It doesn’t matter how good it is, it’ll still leave you hungry for more…
The cries of the insane. The groans of the dead. The shriek I emit when spilling coffee over my lap as I realise the cruel tactics zombies the undead play in Telltale’s new homage to the hottest zombie hit of the moment. As The Walking Dead: Episode 2-Starved For Helpbegins with a leisurely stroll in the woods, I was lulled into a false sense of security before being forced to make a ghastly choice to save the life of a man caught in a bear trap. Starved For help chucks you straight into the deep end from the start, reminds you that it doesn’t care for your well being and ensures you dare not pick up a beverage/itch a nose/attempt to lick your elbow during long talks from the get go. The gang have been holed up in the minimum securities of the Motel for three months now, and with supplies running low, the group are beginning to regret screwing up things on Hershel’s farm. The scarce food supplies are only fuelling the true tensions that are growing in camp. Whilst somewhere in the world Rick has emerged a true leader of the original cast, this group is struggling to decide where it stands with Kenny and Lilly calling the shots by phlemming them into each others’ faces. The group is at breaking point, until a couple of farmer boys arrive in their sights asking for a simple exchange; food for gasoline. The two lead the group to St. John’s Dairy (or Hershel’s Farm 2), a paradise unspoiled by the horrors of the new world. A pristine farm cared for by loving people…it all seems too good to be true.
Combat segments pretty much relied on me mashing the same button frequently, but I totally bought into the story so much that I honestly didn’t care
With things deteriorating at camp and St. John’s Dairy being a little too perfect considering the end of the world is at its doorstep, Starved For Help focuses more on the fact that your true enemies in the madness aren’t the dead, but the living. Fans of the comics will feel right at home with this twisted ideal, but those who aren’t will most likely be disappointed with the distinct lack of beheading this month, especially after A New Day showed us just how effective a hammer can be. Nevertheless, grim foreshadowing ends of undead farmhands and a good deal of gore should at least satisfy those who haven’t hit psychopathic boundaries. If you like torn ligaments, however, boy you’re in for one hell of a treat. Anyone with a brain weighing over a pound will feel suspicious about their new surroundings, and Starved For Help plays with this doubt like a diddy kitten does with a ball of string, mounting the tension till inevitable revelations start to appear. What it lacks in blood, it makes up for in cheap yet bloody effective scare tactics. The undead may be scarce, but their timing is bloody impeccable, and I’m ashamed to say I jumped in panic and unexpectedly slammed the controller in sheer bewilderment thanks to some dastardly bugger sneaking up on me. Usually this is where I insert a rather generic paragraph about how a Telltale game lacking puzzles is a negative, and Starved For Help cuts back on the brainpower even more than the first episode did. The story moves at such a tense and steady pace, however, that I actually hoped nothing vaguely mind boggling would chuck itself in my way. I really wanted to see what was waiting for me around the next corner no matter how grim it was and felt that each horrid decision I had to make was mentally exhausting enough. Even the minor combat segments pretty much relied on me mashing the same button frequently, but I totally bought into the story so much that I honestly didn’t care. It all flowed so well that I could quite happily sit back, wallow in the events and await another steaming hot beverage to grace my fragile frame.
just what lies ahead, nothing will prepare you for how things pan out. If the writing in future episodes is as strong as this one, I will gladly just sit through this game and watch events unfold, passing the controller like a wuss when a horrid decision comes my way. If this episode has shown us anything, it’s that The Walking Dead series is in some very safe and reliable hands. And Clementine hasn’t annoyed me to the point I want to high kick her through Saturn. Any game that’s managed to make me show compassion towards a child must have some credibility.
The Bad: Zombie deaths are minimal and sure to sadden undead pusting sickos, Gameplay doesn’t feel interwoven with plot (but helps with the pacing of the story)