The tendency stings less in games like Tales from the Borderlands, but it's especially damning here as the appeal of the Forrester saga partly rises from the hope that Martin's horrors could have been avoided if we'd been in charge. The cast may change, the words may shuffle, but eventually Game of Thrones succumbs to that now-classic Telltale awareness that your choices don't really matter. And true to form, the series throws some gut punches that initially left me frantically attempting to figure out what I could have done to avoid its Aeschylean tragedies.īut of course, as it turns out, not much. It's one thing to watch or read about Ned Stark's choices and argue about what he should have done it's quite another to discover what you actually end up doing on the spot. In theory, we're actual players in the game of thrones. The great strength of the season is its method of adding a personal layer to choices that affect the lives of hundreds - something you won't get in either books or the HBO series. True to expectations, it's a brutal, vicious world Telltale crafts for us here. I never grew tired of the way the shadowy, wooded setting contrasted with the often barren vistas of the HBO show, and I usually admired the painterly visuals used for the backgrounds even when they clashed with the more familiar Telltale designs for the human characters. The art team in particular has fun with this concept with varying success. An offhand mention in A Dance with Dragons technically makes them canon, but Telltale wisely uses that flimsy foundation to mold them into a notable northern house that supplies tough "ironwood" from the sequoia-like glades that surround their vaguely Viking keep of Ironrath. What's more, it's particularly fertile ground for the introduction of entirely new characters without any connection to the HBO show that Telltale draws its inspiration from.Įnter House Forrester. (For that matter, it assumes you know the dance of onscreen hotkey prompts for actions and timed dialogue choices common to Telltale's story adventure games.) It's a smart approach overall, as it lets the plot slip on a coat of intrigue and action immediately rather than tripping over wasted hours of exposition. It boldly assumes you know the significance of terms like "Valar morghulis" and events like the Red Wedding. Don't know what The Wall is? You'll need to, as this is no country for uninitiated George R.R.
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