I’ve been trying to figure out why The Walking Dead: Michonne is struggling to make much of an impression. I don’t really know, I guess it could be a number of things. Maybe it’s down to the enforced brevity the spin-off has decided to foster, offering half the chapters a full season has boasted, with shorter episode running times besides. Maybe the burden of assumed knowledge is too heavy. Every other game has starred (mostly) unique characters, telling you only what it felt you needed to know about them as the title’s progressed. Michonne has no such freedom; she’s a large part of both the comic and the T.V. series, and you’re expected to know this. The setting of the mini-series coincides with her disappearance during a few issues of the comics, exploring why she left and ultimately why she came back. It’s a lot of existing knowledge to expect of your audience, but maybe that’s not it either. There’s a sense of foreboding danger and impending loss that the other games were saturated in that simply does not exist here. Michonne’s a survivor, a pre-established badarse roaming the zombie-filled wastelands fearlessly. The shambling army of the undead never feel that much of a threat to her. She can die, sure, but that’s your fault for failing a QTE. It’s not supposed to happen because such simple danger is irrelevant to her. There’s a clear disconnect present that’s not been there before. You’re not overcoming obstacles; you’re poking keys to advance the inevitable.
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Staff review by Gary Hartley (April 07, 2016)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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