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Game Reviews

‘The Walking Dead: The Telltale Definitive Series’ Review: A Bittersweet Swan Song for Telltale’s Defining Game Series

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When Telltale Games released The Walking Dead game back in 2012, there was no telling as to how the point and click interactive adventure game was going to be received. But the game became more than just a success. It became a critically acclaimed and commercially successful phenomenon that transformed Telltale Games into an A-list game development studio overnight. Winning countless awards- including a huge amount of Game of The Year awards from various publications– The Walking Dead proved that games that focus on delivering engaging narratives and well-developed characters can be just as good as big and bombastic games.

However, the closure of Telltale Games in September 2018 meant that several projects were cancelled and The Walking Dead: The Final Season, which had just released its second episode, was suddenly thrown into a state of uncertainty. With the fans desperately wanting to complete Clementine’s story, Skybound Games stepped in, took on the challenge, and managed to finish the series with the critically acclaimed final episodes. Now, a year later, a compilation of all the games has been released and it’s a huge accomplishment. There is a sense of achievement surrounding this collection and whilst it is not without issues, it is a perfect package for fans of The Walking Dead as well as a poignant ending of an era.

Unused concept art of Clementine’s house doesn’t go to waste as it acts as the setting for the main menu.

The Definitive Series is a collection of all four seasons of Telltale’s The Walking Dead as well as the Michonne miniseries and the 400 Days DLC, plus a ton of new bonus material and additional features. A short documentary on how Skybound Games saved The Final Season is available as are developer commentaries from some of the cast and developers of the games for some various episodes. There is also an art viewer which shows off concept art from all the seasons and a character viewer where you can look through various character models and animations as well as listen to voice lines from across the series. The final bonus feature is a music player, which allows you to listen to Jared Emerson Johnson’s origianl score from each season.

The bonus content is definitely a must-have for diehard fans of the series such. The ten-minute film The Return of The Walking Dead is a short but fascinating look into Telltale’s rise and fall and the effect it had on the staff as well as the fans. The developer commentaries also provide an insight into the game that fans would not otherwise have. For instance, the voicemail from Clementine’s mother Diana in the first episode of Season One is revealed in the commentary to have been the audition tape for actress Rebecca Schweitzer. They found her performance so impressive that they did not ask her to record any more dialogue for the role of Diana. Instead, they used the audition in the finished game as well as in the trailer for the game. It is little facts like this that I found really fun to hear when listening to the commentaries.

The art viewer provides some brilliant concept pieces from the team behind the artwork of the games. It also gives an insight into some scrapped ideas. There is concept art for an unused gym setting in Ericson Boarding School from The Final Season as well as a dilapidated version of Clementine’s house. The house concept gets some use in the form of the menu for The Definitive Series, but a return to Clementine’s home could have been a fascinating addition to the game. The character viewer is definitely fun to play around with too as you can mix up voice lines and animations to create some weird and wonderful sights. My personal favourite animations are the Rosie model with AJ riding on her back and the updated Lee model with AJ perched on his shoulders, joyously shooting a machine gun. The music player is a great addition as well as Emerson-Johnson’s score hasn’t been readily available since now (except the music from Season One which was previously released as an album). It’s great if you want to let the music play in the background but one problem I did find is that you can’t jump from one song to the next automatically. All the songs have to be selected manually so you cannot let the albums play out. Despite this, the music player is still a good addition to the collection.

One of the most noticeable features of The Definitive Series is the improvement to the graphics. After playing through the first episode of Season One, the graphics update is incredibly noticeable. The world looks crisper and clearer, with more attention paid to background details that were barely noticeable when the game first released in 2012. For instance, when in the drugstore that is owned by Lee’s family, you can clearly see the pictures on the wall in the background and you can read the signs dotted around the drugstore easily. It is a nice touch that makes the world more believable and immersive. There is also more shading included, mirroring the style of the comic books even more than it already did. The improved visuals are very similar to the visuals in The Final Season, with more detail put into the aforementioned comic book style. It greatly enhances the experience of playing the game, adding more depth and elegance.

There is a significant improvement to the graphics in the remastered version of Season One.

The game isn’t without its problems. The release on the PlayStation 4, the platform on which I played it, was marred with a wealth of technical problems. The only working parts of the PS4 version when it first released was the art viewer, director commentaries and music player. The character viewer did not work at all and neither did the actual games (obviously the most important part). To be blunt, the PS4 version was pretty much broken upon release. Skybound Games has since released a patch to fix the issues, but my download of this patch took me an entire day.

I wasn’t able to actually play the game until three days after I received it. This was incredibly frustrating but kudos to Skybound Games for acknowledging the problem quite quickly and keeping PS4 players informed of the patch progress.  The actual game also has some technical bugs and glitches and they are the sort that has come to be expected from Telltale titles. Awkward lip-syncing, dead-eyed characters and jarring animations are still present but I also got some new issues such as dialogue suddenly cutting off or characters missing out half of their voice lines. Although these kinds of glitches are known in these games, I am disappointed that these couldn’t be fixed in The Definitive Series. The game may look better, but it still has numerous hiccups that can take you out of the experience.

The player can listen to music from all four seasons as well as the mini-series and DLC. The music player in Clementine’s pool is a also a nice touch!

Despite the technical hitches and the broken PlayStation release, The Walking Dead: The Telltale Definitive Series is a must-have for hard-core fans of the game series. The behind the scenes insights are interesting for those invested in these titles and the various art and music available can make you truly appreciate the hard work that went into creating this world and these characters. Admittedly, The Definitive Series has little to offer to those who aren’t aware of the series or for casual fans who already own the games.

That being said, there is a community of fans out there (myself included) who have loved and supported Telltale and The Walking Dead game for years who were genuinely devastated by the studio closure. It is those fans who will get the most out of this collection. The game encapsulates a nine-year journey and it is a bittersweet sendoff to the series and to Clementine, who we have seen grow throughout the series. No matter whether Telltale Games makes a comeback or not, the studio will always be remembered for this defining title which introduced us to Lee, Clementine and A.J and made us care about their struggle to survive in a post-apocalyptic world.  The Definitive Series marks the end of The Walking Dead Game– and the end of Telltale Games as it once was- and although the ending is certainly bittersweet, it is wrapped up nicely with this collection.

Somewhere in a much happier alternate reality…

The Walking Dead: The Telltale Definitive Edition is out now for PlayStation 4, Xbox One, Nintendo Switch and Microsoft Windows.

Can’t get enough of The Walking Dead? Season nine of the popular AMC television show is available now on Blu-ray and DVD in the US and will be available on September 30th on Blu-ray and DVD in the UK. The show will be returning for its tenth season on AMC on October 6th, 2019

Antonia Haynes resides in a small seaside town in England where she has lived her whole life. She's a simple girl with a passion for zombies, writing, film, television, drawing, superheroes, Disney and, of course, video games. Her ideal day would consist of junk food, fluffy pyjamas and video games because quite frankly going outside is overrated. Follow her on Twitter on @RainbowMachete

2 Comments

2 Comments

  1. Renato Da Conceicao

    September 14, 2019 at 12:14 pm

    The fact that the actual games did not work upon release is ridiculous and shameful. How does a company even justify labeling this a “definitive” edition when it didn’t work on launch and even now, there are still glitches to be found everywhere?

    If I buy a car, a fridge, or any other product, I would assume I am getting something that works. Only the game industry can get away with releasing broken products.

    • Antonia Haynes

      September 14, 2019 at 1:03 pm

      I have to agree with you. It was so ridiculous having to wait so long before I could even start my review.
      I tried to be understanding about it but it really isn’t acceptable.

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Game Reviews

‘Coffee Talk’ Review: The Best Brew in Town

Coffee Talk is as quaint as your local coffee shop. It’s relatively short, wonderfully sweet, and absolutely committed to the art form of telling a story through a video game screen.

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It’s 9:00pm. The rain just started coming down softly a few minutes ago, and the street outside is reflecting the lights above it. Neon signs shine brightly in the distance, although it’s hard to make out the words. You unlock the doors to the coffee shop and wipe down the counters in order to get them clean for the customers. The rain makes a soft sound as it hits the glass and passerby speed up their walking pace to avoid it. The bells chime as a tall, green orc walks in and sits down at your table in silence. You wonder what their story is…

I wanted to set the tone for this review because of how important atmosphere and audio/visual design is in the world of Coffee Talk. While it’s easy to boil the game down as a visual novel-type experience, it’s honestly so much more than that. A unique cast of characters, incredible user interface, and a mysterious protagonist combine to form the most enjoyable experience I’ve had this year on Switch.

Coffee Talk
Some of the subject matter can be pretty serious in nature…

Coffee Talk is beautiful because of how simple it is. The entire game takes place within a single coffee shop. As the barista, you’re tasked with making drinks for the patrons of the shop as well as making conversations with them. The twist is that earth is populated with creatures like orcs, werewolves, and succubi. The relationship between the various races is handled very well throughout the story, and some interesting parallels are made to the real world.

Making drinks is as simple as putting together a combination of three ingredients and hitting the ‘Serve’ button. If a unique drink is made, it will be added to a recipe list that can be referenced on the barista’s cell phone. This is where the awesome user interface comes in, as the phone has a series of apps that can be accessed at any moment in the game. One app houses your recipe list, another acts as a facebook for the characters in the game, one allows you to switch between songs, and the other houses a series of short stories that one of the characters in the game writes as it progresses. It’s one of the coolest parts of the whole experience and helps it stand out from other games in the genre.

Coffee Talk is as quaint as your local coffee shop. It’s relatively short, wonderfully sweet, and absolutely committed to the art form of telling a story through a video game screen.

Coffee Talk cycles between talking with customers and making drinks for them. In the beginning, they will ask for basic beverages that can be brewed on the fly. Later on however, they may ask for a specific type of drink that has a unique title. These drinks often have certain descriptive features that hint at other possibilities in terms of unique dialogue. If the wrong drink is made, you’ll have five chances to trash it and make a new one. If the wrong drink is made, don’t expect the customer to be pleased about it.

The gameplay really is not the focus here though; it’s the characters and their stories that take center stage. An elf with relationship issues, a writer that can’t seem to pin down her next story, and an alien whose sole goal is to mate with an earthling are just a few of the examples of the characters you’ll meet during the story. There are tons of memorable moments throughout Coffee Talk, with every character bringing something unique to the table. The barista develops an interesting relationship with many of these characters as well.

Coffee Talk
Appearances can often be deceiving in this game.

Even though serving the wrong drinks can change some of the dialogue, don’t expect any sort of options or branching paths in terms of the story. It’s not that kind of experience; the story should simply be enjoyed for what it is. I found myself glued to the screen at the end of each of the in-game days, waiting to see what would happen in the morning. The first playthrough also doesn’t answer all of the game’s questions, as the second one is filled with all kinds of surprises that I won’t spoil here.


Coffee Talk is as quaint as your local coffee shop. It’s relatively short, wonderfully sweet, and absolutely committed to the art form of telling a story through a video game screen. It’s an easy recommendation for anyone who loves video games, not just visual novel fans. There are characters in the game that I’ll certainly be thinking about for a long time, especially when the setting brings out the best in them. Don’t pass this one up.

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Game Reviews

‘The Touryst’ Review: Vacation, All I Ever Wanted

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There’s an acceptance of a certain rhythm when traveling alone: often an itinerary-less trip will be filled with quiet solitude and uneventful meandering; yet, when those exciting moments of interaction and discovery are inevitably stumbled upon, they tend to be of the highly memorable variety. The latest offering from Shin’en Multimedia, The Touryst, shrewdly captures this relaxing, energizing roller coaster. It’s a quirky little getaway that encourages players to explore its gorgeous voxel island delights at their own pace, letting them bask in the peaceful surroundings and doling out treasure for those curious to seek it out. The result is a soothing weekend sojourn of puzzles, platforming, and mini games under the sun that is also winds up as one of the best indies on the Switch.

There’s no doubt that atmosphere plays a big part in what makes The Touryst so successful, as the vague setup and sparse narrative casts a mysterious aura over the proceedings. Who our mustachioed vacationer is or why he agrees to find glowing blue orbs for some random old man is pretty much left to the imagination. Is the player curious about what they could see and find out there among the green palm trees, sandy beaches, monolithic temples, and sky blue waters? Then they will follow their nose regardless of the lack of any story motivation, and The Touryst has sprung its trap. The urge to see the sights and have an adventure is a must here, and so the wandering begins.

Luckily, The Touryst is filled with charming things to stumble upon around almost every corner, be that a scuba diving boat operator on a Greek isle that facilitates swimming with the fishes, a seaside dance party in need of a hi-tech energy boost, or a bustling business center complete with an arcade, art gallery, and movie theater (for those times when you just need to sit down for a while). Personality abounds, as long as friendly players aren’t shy about talking to strangers (the best way to get the most out of a trip to a new place). No matter where one’s feet take them, there are plenty of mini-stories at play thanks to the native inhabitants and fellow tourists, with these weirdos offering interactions both puzzling and profitable.

But there’s more to life than racking up coins via side quests; there’s something eerily odd buried beneath the tropical destinations of The Touryst that beckons to be uncovered by just the right explorer. Towering mounds filled with ancient devices and clever puzzles hold secrets that promise that this vacation will be one for the scrapbook. These short ‘dungeons’ are the meat of the game, providing a variety of platforming and logic challenges that range from overt to opaque; sometimes even finding the way in to these ominous structures is a puzzle in itself, which only further drives an overarching sense of discovery.

Smartly, The Touryst rarely telegraphs solutions to its tests (or in some cases, that there even is a test), and instead encourages experimentation. Inside temples, players need to determine why certain lights are glowing and others aren’t, understand how sequences work, pay attention to rumbling feedback, and decide just how to deal with once-dormant mechanical creatures that now awaken to stand in the protagonist’s way. Things can seem opaque at times, but Shin’en has managed to hit that sweet spot that keeps poking around from getting too frustrating. But just in case, there are plenty of beach chairs and cabana beds to lie down on and think. Or, just soak in some rays and enjoy the scenery.

Regardless of the difficulty players may or may not have with the crafty puzzles or surprisingly challenging mini games (good lord, surfing and those 8-bit arcade throwbacks can be tough), The Touryst is still a sight to see. Shin’en has created a buttery smooth island-hopping environment that is a pleasure to peruse. Go off the beaten path and enjoy the gorgeous sunsets, gently pixelated waves, crunching grains of sand, and flopping flora. The visuals seem so simple, yet at times can be stunning to behold, especially when spotting some of the smaller details that have been added to make these place come alive. A depth of field style entices players to see just what that blurry landmark off in distance is, and the soundtrack seamlessly shifts between relaxing and intriguingly uncanny. That developers have achieved this with what are surely the shortest load times on Nintendo’s console makes the experience all the more immersive.

Like most vacations, The Touryst is destined to be over too soon for some players, but trips like these aren’t meant to last forever. The five hours or so it takes to see all there is to see is highly satisfying throughout, and the vague hint at the end of a followup will have many Switch-owning puzzle fans looking forward to getting future time off.

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Game Reviews

‘Shovel Knight: King of Cards’ and ‘Showdown’ Review: Really Spoiling Us

It’s a Yacht Club Games overdose this holiday, as the Kings of Kickstarter are back with two new entries in the Shovel Knight franchise.

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It’s a Yacht Club Games overdose this holiday season, as the Kings of Kickstarter are back with, not just one, but two new entries in the Shovel Knight franchise. Not content with just releasing another new character’s twist on the original formula, Yacht Club has also developed their own fighting game in the Shovel Knight universe. It’s to the developer’s credit that two simultaneous releases can be of this quality, but valid questions can also be asked as to whether the original formula has gotten stale, and whether Showdown’s new concept does the series justice. Fear not, for both questions will be answered in this bumper, two-for-one review!

Shovel Knight: King of Cards

King of Cards is the latest re-tread of Shovel Knight, and this time the emperor’s new clothes are the regal duds of King Knight, who is on a quest to become the greatest player in the kingdom of the card game Joustus… without really having to beat that many people at it. After the stoically heroic Shovel Knight, the dastardly cunning Plague Knight, and the broodingly enigmatic Spectre Knight, King of Cards’ protagonist embodies an enjoyable dose of pompous entitlement. His quest isn’t all that noble, and he really can’t be bothered to do a lot of hard graft to reach his goal. Thanks to the typically witty script, King Knight shines as a loathsome oik who doesn’t pay attention to any advice he’s given, and would rather have a fight, or cheat, than actually get better at Joustus.

Shovel Knight
This a late-game bout of Joustus, which shows how complex it can get.

Joustus might not really be all that important to King Knight, but it adds an entirely new element to the traditional Shovel Kinght gameplay. Those players who are a sucker for built-in card games (myself included) will find a lot to enjoy when stepping away from all the platforming and fighting to engage in a round of Joustus. The game is played by placing cards, one at a time, onto a grid with the goal of having more of your cards placed on top of gems than your opponent.

All cards contain abilities and can be used to shove opposing cards out of the way (and off the gems), with advanced cards used to blow up, slam or recruit those of the other player. It all starts off simple enough, but can get really brain-taxing as the story progresses, and grows to be a real highlight of the game – and one of the better card-games-within-a-game I’ve played. Cheat cards can be bought to give you a leg up for trickier opponents, especially as the winner of each game gets to take one (or three if you control all gems at the end of the round) card from the loser.  

Shovel Knight
Platforming at its satisfying best. Y’know, without actually touching the platforms.

Outside of Joustus, King of Cards will feel pleasingly familiar to fans of the series. As in previous entries, the levels all share the same look and gimmicks as the original Shovel Knight, but are reshaped to adapt to the new abilities of King Knight. He has a shoulder barge attack that launches him forward, across gaps if need be, and will send him into a spin on contact with enemies or certain types of walls and blocks. This spin move acts very much in the same way as Shovel Knight’s shovel pogo attack, and allows King Knight to bounce around levels with impressive finesse. Anyone who’s played Shovel Knight before knows the drill now – try and clear every screen by chaining together as many bounce attacks as you can. It’s the law.

Shovel Knight
Familiar foes return, but the way you deal with them is the same!

It also wouldn’t be a Shovel Knight game if there weren’t a ton of unlockable moves and buffs. Amongst the best unlocks for King Knight are a Tazmanian Devil-esque tornado spin that allows him to climb walls and smash up enemies, a hammer that produces hearts with each wallop for precious HP, throwable suicide bomber mice, and the ability to stand still and have a big ol’ cry to regain HP. Something we can all relate to.

The world map returns, and is in its best guise in King of Cards. Levels are now a lot shorter than you’d expect – there’s typically only one checkpoint in the non-boss levels – but there are a lot more of them, and a large number have secret exits to find. They’re interspersed with the multiple opportunities to play Joustus, and with the seemingly random appearances of traditional Shovel Knight bosses who show up, Hammer Bros. style, on the map to block your progress. It makes for a really tight campaign that’s filled with a ton of variety.

The floor is literally lava!

It seems almost arbitrary to say, but if you like Shovel Knight and you’re not tired of the standard gameplay, there’s so much to enjoy with King of Cards. He’s probably not the most fun character to play as (for me, that’d be Spectre Knight), but his game is easily the most diverse. He’s just such an enjoyably unlikeable idiot that you’ll constantly be playing with a smile on your face, bopping along to the classic Shovel Knight chiptunes, pogoing around levels and pausing for the occasional game of cards. Who could ask for more?

Shovel Knight Showdown

Who likes Shovel Knight boss fights? Everyone does, right? How about fighting three of them at once in an amalgamation of Smash Bros. and Towerfall? It’s as chaotic as you’re imagining, and seems like a total no-brainer as a second genre for Yacht Club to transpose their blue, spade-loving hero into.

What seemed like an obviously smart move doesn’t necessarily play out in an ideal way. The one-on-one fights in Showdown are as tightly-contested and entertaining as ever, but the multi-man rumbles are absolute mayhem. There are a few different stipulations applied to fights, and these typically involve simply whittling down your opponents’ lives, or depleting their health bar to briefly kill them off and steal any gems they’ve collected from around the level, with the winner being the first to an assigned number.

Shovel Knight
I found it best to just try to escape in every multi-man level.

Standard fights are more enjoyable, as the simplicity of smacking seven shades of snot out of the competitors keeps things manageable amongst the cacophony of onscreen visual noise. The gem-collecting levels, especially with multiple opponents, are frankly a bit of a mess that I rarely found enjoyable.

Perhaps I’m just not very good at Shovel Knight boss fights, but the game felt overly difficult even on the normal setting. Playing story mode often sees your chosen character up against three opponents on the same team, and when it comes to collecting gems from around the level, they’ve got way more of the space covered and you barely get a chance to breathe with them swarming you from the word go. It’s basically an exercise in getting wailed on while you try to run away and scramble for gems, and it’s just not that fun.

If the whole game were 1v1 I’d have more fun, but it’d be a bit pointless and unsubstantial.

What does add a layer of fun to the game is the chance to play as the complete ‘Knight’ roster of Shovel Knight characters, and the best part of Showdown is learning new moves and trying to find your ‘main’. Perhaps, with more time to sit down and learn the move sets in the practice mode, the game would feel more rewarding than if you just jump in and try to slog through the chaotic story mode as I did.

With a four-player battle mode as the only other gameplay option, Showdown was clearly never meant to be anything other than a brief little curio to give fans of the series’ boss fights an overdose of what they love, but as a complete experience, I found it lacking in both modes and reasons to keep plugging away at the arcade fighter-style story mode. It turns out that the boss fights in Shovel Knight are more fun at the end of a platforming level rather than in the middle of enclosed space filled with flashing lights, random effects, environmental hazards, and three bastards all chasing you down. If you can handle all that stress, you’ll have a much better time than I did.

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