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PC Gamer
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title="Permanent Link to GDC 2013: Clementine was almost cut from The Walking Dead, Telltale on the dangers of branching a story too much">The Walking Dead: Episode Four







At Telltale's panel "Saving Doug: Empathy, Character, and Choice in The Walking Dead" today at GDC 2013, co-creative leads Jake Rodkin and Sean Vanaman outlined the ideas that guided their design of one of last year's most acclaimed games. A few of the presentation's topics overlapped a little with DayZ creator Dean Hall's comments yesterday at GDC about the value of context in storytelling and of player-generated meaning. But maybe most notably, the pair of designers admitted that they were concerned "every day" about how the game's story would suffer if players didn't care about Clementine, Lee's companion throughout the series.



Hopefully Obvious Disclaimer: This post includes spoilers about Telltale's adaptation of The Walking Dead.



Jake Rodkin: “While Clementine seems like an obvious choice for a character in a game that’s paying attention to your decisions because she can both influence your decisions and she can be shaped by them, but the creation for Clementine was actually more pragmatic at the beginning. It came from us trying to answer one question, which is: ‘Why the hell would you not leave this group of ass*$#%?’ So we quickly realized that a child that you cared about, someone akin to Carl in terms of Rick from the comics, would mean that you couldn’t just hit the road or maybe you wouldn’t constantly feel like you wanted to. But of course, if you don’t care about that child as well, then we were sort of doubly screwed. Because you’d be frustrated with this group and you’d be shackled to this little kid you don’t care about.”



Sean Vanaman: "Those were real fears. That was like real, every day..."



Rodkin: "Was there talk about cutting Clementine out of the game a week before voice recording? Yes there was."



This example ran alongside Telltale's discussion of the dangers of introducing unnecessary branches to The Walking Dead.



Earlier in the presentation Rodkin and Vanaman explained how Telltale came to recognize that adding too many story branches was a potential pitfall.



Rodkin: “We had to learn in The Walking Dead that the setup leading up to a dramatic moment was going to be as important or maybe more important than the payoffs. It did take us a while to get there. I think with the idea of an interactive story it’s really, really easy to get fixated on branching the narrative just for the sake of having more branches. You can spend forever coming up with cool ways to branch a story and lose sight of what makes the choices that you’re branching have resonance in the first place, which is the context that’s built up before the choice is made--the reason that a player is actually making a choice. It turns out that you can branch your narrative all you want, and that doesn’t make your narrative any more meaningful if the act of actually making those choices have no meaning.”



Vanaman: “Something we learned the hard way.”



Rodkin: “Yes. So, for example... for a while we actually altered the design of the second episode of The Walking Dead so that the result of most every major plot beat in the first act was in the hands of the player at the expense of building context. Every big event had repercussions which rippled out into later in the episode.”



Continuing, Rodkin provided an example of a plot structure they were considering for the game's second episode, but eventually discarded.



Rodkin: “So like, for instance, when you encounter these guys David and Travis in the woods, one of them would come back to you, and one of them would be left behind to become food for the cannibals later in the episode. But maybe if you made a completely unrelated choice later, Mark would be the one who was eaten instead. So Lee has this axe which you can give to a few different characters, only some of them could come to your aid later on. And then when the family from the dairy meets you, you could decide how much of your group’s fuel store to put on the table to bargain with in exchange for food when you go to visit them in the dairy. Then when you finally do get to the dairy, if you don’t like it there, you could just take your whole camp back for a second hash-through of all your options. Which of course, practically ended up boiling down to just ‘Oh, we should actually just go back to that dairy.’”



Jake Rodkin (left, creative director) and TWD director and writer Sean Vanaman.



Rodkin: “It sounds maybe cool on paper until you say all of that out loud. And maybe in another game or another situation it would be incredibly cool, but in The Walking Dead it wasn’t working. We were selling out the reason that all these choices were important for just giving the player the ability to make more choices. Creating all of these events and feeling like you had all this power actually ended up robbing all of the events of their meaning.”



Vanaman: “Yeah, we forgot about context and kind of became slaves to the question of ‘Wouldn’t it be neat if?’”



Rodkin: “Yeah, the more we broke the game down into choice after choice after choice, creating a sort of ever-shifting foundation of context to build on, the more players in playtests and even just the team started to feel untethered from the meaning of things, from what they were doing. And it drove home for us what really mattered in The Walking Dead, which was the experience of spending time with the world and the characters until you knew them the way you would a real place and real people, and then putting those bonds to the test.”



Track down the rest of the presentation on the GDC Vault when it becomes available. Rodkin and Vanaman can also be heard on the wonderful Idle Thumbs podcast.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alec Meer)

Telltale saysfable

I wonder if Telltale are worrying about Difficult Second Album Syndrome, despite Fables: The Wolf Among Us actually being about their dozenth adventure game series. The rapture their Walking Dead series was met with puts them, if not actually on the A-list then at least on the waiting list for the A-list. By which I mean they’re on the list of developers who I’d say are on the list to be on the list. Maybe I should do a list of all of them., but to be honest I feel a bit too listless to bother.

The Wolf Among Us, then. It’s an episodic adventure game based on the modern-day fairy tales, Big Bad (were)Wolf-starring DC comic series Fables. (more…)

PC Gamer
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title="Permanent Link to GDC 2013: IGF and GDC Award winners revealed">Cart Life







This year's GDC has been the source of many interesting industry tidbits. But forget them for now, because it also hosted two award shows last night. Shiny, slightly crass and easily digestible in a handy list format - we've got all the winners from the Independent Games Festival Awards and Game Developers Choice Awards right here. Did Hotline Miami's masked protagonist beat the living snot out of the FTL crew for the Seumas McNally Grand Prize? Did Incredipede's creepy-crawly monstrosities scare away the other Visual Art nominees? Did any game not called Journey win a GDC Award? Read on to find out.



We'll start with the IGF Awards, primarily because its the one that wasn't dominated by a PS3-exclusive game about plodding through a desert.



Independent Games Festival Awards



Seumas McNally Grand Prize



Hotline Miami (Dennaton Games)

FTL: Faster Than Light (Subset Games)

Cart Life (Richard Hofmeier)

Little Inferno (Tomorrow Corporation)

Kentucky Route Zero (Cardboard Computer)





Excellence in Visual Art



Incredipede (Northway Games and Thomas Shahan)

Kentucky Route Zero (Cardboard Computer)

Guacalamelee! (Drinkbox Studios)

Loves in a Dangerous Spacetime (Asteroid Base)

Year Walk (Simogo)





Excellence in Narrative



Thirty Flights of Loving (Blendo Games)

Cart Life (Richard Hofmeier)

Kentucky Route Zero (Cardboard Computer)

Dys4ia (Auntie Pixelante)

Gone Home (The Fullbright Company)





Technical Excellence



StarForge (CodeHatch)

Perspective (DigiPen Widdershins)

Little Inferno (Tomorrow Corporation)

Intrusion 2 (Aleksey Abramenko)

LiquidSketch (Tobias Neukom)





Excellence In Design



Samurai Gunn (Beau Blyth)

FTL: Faster Than Light (Subset Games)

Starseed Pilgrim (Droqen & Ryan Roth)

Super Hexagon (Terry Cavanagh)

Super Space (David Scamehorn and Alexander Baard/DigiPen)





Excellence In Audio



Kentucky Route Zero (Cardboard Computer)

Bad Hotel (Lucky Frame)

140 (Jeppe Carlsen)

Hotline Miami (Dennaton Games)

Pixeljunk 4AM (Q-Games)





Best Student Game



ATUM (NHTV IGAD)

Back to Bed (Danish Academy of Digital Interactive Entertainment)

Blackwell's Asylum (Danish Academy of Digital Interactive Entertainment)

Farsh (NHTV IGAD)

Knights of Pen & Paper (IESB - Instituto de Ensino Superior de Brasilia & UnB - Universidade de Brasilia)

the mindfulxp volume (Carnegie Mellon University Entertainment Technology Center)

Pulse (Vancouver Film School)

Zineth (Rensselaer Polytechnic Institute)





Nuovo Award



Cart Life (Richard Hofmeier)

Spaceteam (Henry Smith)

Dys4ia (Auntie Pixelante)

Bientot l'ete (Tale of Tales)

7 Grand Steps (Mousechief)

MirrorMoon (SantaRagione + BloodyMonkey)

VESPER.5 (Michael Brough)

Little Inferno (Tomorrow Corporation)





Audience Award

FTL: Faster Than Light (Subset Games)



Thoughts? Firstly, congratulations to Zineth, deserved winner of Best Student Game. It's great, and you should play it. More obviously, well done to Richard Hofmeier for the runaway success of Cart Life. I'm sure many will be surprised by just how well it's done, especially among such a strong list of contenders for the Seumas McNally Grand Prize. If you're currently thinking "Cart What now?" let Christopher Livingston's Sim-plicity column on the game fill you in.



Elsewhere in the list, I'm surprised to see Little Inferno getting a Technical Excellence award (it had nice fire, I guess), unsurprised to see FTL nab the Audience Award, and marginally disappointed to see Hotline Miami go back to its DeLorean with nothing. Although, hey, it's still got a chance at a Games Developer Choice Award! Haha, no, just kidding. Journey won everything.



Game Developers Choice Awards



Game of the Year



Dishonored (Arkane Studios/Bethesda Softworks)

The Walking Dead (Telltale Games)

Mass Effect 3 (BioWare/Electronic Arts)

XCOM: Enemy Unknown (Firaxis Games/2K Games)

Journey (Thatgamecompany/Sony Computer Entertainment)





Innovation Award



Mark of the Ninja (Klei Entertainment/Microsoft Studios)

Journey (Thatgamecompany/Sony Computer Entertainment)

FTL: Faster Than Light (Subset Games)

The Unfinished Swan (Giant Sparrow/Sony Computer Entertainment)

ZombiU (Ubisoft Montpellier/Ubisoft)





Best Audio



Journey (Thatgamecompany/Sony Computer Entertainment)

Hotline Miami (Dennaton Games/Devolver Digital)

Sound Shapes (Queasy Games/Sony Computer Entertainment)

Assassin's Creed III (Ubisoft Montreal/Ubisoft)

Halo 4 (343 Industries/Microsoft Studios)





Best Debut



Humble Hearts (Dust: An Elysian Tail)

Polytron Corporation (Fez)

Giant Sparrow (The Unfinished Swan)

Subset Games (FTL: Faster Than Light)

Fireproof Games (The Room )





Best Downloadable Game



The Walking Dead (Telltale Games)

Spelunky (Derek Yu/Andy Hull)

Trials: Evolution (RedLynx/Microsoft Studios)

Mark Of The Ninja (Klei Entertainment/Microsoft Studios)

Journey (Thatgamecompany/Sony Computer Entertainment)





Best Game Design



Dishonored (Arkane Studios/Bethesda Softworks)

Mark Of The Ninja (Klei Entertainment/Microsoft Studios)

Spelunky (Derek Yu/Andy Hull)

Journey (Thatgamecompany/Sony Computer Entertainment)

XCOM: Enemy Unknown (Firaxis Games/2K Games)





Best Handheld/Mobile Game



Gravity Rush (SCE Japan Studio/Sony Computer Entertainment)

Hero Academy (Robot Entertainment)

Sound Shapes (Queasy Games/Sony Computer Entertainment)

The Room (Fireproof Games)

Kid Icarus: Uprising (Sora/Nintendo)





Best Narrative



Spec Ops: The Line (Yager Entertainment/2K Games)

Mass Effect 3 (BioWare/Electronic Arts)

Dishonored (Arkane Studios/Bethesda Softworks)

The Walking Dead (Telltale Games)

Virtue's Last Reward (Chunsoft/Aksys Games)





Best Technology



Far Cry 3 (Ubisoft Montreal/Ubisoft)

PlanetSide 2 (Sony Online Entertainment)

Halo 4 (343 Industries/Microsoft Studios)

Call of Duty: Black Ops II (Treyarch/Activision)

Assassin's Creed III (Ubisoft Montreal/Ubisoft)





Best Visual Arts



Borderlands 2 (Gearbox Software/2K Games)

Journey (Thatgamecompany/Sony Computer Entertainment)

Far Cry 3 (Ubisoft Montreal/Ubisoft)

Dishonored (Arkane Studios/Bethesda Softworks)

Halo 4 (343 Industries/Microsoft Studios)





Ambassador Award

Chris Melissinos, curator of The Smithsonian's The Art of Video Games exhibit



Pioneer Award

Spacewar creator Steve Russell



Audience Award

Dishonored



Lifetime Achievement Award

BioWare founders Ray Muzyka and Greg Zeschuk



Conclusion: award show judges really love Journey.
PC Gamer
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title="Permanent Link to Telltale’s Fables adaptation named The Wolf Among Us, releases this summer">The Wolf Among Us







Back in 2011, Telltale revealed it's working on an adaptation of Fables, the DC Comics series of fairy tale characters surviving in the modern world. As IGN reports today, Telltale's next adventure is now named The Wolf Among Us and will launch this summer.



Taking place as a canon prequel to the events of the comics, The Wolf Among Us follows Bigby Wolf, a humanized Big Bad Wolf scraping a living in New York City as a grim-faced detective. In the comics, Wolf can shapeshift between forms at will, wield his "huff and puff" wind power, and smoke a pack of cigarettes faster than you can say "lupine."



It'll be interesting to see how Wolf's abilities factor into Among Us' adventure framework, especially since its plot involves Wolf trying to keep other fairytale Big Apple citizens from drawing too much attention to themselves. I'd say that might become tricky if he accidentally topples over an apartment building by sneezing too hard or something. Still, Telltale tackling another episodic series is a thumbs-up all around given its successful first season of The Walking Dead.
PC Gamer
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title="Permanent Link to Origin Player Appreciation Sale chops up to 70 percent off EA’s big franchises">Origin Player Appreciation Sale







It isn't often we see the words "Origin" and "sale" next to each other, but this week is the exception: EA is running a week-long Player Appreciation Sale which discounts some pretty hefty games in the publisher's lineup—titans such as Mass Effect 3, Crysis 3, and Battlefield 3.



Here's the full list of games on sale and their prices:



Battlefield 3 Premium—$25

Battlefield 3—$12

Battlefield 3 Premium Edition—$30

Crysis 3—$30

Crysis 3 Digital Deluxe Edition—$40

Crysis 3 Digital Deluxe Upgrade—$10

The Sims 3 Seasons—$20

The Sims 3 University Life—$28

The Sims 3 Supernatural—$15

Dead Space—$6

Dead Space 2—$6

Dead Space 3—$30

Resident Evil 5—$10

Mass Effect 3—$10

The Walking Dead—$10

Batman: Arkham City GOTY Edition—$12

FIFA Soccer 13—$20

Command & Conquer Ultimate Collection—$15

Hitman: Absolution—$15

Saints Row: The Third Full Package—$25

Assassin's Creed 3—$35

Assassin's Creed 3 Deluxe Edition—$56

Darksiders 2—$18

Dead Island GOTY Edition—$10

Resident Evil: Operation Raccoon City—$25





Normal and special editions on sale? And they're big games? I don't want to spoil this rare opportunity to enjoy a good Origin sale with cynicism, but it's hard not to chortle lightly at the convenient devaluing of nearly half the games EA offered SimCity players for free earlier this week.
Kotaku

The Walking Dead: Survival Instinct Is The Worst Game I've Played This YearThe wonderful zombie film Shaun of the Dead starts out with a running gag where it's clear that a zombie apocalypse is going on, but the heroes don't notice. As they walk down the street, we can see obscured scenes of undead carnage in the background, but Shaun is too wrapped up in his girlfriend-troubles to see.



Sometimes, a bad video game can feel a bit like that. You're playing, preoccupied with tutorials and introductory cinematic sequences, not yet fully aware of the jankiness that lurks in the shadows. Eventually, the game hits its stride and its crappiness gets right up to your face, groaning and snapping its teeth.



Terminal Reality's new game The Walking Dead: Survival Instinct does not indulge in such ambiguity. Both the zombie apocalypse and the game's utter badness are readily apparent within the first five minutes.



I spent last night playing through the first couple of hours of the first-person survival horror game, which came out yesterday for PC, Xbox 360 and PS3. Survival Instinct begins with a weird, cordoned-in tutorial that first sends you in pursuit of a false objective, then puts you into an unwinnable fight against a bunch of zombies, or "walkers" in The Walking Dead parlance. You die. Then comes the big reveal—spoiler alert?—that you were in control of the father of well-known characters Daryl and Merle Dixon, and your terrible shooting and running skills got him killed. It's a crap tutorial even among other crap tutorials, and a precursor to all the crap to come.







width="500" height="333" allowscriptaccess="always"
allowfullscreen="true">

But first! Comes the credits sequence. Which, if you're a fan of the popular AMC Walking Dead TV show, will feel mighty familiar. Bear McCreary's six-note violin motif and string-section dive-bombs push through an evocative collection of rural imagery accompanied by the names of the actors who appear in the game. It's almost like you're watching a TV show!



And then, back to the game, which is very clearly not a TV show. You take control of Daryl Dixon, the man you'll command for the rest of the game. Side-note on Daryl—it's interesting that the most popular character on the TV show is this guy who has no counterpart in the comics. I like Daryl on the show, too. His low-drama badassery stands in welcome contrast to the whining and carrying on of the majority of the cast, and Norman Reedus manages to inhabit the role with a sharp, morally ambiguous intelligence. And he does seem like the most obvious character on the show to base a video game around, what with his signature crossbow and mysterious backstory.



The Walking Dead: Survival Instinct Is The Worst Game I've Played This Year



But even if Daryl deserves to star in his own video game, it shouldn't be this one. I've spent two hours playing Survival Instinct, and those two hours were filled with frustration, boredom, and that peculiar form of bleak hopelessness that accompanies the worst games.



Of course, it's not a huge surprise that Survival Instinct is bad. Its promotional campaign has been festooned with warning signs—in particular the fact that they've been cagey about actually showing the game. The introductory trailers made a far bigger deal about the fact that the game stars Reedus as Daryl and Michael Rooker as his brother, Merle (Wow! Real actors from a TV show! In a video game!) than anything related to the game itself. We were unable to secure an early copy of the game for review, which is never a good sign. And early footage that hit the web was… well, it wasn't promising.



So, yes, the game is a steaming pile and an utter waste of time and money. On the off-chance that this is all new to you, allow me to demonstrate a few of the ways it comes up short.




It's very ugly.



Survival Instinct looks and moves like an Xbox 360 launch title, with inconsistent performance and flat colors and textures. On PC, it offers the following advanced graphical options:



The Walking Dead: Survival Instinct Is The Worst Game I've Played This Year



Here's what the game looks like without light shafts:



The Walking Dead: Survival Instinct Is The Worst Game I've Played This Year



And here's what it looks like with them:



The Walking Dead: Survival Instinct Is The Worst Game I've Played This Year



Okay then!




Combat is a drag.



Combat in the game is a disaster, plain and simple. In the early stages, you'll have a couple of guns and a knife. One of the guns uses a scope and is essentially useless, as the zombies are never far away enough to require you to use it. The shotgun is more useful, but is so loud that it attracts far more zombies than you could ever kill with your limited ammunition. That leaves you with the knife, which lets you get into a kind of hilarious slap-fight with a zombie until you kill it. As seen here:










Or, you could sneak up behind the biter and stab it in the brain. You will do this a lot. In fact, the ol' "Punch the zombie in the face to stun it, then run around it and stab it in the brain" trick was just about the only trick I used. Well, unless I got caught in...




The endless zombie group-hug.



One of the weirdest elements of Survival Instinct is the "grapple" move, which happens when a zombie gets too close to you. Daryl starts to wrestle with the zombie, and you jam the right trigger and, if you can get the cursor over the zombie's head, Daryl will stab it in the brain. It's kind of a neat idea? Except it fails in execution. The levels I've played usually end with me making a run through a pack of walkers. And if I get even remotely close to one of them, I get sucked into an unending zombie scrum, stabbing zombie after zombie after zombie, almost always until I die.



Here's a video:











Sweat. Everywhere.



Survival Instinct also features a lot of sweat. Sweat? Yes, sweat. Normally in games like this, when you "sprint" for a while, you'll run out of breath. Maybe, if you're playing Far Cry 2, your vision will swim a bit. In Survival Instinct, you'll start to see a weird water effect run down the side of the screen. That is, I have to assume, supposed to be Daryl's sweat, pouring down the camera lens. Weird! And kinda gross!










(It's a little hard to see in this video, but it's at the corners. Anyway, it's strange.)


Video Game B.S.



Survival Instinct is loaded with all kinds of shoddy video-game bullshit. The levels are very hemmed in and the world never feels reactive or real, and as a result the whole thing feels cheap and unfair. You'll carry around sports drinks that replenish your health, but equipping and using them is a nuisance. Checkpointing is a bummer and there's no quicksave option, and at least once the game crashed to desktop and forced me to restart an entire level. The heads-up display is laughably fug, a giant oblong compass in the corner of the screen that points, surprisingly unhelpfully, to your next objective.



The Walking Dead: Survival Instinct Is The Worst Game I've Played This Year



Level design is awful—I'd run into a room and more often than not would get cornered and die. Doors are inconsistent—some will open, but most are glued shut. And there are invisible walls everywhere.



Check out this doozy from the end of another early mission:










I'm standing on the car, the dude I'm supposed to get to is right there, and yet I have to run into the glowing green area to end the mission. Man.




Slightly interesting ideas, poorly implemented.



When you travel from level to level in the game, you'll have to make some decisions about which route you take. You can take backroads, regular streets, or the highway. Each one uses a certain amount of gas, and each one brings with it a chance of a breakdown. If you run out of gas or break down, you'll have to explore a small side-mission area to find more gas or locate whatever part from your car needs to be replaced.



It's an interesting risk/reward idea that falls flat because no matter what happens, you're going to have to do the same thing: Enter an area, dodge some zombies, grab a thing, and run back to the glowing green square. Basically, these side missions give you more game to play. Because the game is terrible, they feel more like a punishment than a bonus.



The Walking Dead: Survival Instinct Is The Worst Game I've Played This Year



You can also manage the survivors in your crew, which is another odd idea that doesn't work but could've maybe been interesting in another game. You can give your companions weapons and even send them out on errands to get gas or food. You can also just tell them to "stay at the car," which, if you follow the TV show, is kind of funny, albeit unintentionally so.



But really, this whole aspect of the game is a mess, and just adds some unclear, unfun micromanaging to deal with in between unfun action missions. I'd love to play a post-apocalyptic resource management/travel game like Oregon Trail, but this ain't it.



There's certainly no opportunity to get attached to your friends, and their deaths are treated about as ignobly as could be. Check out the end of this mission (more spoilers, if you care):










So not only does the cutscene trigger before I touch the green box, it ends with a hilariously anticlimactic death scene. Bang! End-of-mission screen! Ha.




Basically, everything else.



The Walking Dead: Survival Instinct is a slipshod, uninspired mess. I have to feel for the developers at Terminal Reality—whatever rushed production schedule or other behind-the-scenes shenanigans must have gone down, no professional game-maker could be happy with this final product.



There are so many superior alternatives: If you've got a hankering to kill some zombies in a southern setting, play Left 4 Dead 2. If you love The Walking Dead and want to spend more time in that world, play Telltale's wonderful adventure game from last year. And if you want to play a tense, terrifying first-person zombie game that relies on smarts and sneaking as much as on firepower (and you own a Wii U), play ZombiU.



I can think of no compelling reason why anyone should play this game. Ugly, flat, boring, aggravating and often broken, The Walking Dead: Survival Instinct is the purest form of video game garbage. It's utterly unworthy of your time and money.


Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

Edit: Telltale have sent a correction to Game Informer. “The current estimated release window for Season Two of The Walking Dead is for fall of this year (2013), and not next year (2014) as has been reported after a recent interview.”

TV is evil. No, no, not because it drains our brains, turns all children into devil-worshiping miscreants, and won’t let Gordon Ramsay host everything, but because it taught me to expect that the very TV-like Walking Dead season two would arrive only a year after its pioneering predecessor. But alas, tearing out the reigning Emotion King’s decaying guts and replacing them with state-of-the-art new ones takes time. So then, when do you think Walking Dead season two is kicking off? 30 years from now? Tomorrow? Half-Life? Nope. Try late next year. Besides, everyone knows Half-Life 3′s been out for years. Valve’s just doing a timed exclusive with the actual Combine dimension to ensure this one’s safety. I mean, obviously.

(more…)

PC Gamer
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title="Permanent Link to The Walking Dead’s second season won’t rise until Autumn 2014 [Updated]">The Walking Dead







Update: In a statement to Game Informer, Telltale say: "The current estimated release window for Season Two of The Walking Dead is for fall of ‘this’ year (2013), and not ‘next’ year (2014) as has been reported after a recent interview. We apologize for any confusion and thank you and all of our fans for your continued excitement for Telltale’s series."



So not that long to wait after all.



Original story: Hoping to find out the fate of after in the conclusion to Season 1 of The Walking Dead? Prepare for a wait. In an interview with Eurogamer, Telltale's CEO Dan Connors reveals the game's second season is currently planned for release around "fall next year". On the plus side, it means people who haven't yet played the game have well over a year to find out what that first sentence is hiding.



Fortunately for fans, the studio plans to release some form of Walking Dead content in the interim between the two seasons, as revealed by writer (and mayor of Whitta Vista) Gary Whitta last week. "Knowing that it’s a way off, and knowing that people are hungry for more Walking Dead, there may very well be more Walking Dead from Telltale before season two," he said.



"We'll probably have something to announce fairly soon about what we're going to do," Connors admitted. "It'll be different."
Kotaku

Season Two Of The Walking Dead Might Not Be Out Until Next Fall [UPDATE: Nope, It'll Be This Fall]



When season one of The Walking Dead hit last year, a lot of people assumed that the episodic adventure series would turn into an annual thing. Many of us thought season two would be out in 2013.



But alas. Season two of the critically-acclaimed series might not hit til fall of 2014, according to Telltale boss Dan Connors, who spoke to Eurogamer at the British Academy of Film and Television Arts (BAFTA) awards last night.



"We're aiming for fall next year," Connors said, adding that something else will help fill the gap while we wait. "We'll probably have something to announce fairly soon about what we're going to do... It'll be different."



Hopefully it's a first-person shooter. Just kidding.



Update: Speaking with Game Informer, a Telltale representative said that the second season is in fact targeted for the coming fall, not next fall.




"The current estimated release window for Season Two of The Walking Dead is for fall of ‘this' year (2013), and not ‘next' year (2014) as has been reported after a recent interview. We apologize for any confusion and thank you and all of our fans for your continued excitement for Telltale's series."




Season Two of Telltale's The Walking Dead "aiming for" autumn 2014 [Eurogamer]


PC Gamer
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title="Permanent Link to Dishonored takes Best Game at BAFTA awards">Dishonored Bafta







Alternative headlines include "Dick and Dom SNUBBED in Online - Browser category", "Black Ops II not deemed most innovative game of the year - internet pitchforks rest easy", or just, "Journey wins pretty much all the other bloody awards, to the chagrin of PC-centric news writers". Still, there were some wins for games that PC owners could play. As well as Dishonored's top award, shiny trophies also went to The Walking Dead, XCOM and Far Cry 3.



Full list below. Winners in bold.



Best Game



Dishonored

Journey

Mass Effect 3

The Walking Dead

FIFA 13

Far Cry 3



Action



Far Cry 3

Hitman: Absolution

Call of Duty: Black Ops 2

Halo 4

Mass Effect 3

Borderlands 2



Game Innovation



The Unfinished Swan

Fez

Call of Duty: Black Ops II

Wonderbook: Books of Spells

Journey

Kinect Sesame Street TV



Artistic Achievement

Journey

Halo 4

Borderlands 2

Far Cry 3

The Room

Dear Esther



Audio Achievement



Journey

Far Cry 3

Beat Sneak Bandit

Halo 4

Assassin's Creed III

Dear Esther



Mobiles & Handheld



The Walking Dead

LittleBigPlanet (Vita)

New Star Soccer

Incoboto

Super Monsters Ate My Condo

The Room



Online - Browser

SongPop

The Settlers Online

Merlin: The Game

Runescape

Amateur Surgeon Hospital

Dick and Dom’s HOOPLA!



Online - Multiplayer



Journey

Assassin’s Creed III

Call of Duty: Black Ops II

Need For Speed Most Wanted

Halo 4

Borderlands 2



Original Music



Journey

Diablo III

Assassin’s Creed III

Thomas Was Alone

The Unfinished Swan

The Walking Dead



British Game



The Room

Need for Speed Most Wanted

Forza Horizon

Dear Esther

Super Hexagon

LEGO: The Lord of the Rings



Performer



Danny Wallace (The Narrator) - Thomas Was Alone

Nolan North (Nathan Drake) - Uncharted: Golden Abyss

Melissa Hutchinson (Clementine) - The Walking Dead

Dave Fennoy (Lee Everett) - The Walking Dead

Adrian Hough (Haytham) - Assassin’s Creed III

Nigel Carrington (The Narrator) - Dear Esther



Debut Game



The Unfinished Swan

Deadlight

Forza Horizon

Dear Esther

Proteus

The Room



Sports/Fitness



New Star Soccer

Forza Horizon

F1 2012

Nike+ Kinect Training

Trials Evolution

FIFA 13



Family



LEGO Batman 2: DC Super Heroes

Minecraft: XBOX 360 Edition

Just Dance 4

Skylanders Giants

Clay Jam

LEGO The Lord of the Rings



Story



The Walking Dead

Journey

Far Cry 3

Thomas was Alone

Mass Effect 3

Dishonored



Strategy



XCOM: Enemy Unknown

Dark Souls: Prepare To Die

Diablo III

Great Big War Game

Total War Shogun 2: Fall of the Samurai

Football Manager 2013



Game Design



Journey

Dishonored

Far Cry 3

XCOM: Enemy Unknown

Borderlands 2

The Walking Dead



Fellowship

Gabe Newell



And if you'd like to see the various people involved in the above games accept their golden face masks, you can do so via this video of the event.



...

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