that plagued the narrative far more was the inconsistency from the writing quality in general. Each episode, even the double-long two-parter that kicks the growing season off, had plenty of those great moments I pointed out earlier-but unlike previous Walking Dead games, it felt like there have been dramatic tonal shifts between episodes and writing teams. Nowhere was this more evident compared to the ultimate episode, which only had one lead writer rather than a full team. This episode had humor pop up within the weirdest places, which seemed to really undercut everything that had happened up to that point. The narrative for this season also relied more heavily on plot devices compared to previous games. For instance, each episode usually featured a few flashbacks. Some were utilised to complete the nearly two-year gap for Clementine between Seasons Two and Three; others were trying desperately to add depth towards the new cast of characters, who still ended up being far less interesting than any group we've previously played as. The device was neat in early stages, but already felt overplayed when episode four rolled around.

Speaking of devices, poor Clementine was relegated to deus ex machina this go around instead of the powerful, beloved heroine she was becoming after Season Two. She would appear and disappear as she pleased during each episode, also it felt like whenever Javi had gotten himself in to the most trouble, Clem would appear to find away out to bail him and the bumbling family out before continuing her own agenda elsewhere (which we almost never see). Admittedly, this could be an aching spot for me because of the attachment many of us allow us with this particular character through the years, but it felt like one of the better characters in game titles was being underutilized.

That said, one new device the sport added which i enjoyed was those limited interactions with Clem played heavily into just how much she helps you afterwards in the game. In fact, having seen how my decisions affected my playthrough, I had been shocked that 1 / 2 of the crowd alienated Clem by the end of the sport, resulting in many questions for potential new seasons which will hopefully switch the focus back to our darling Clementine. This added some much needed weight to the largest decisions you've in the game early on, and would be a pleasant surprise.

The remaining gameplay in A New Frontier was rather through the book otherwise. Telltale has got away from the puzzles of point-and-click adventures of history, relying much more heavily on quick time events now. Although this helps greatly with the pace from the story, it removes almost any challenge from the game, which makes it feel less like you're playing a game title at all. Depending on how much you've committed to the narrative, this could be a possible turn-off if you're looking to check your brainpower more than your reflexes. It also needs to be asserted Telltale's proprietary Telltale Tool game engine continues to show wear and tear in the worst ways. There's nothing more immersion breaking than when someone is hurt in the game and the animation jumps when the blood splatters. I understand that Telltale has turned into a well-oiled machine in terms of having the ability to create episodes at a breakneck pace when compared with just a couple years ago, but it's clear the game engine can't offer the creative engine.

The Walking Dead: A New Frontier isn't the very best season we've gotten of Telltale's The Walking Dead-it's strong narrative, although inconsistent sometimes, continues to be one of the more compelling and well-thought stories Telltale has produced, however. It took some chances with new plot devices, many of which I felt didn't work, however this will hopefully provide opportunities to try other ideas that might work better instead. If you're a fan of these Walking Dead games, you'll be happy you've played this, but much like me, it'll probably only make you desire a new season as quickly as possible where the focus shifts back to Clementine.

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