Telltale Games has a reputation for taking IP that’s either old or from another media and translating it into a new game experience in their very distinctive style. If I’m honest I had avoided many of their titles as whilst it was cool to see things like Sam and Max make a comeback I had long left adventure style games behind, preferring the more fast paced worlds that FPS and RTS offered. Still it was hard to ignore the fervour that surrounded their interpretation of The Walking Dead and my subsequent play through of it showed me that Telltale was able to deliver a deep and compelling story. So when I heard about The Wolf Among Us I was sold on it instantly as the brief taste that 400 Days had given me of the signature Telltale experience had left me wanting for so much more.
The days of the fables living in their own world has long since past and they now attempt to fit into the world of humans through a kind of magic called Glamour. This allows them to take on human form so that they can blend in with the wider world, enabling them to live out their lives in relative obscurity. You play as Big B Wolf (affectionately referred to as Bigby) charged with being the sheriff of the Fabletown community, keeping everyone in line and ensuring the safety of all the fables that have made the transition to the real world. However the magic of glamour doesn’t change past deeds and many old rivalries are still going strong. It was only a matter of time before everything started to take a turn for the worse although you’d never expect Bigby, even with his chequered past, to be at the centre of it.
The Wolf Among Us brings with it Telltale’s trademark style for transitioning comic books to the PC gaming medium, favouring a heavily stylized world that’s light on the graphics but heavy with detail. Every scene feels like a pane pulled straight from a comic book with the only thing missing being giant speech bubbles above all the characters. The art direction has improved quite a bit over The Walking dead with the lighting having an almost oil painting like effect on everything. It’s hard to describe but The Wolf Among Us definitely has a similar feel to other Telltale games but there’s an air of refinement about it that their previous titles lacked.
The main game mechanics remain largely the same from their previous titles with the majority of it taking the form of a point and click adventure that’s peppered with quick time events for the more action oriented scenes. Like the artwork it feels a little more refined than their previous titles with the mechanics having improved UIs that are a lot more responsive. Of course the level of game play in The Wolf Among Us is deliberately simple as the focus is heavily on the story rather than anything else which may frustrate some players. I personally enjoy it, especially after such heavily interactive titles like Shadow Warrior and Grand Theft Auto V, but it’s definitely one of the more valid criticisms that are often levelled at Telltale games.
The dialogue system has seen a small change as now instead of the options being on top of each other they’re laid out as a bunch of squares and no longer begin to fade as the time runs out. The “say nothing” option also seems to be far more prevalent something which you can use to great comedic effect if you feel like doing so. These changes definitely make the options a lot easier to scan and choose between, especially when you don’t have a lot of time to make a decision, and I’m not quite sure how to put it but the flow of dialogue definitely feels different to previous Telltale games. I like it and I’d be interested to see what long time Telltale fans think of the changes.
Whilst I think Telltale are probably the only company to do episodic content right this is the first time I’ve come in at the ground level for one of their IPs and, if I’m honest, it’s actually a little frustrating to start this early. Each episode is a bit sized chunk, on the order of 2 hours each, and whilst they’re quite entertaining in their own right I’m not the kind of person who likes to go back and revisit games for DLC and the like. I most likely will for The Wolf Among Us but it still feels like it’d be somewhat better to wait 5 months until all the episodes are out and then binge on them over a weekend. This can be made up somewhat by the fact that multiple play throughs can be quite a rewarding experience with Telltale titles as the game can play out very differently depending on what seems like minor decisions.
I’m not familiar with the source material behind The Wolf Among Us so I can’t comment to how true to form it is (although I’m told The Walking Dead was essentially like for like) but the story is gripping and thoroughly enjoyable. Of course that’d be all for nothing if the voice acting wasn’t up to scratch but the casting has been done exceptionally well with Bigby’s gravely voice fitting his character perfectly. I really can’t wait to see how it develops over the coming episodes as the first episode was action packed enough and the small teaser they give you at the end is almost cruel in how many questions it raises.
The Wolf Among Us continues Telltale’s success with translating IP material onto the video game medium with skill that few other game developers can match. The current instalment is more than enough to get you hooked into this new world, leaving you clawing at the walls for more that won’t be coming for another month. Whilst the simplistic game style won’t be for everyone the story more than makes up for this, providing an extremely rewarding experience for those who take the small amount of time to experience it. Whilst I’d probably recommend holding off until all the episodes are out it still stands on its own as a great experience, even if its a little short.
The Wolf Among Us is available on PC, Xbox360 and PlayStation 3 for $24.99. Game was played on the PC with around 2 hours of total play time and 16% of the achievements unlocked.
Much to the chagrin of many of my friends I haven’t really got into the whole Walking Dead craze that seemed to sweep the Internet over the past couple years, mostly because my wife went ahead and started watching them without me. Couple that with the fact that I’m a terrible reader (I only seem to find time for it on long haul flights) I have also given the comics on which the whole craze is based a miss. I tell you this because The Walking Dead game seemed to attract just as much fandom as the IP’s other incarnations but that was most certainly not the reason I decided to play it. Instead I had heard that Telltale Games had done well with this particular franchise and since their treatment of Sam & Max was pretty decent I figured the hype was probably well earned.
The Walking Dead takes place in modern day America with you playing as Lee Everett, a university professor who’s been recently convicted of killing his wife’s lover and is on his way to jail. On the way however the police car you’re in hits an unidentified person sending the car tumbling over the embankment and leaving you trapped in the car. After looking around it’s clear that something is amiss with the officer who was driving you rising from the dead and attempting to attack you. Things only seem to get worse from here on out as you struggle to survive and protect the few people you manage to team up with.
Whilst I haven’t played many Telltale games (although I’ve watched someone play through most of the Sam & Max series) I still got the feeling that their titles had a distinctive style and The Walking Dead certainly fits in with that idea. Due to the extreme cross platform nature of The Walking Dead the graphics aren’t particularly great but the heavy use of comic-book stylization (I’ve seen people say its cel-shaded but I’m not entirely sure about that) means that it still works well. The animations and sound effects are somewhat rudimentary but this is made up in spades by the voice acting which I’ll touch on more later.
Whilst The Walking Dead is more like an interactive movie with game elements the core game mechanics are those of an adventure game coupled with a few modern innovations like quick time events to drive some of the more action oriented sections. If you’ve played other titles in the same genre like Heavy Rain then this style will be very familiar to you where the game play elements are there to serve as a break from the usually quite intense story sections. Of course decisions you make during these sections can also have an impact on how the story unfolds, something which The Walking Dead informs you of at the start of every episode.
Even for a modern adventure game the puzzles that are thrown at you are rather simplistic usually consisting of you tracking down a particular item or following the bouncing ball in order to progress to the next area. Some of the puzzles are also completely optional, as far as I could tell, as there were a couple times when I’d do things that didn’t seem to have any impact past the scene in question. For a game that is heavily focused on the story rather than the game play I can’t really fault it for this as hard puzzles usually only serve to break immersion and frustrate the player but if you were expecting The Longest Journey level brain ticklers than you’ll be disappointed.
What I was thankful for was the simplistic inventory system that shied away from having some form of combine or use one item with another item type mechanic that a lot of games like this have. Usually this just ends up in frustration as you try to find the right item combination in order to solve the problem, something that I’m not usually a fan of. Instead if you have an item that can interact with something in the world it’ll show up as an option taking a lot of the guesswork out of the equation. Sure figuring something out can be fun and The Walking Dead certainly has some satisfying challenges but playing inventory item roulette isn’t one of them.
The Walking Dead is, for the most part, bug and glitch free however I had several occasions when the game broke on me in one way or another. Typically this took the form of the keyboard or mouse simply not responding during an interactive section, rendering me unable to progress any further until I reloaded. This wasn’t usually a problem but sometimes it did mean losing a bit of progress, forcing me to replay through a section. By far the worst bug was when a particular cut scene somehow managed to double itself up with all the characters saying their lines twice over the top of each other and the animations attempting to do the same. Personally I’d put this down to the multi-platform release which means that the amount of time that Telltale could spend on QAing each platform was reduced significantly. In all honesty though I thought most of these bugs would be ironed out given the time since the initial release.
Realistically though you wouldn’t be playing this game for the game mechanics, you’ll be playing it for the story. The Walking Dead tells you in no uncertain terms that the choices you make will affect the outcome of the game and that’s 100% true. Depending on the choices you make certain characters may or may not be alive, people might react to you differently or you might end up in a situation that you didn’t expect to find yourself in. At the end of each episode you’ll also be greeted with a statistic screen which shows how your choices lined up with the greater community and the results can be rather surprising at times.
What really got me initially were the small decisions that I’d make in the heat of the moment having drastic repercussions later on, sometimes right after doing so. Traditionally your choices in these kinds of games were almost irrelevant due to the complexity of creating multiple story arcs that have some level of coherency. The Walking Dead still has decisions like that at times during the game but it’s hard to know which one is which before you make it. I can’t tell you the number of times that I found myself wanting to go back and change something because the result wasn’t what I had expected but since there’s no quick save/load function (a deliberate omission) there’s really no way to do it unless you want to play the whole episode over again. Even then you might not be able to shape the story in the way you want.
I also want to give a lot of credit to the voice acting as it’s not easy to make something fully voice acted and have it come out as well as it has in The Walking Dead. Whilst there can be some strange fluctuations in tone should you choose different types of responses (Lee usually has passive, neutral and aggressive options) the sound bites themselves are well spoken and full of emotion which is probably one of the reasons I found it so easy to sympathize with the characters. There’s been quite a few games I’ve played recently that have been ruined by sub-par voice actors so The Walking Dead was a welcome change and one that I hope more game developers take note of.
The story was one of the great examples where I could hate everything that was happening but still felt a deep emotional connection to most of the characters. The relationship between Lee and Clem is a beautiful one and whilst I won’t spoil the ending anyone who’s been through it will tell you that it’s utterly heart breaking, to the point where I was just staring at the monitor, not wanting to accept what was happening. From what I can gather though this is what The Walking Dead franchise is all about and it does a damn good job of making you care for a lot of people before putting them through all sorts of hell, taking you along with them.
The Walking Dead is a great example of an episodic game done right as each of the sections stands well on its own but together they form something that is very much greater than the sum of its parts. The graphics are simple yet well executed, the voice acting superb and the story so engrossing that you’re likely to be thinking “what if” for a long time to come after you finish it. If you’re a fan of adventure games or The Walking Dead itself then there’s going to be a lot to love in this cinematic adventure game and I can recommend it enough.
The Walking Dead is available on PC, PlayStation 3, Xbox360 and iOS right now for $24.99, $29.99, $29.99 and $14.99. Game was played on the PC with around 10 hours played and 100% of the achievements unlocked.
The defacto platform of choice for any gamer used to be the Microsoft Windows based PC however the last decade has seen that change to be some form of console. Today, whilst we’re seeing something of a resurgence in the PC market thanks in part to some good releases this year and ageing console hardware, PCs are somewhere on the order take about 5% of the video game market. If we then extrapolate from there using the fact that only about 1~2% of the PC market is Linux (although this number could be higher if restricted to gamers) then you can see why many companies have ignored it for so long, it just doesn’t make financial sense to get into it. However there’s been a few recent announcements that shows there’s an increasing amount of attention being paid to this ultra-niche and that makes for some interesting speculation.
Gaming on Linux has always been an exercise in frustration, usually due to the Windows-centric nature of the gaming industry. Back in the day Linux suffered from a lack of good driver support for modern graphics cards and this made it nearly impossible to get games running on there at an acceptable level. Once that was sorted out (whether you count binary blobs as “sorted” is up to you) there was still the issue that most games were simply not coded for Linux leaving their users with very few options. Many chose to run their games through WINE or Cedega which actually works quite well, especially for popular titles, but many where still left wanting for titles that would run natively. The Humble Indie Bundle has gone a long way to getting developers working on Linux but it’s still something of a poor cousin to the Windows Platform.
Late last year saw Valve open up beta access to Steam on Linux bringing with it some 50 odd titles to the platform. It came as little surprise that they did this considering that they did the same thing with OSX just over 2 years ago which was undoubtedly a success for them. I haven’t really heard much on it since then, mostly because none of my gamer friends run Linux, but there’s evidence to suggest that it’s going pretty well as Valve is making further bets on Linux. As it turns out their upcoming Steam Box will be running some form of Linux under the hood:
Valve’s engineer talked about their labs and that they want to change the “frustrating lack of innovation in the area of computer hardware”. He also mentioned a console launch in 2013 and that it will specifically use Linux and not Windows. Furthermore he said that Valve’s labs will reveal yet another new hardware in 2013, most likely rumored controllers and VR equipment but we can expect some new exciting stuff.
I’ll be honest and say that I really didn’t expect this even with all the bellyaching people have been doing about Windows 8. You see whilst being able to brag about 55 titles being on the platform already that’s only 2% of their current catalogue. You could argue that emulation is good enough now that all the titles could be made available through the use of WINE which is a possibility but Valve doesn’t offer that option with OSX currently so it’s unlikely to happen. Realistically unless the current developers have intentions to do a Linux release now the release of the Steam Box/Steam on Linux isn’t going to be enough to tempt them to do it, especially if they’ve already recovered their costs from PC sales.
That being said all it might take is one industry heavyweight to put their weight behind Linux to start a cascade of others doing the same. As it turns out Blizzard is doing just that with one of their titles slated for a Linux release some time this year. Blizzard has a long history with cross platform releases as they were one of the few companies to do releases for Mac OS decades ago and they’ve stated many times that they have a Linux World of Warcraft client that they’ve shied away from releasing due to support concerns. Releasing an official client for one of their games on Linux will be their way of verifying whether its worth it for them to continue doing so and should it prove successful it could be the shot in the arm that Linux needs to become a viable platform for games developers to target.
Does this mean that I’ll be switching over? Probably not as I’m a Microsoft guy at heart and I know my current platform too well to just drop it for something else (even though I do have a lot of experience with Linux). I’m very interested to see how the Steam Box is going to be positioned as it being Linux changes the idea I had in my head for it and makes Valve’s previous comments about them all the more intriguing. Whilst 2013 might not be a blockbuster year for Linux gaming it is shaping up to be the turning point where it starts to become viable.
My first interaction with Steam wasn’t a pleasant one. I remember the day clearly, I was still living out in Wamboin when Valve released Half Life 2 and had made sure to grab myself a copy before heading home. After going through the lengthy install process requiring multiple CD swaps I was greeted by a login box asking me to create an account. Frustratingly all my usual gamer tags: PYROMANT|C, SuperDave, Nalafang, etc. were already taken leaving me to choose a random name. That wasn’t the real annoyance though, no what got me was the required update that needed to be applied before I could play it which, on the end of a 56k connection, was going to take me the better part of an hour to apply.
This soured me on the idea of Steam for quite a few years, at least until I got myself a stable form of broadband that let me update without having to wait hours at a time. Still it wasn’t until probably 3 years or so ago that I started buying most of my games through Steam as buying the physical media and then integrating with Steam later was still a much better experience. Today though it’s my platform of choice when purchasing games and it seems that I’m not alone in this regard with up to 70% of all digital sales passing through the platform. We’ve also seen Steam add many more features like SteamCloud and SteamWorks which have provided a platform for developers to add features that would have otherwise been too costly to develop themselves.
With all the success that Steam has enjoyed (in the process making Valve one of the most profitable companies per employee) it makes you wonder what the end game for Steam will end up being. Whilst they’d undoubtedly be able to coast along quite easily on the recurring sales and the giant community they’ve built around the platform history has shown that Valve isn’t that kind of company. Indeed the recent press release from Valve saying that traditional applications will soon be available through the Steam platform seems to indicate that they have ambitions that extend past their roots of gaming and digital distribution.
And its at this point that I start speculating wildly.
Valve has shown that it is dedicated to gamers regardless of the platform with Steam already on OSX and will soon be finding its way onto Linux alongside a native port of Left 4 Dead 2. With such a deep knowledge of games and an engine that runs on nearly any platform it would make sense that Valve might take a stab at cutting out the middle man entirely, choosing to create their own custom operating system that’s solely dedicated to the purpose of gaming. If such an idea was to come to fruition it would most likely be some kind of Linux derivative with a whole bunch of optimizations in it to make Source titles run better. I’ll be honest with you when this idea was suggested to me I thought it was pretty far out but there are some threads within this idea that have some merit.
Whilst the idea of SteamOS as a standalone operating system might be a bit far fetched I could see something akin to media centre software that transforms a traditional Windows/Linux/OSX PC into a dedicated gaming machine. Steam’s strength arguably comes from the giant catalogue of third party titles that they have on there and keeping the underlying OS (with its APIs in tact) means that all these games would still be available. This also seems to line up with the rumoured SteamBox idea that was floating around at the start of the year and would mean that the console was in fact just a re-badged Windows PC with some custom hardware underneath. The console itself might not catch on (although the success of the OUYA seems to indicate otherwise) but I could very well see people installing SteamOS beside their XBMC installation turning their Media PC into a dual use machine.
With all this in mind you have to then ask yourself what Valve would get out of something like this. They are already making headway into getting Steam in one form or another onto already existing consoles (see Steam for the PS3) and they’ve arguably already captured the lion’s share of PC gamers, the ones who’d be most likely to use something like SteamOS. The SteamBox would arguably be targeted at people who are not traditionally PC gamers and SteamOS then would simply be an also ran, something that would provide extra value to its already dedicated PC community. Essentially it would be further cementing Steam as the preferred digital distribution network for games whilst also attempting to capture a market that they’ve had little to do with up until this point.
All of this though is based on the current direction Valve seems to be going but realistically I could just be reading way too far into it. Their recent moves with the Steam platform are arguably just Valve trying to grow their platform organically and could very easily not be part of some grander scheme for greater platform dominance. The idea though is intriguing and whilst I have nothing more than speculation to go on I don’t think it would be a bad move by Valve at all.
I’m a big fan of technology that makes users happy. As an administrator anything that keeps users satisfied and working productively means more time for me to make the environment even better for them. It’s a great positive feedback loop that builds on itself continually, leading to an environment that’s stable, cutting edge and just plain fun to use and administer. Of course the picture I’ve just painted is something of an IT administrator nirvana, a great dream that is rarely achieved even by those who have unlimited freedom with the budgets to match. That doesn’t mean we shouldn’t try to achieve it however and I’ll be damned if I haven’t tried at every place I’ve ever worked at.
The one thing that always come up is “Why don’t we use Macs in the office? They’re so easy to use!”. Indeed my two month long soiree into the world of OSX and all things Mac showed that it was indeed an easy operating system to pick up and I could easily see why so many people use it as their home operating system. Hell at my current work place I can count several long time IT geeks who’ve switched their entire household over to solely Apple gear because it just works and as anyone who works in IT will tell you the last thing you want to be doing at home is fixing up PCs.
You’d then think that Macs would be quite prevalent in the modern workspace, what with their ease of use and popularity amongst the unwashed masses of users. Whilst their usage in the enterprise is growing considerably they’re still hovering just under 3% market share, or about the same amount of market share that Windows Phone 7 has in the smart phone space. That seems pretty low but it’s in line with world PC figures with Apple being somewhere in the realms of 5% or so. Still there’s a discrepancy there so the question still remains as to why Macs aren’t seen more often in the work place.
The answer is simple, Apple simply doesn’t care about the enterprise space.
I had my first experience with Apple’s enterprise offerings very early on in my career, way back when I used to work for the National Archives of Australia. As part of the Digital Preservation Project we had a small data centre that housed 2 similar yet completely different systems. They were designed in such a way that should a catastrophic virus wipe out the entire data store on one the replica on the other should be unaffected since it was built from completely different software and hardware. One of these systems utilized a few shelves of Apple’s Xserve RAID Array storage. In essence they were just a big lump of direct attached storage and for that purpose they worked quite well. That was until we tried to do anything with it.
Initially I just wanted to provision some of the storage that wasn’t being used. Whilst I was able to do some of the required actions through the web UI the unfortunate problem was that the advanced features required installing the Xserve tools on a Mac computer. Said computer also had to have a fibre channel card installed, something of a rarity to find in a desktop PC. It didn’t stop there either, we also tried to get Xsan installed (so it would be, you know, an actual SAN) only to find out that we’d need to buy yet more Apple hardware in order to be able to use it. I left long before I got too far down that rabbit hole and haven’t really touched Apple enterprise gear since.
You could write that off as a bad experience but Apple has continued to show that the enterprise market is simply not their concern. No less than 2 years after I last touched a Xserve RAID Array did Apple up and cancel production of them, instead offering up a rebadged solution from Promise. 2 years after that Apple then discontinued production of its Xserve servers and lined up their Mac Pros as a replacement. As any administrator will tell you the replacements are anything but and since most of their enterprise software hasn’t recieved a proper update in years (Xsan’s last major release was over 3 years ago) no one can say that Apple has the enterprise in mind.
It’s not just their enterprise level gear that’s failing in corporate environments. Whilst OSX is easy to use it’s an absolute nightmare to administer on anything larger than a dozen or so PCs as all of the management tools available don’t support it. Whilst they do integrate with Active Directory there’s a couple limitations that don’t exist for Windows PCs on the same infrastructure. There’s also the fact that OSX can’t be virtualized unless it runs on Apple hardware which kills it off as a virtualization candidate. You might think that’s a small nuisance but it means that you can’t do a virtual desktop solution using OSX (since you can’t buy the hardware at scale to make it worthwhile) and you can’t utilize any of your current investment in virtual infrastructure to run additional OSX servers.
If you still have any doubts that Apple is primarily a hardware company then I’m not sure what planet you’re on.
For what its worth Apple hasn’t been harmed by ignoring the enterprise as it’s consumer electronics business has more than made up for the losses that they’ve incurred. Still I often find users complaining about how their work computers can’t be more like their Macs at home, ignorant of the fact that Apple’s in the enterprise would be an absolutely atrocious experience. Indeed it’s looking to get worse as Apple looks to iPhoneizing their entire product range including, unfortunately, OSX. I doubt Apple will ever change direction on this which is a real shame as OSX is the only serious competitor to Micrsoft’s Windows.