There is no more emotionally engaging medium than video games. Unlike movies, music, books, or art, video games make the player more than just a spectator. I become involved in the story because I interact with it to push the narrative forward, but this interaction is more than merely button inputs. When a game forces me to make decisions a part of me becomes embedded in the character. I begin to make decisions based on what I would do or say. The character that I am controlling becomes me and sometimes that is a scary thing, especially when horrible things happen because of my actions. The Walking Dead Episode Two: Starved for Help is one of those games that makes me scared of myself.
Starved
for Help begins three months after the events of the first episode. The group has made the motor inn their home,
but things are looking grim. Food
supplies are almost nonexistent so the present supplies have been rationed. In need of more food the survivors begin to
try their hand at hunting which is where the episode opens. Lee and a new member named Mark hunt for
food in the forest. It does not take
long for trouble to arise causing the episodes second most gruesome moment (the
first occurs near the end and had me feeling sick to my stomach). As the group returns to the inn, it becomes
apparent that these three months have caused riffs among the survivors.
Lilly
has been promoted to the de-facto leader of the group. She and Kenny constantly argue about what is
best for the group, but when it comes down to it, Lilly has to make all the
hard decisions like rationing the food.
After arguing with Lilly, Lee has to pass out rations for the day
bringing about one of the worst moments for me in the whole episode. There is no right decision. No matter what I decided, someone was going
to hate me and someone was going to starve.
This is the kind of decision making that the whole game is built around:
the no win scenario. The only obvious
choice was to not feed myself. I am not
nearly a big enough p.o.s. to feed myself while other group members starve.
Before
long, two brothers named Danny and Andy St. John stumble upon the
survivors. They are looking for gasoline
to power the generators of their dairy farm.
In exchange for gasoline they agree to feed the group and even let them
checkout the farm to see if it is to their liking. After years of reading the comic, I knew
these two were not to be trusted.
Everything spewing from their mouths was too good to be true. Electricity, food, a safe compound, room for
everyone, all of these were promises they made, but nothing good ever happens
in The Walking Dead. I repeat, nothing
good ever happens.
Every
conversation with the St. John’s brothers is a tension filled chess match. They always seemed to be probing me. How many people are in our group? Are we heavily fortified? Do we have enough food? Who is the leader of the group? Each question seems friendly enough, but the
multitude and curiosity behind them brings unease. Countering and answering with a volley of my
own garners an equal amount of unease from the brothers. They are hiding something. This nerve wracking chess match continues for
two hours all the way up to the big reveal at the end. I could see the twist coming after almost 30
minutes on the farm, but that does not mean the conversations or actions it
causes are any less impactful.
Telltale
really streamlined the experience for this episode. The puzzle moments of the last episode are
pretty much gone. The focus this time
around is solely on the conversations and the interactions they cause. While I welcome this wholeheartedly, it does
not present much difficulty. Animation
seems to also have taken a tiny hit. I
found more moments of lip syncing being off and animations freaking out in this
episode than the previous one. This is
only slightly distracting though, and does not harm the experience much in the
long run.
No game
has ever left me more emotionally spent than this episode. I finished the game with a migraine, heavy
heart, and a yearning for alcohol to soothe my wounds. No decision made in this game makes me the
hero. If anything, every decision makes
me closer to the likeness of a savage.
One stat in particular at the end of the game hit me in the gut. Only 31% of the millions who had played the
game made the same brutal decision I made.
At first I thought that maybe 69% of these people are better human
beings than me, but I’ve slowly changed my mind about this. I’ve decided that those 69% don’t understand
the world of The Walking Dead.
In the words of Rick from issue
#24, “We're surrounded by the DEAD.
We're among them -- and when we finally give up we become them! We're living on borrowed time here. Every minute of our life is a minute we steal
from them! You see them out there. You KNOW that when we die -- we become
them. You think we hide behind walls to
protect us from the walking dead? Don't
you get it? We ARE the walking
dead! WE are the walking dead.” No one walks out alive. 69% of the people who played this game just
don’t realize that yet. I may end up
emotionally drained again, but I’m ready for The Long Road Ahead.