![]() It was obvious simply by the nature of the subject matter that the group would be heading for disaster, and things finally come to a head in this episode. I’ve been talking about Rule #1 of The Walking Dead a lot over the course of this season, and I now feel justified in that regard. Granted, The Walking Dead games have always favored story over the puzzle side of things, but it’s nice to have something to break up the action between conversations and combat. As usual, checking everything will easily yield the answer to your current predicament. These still don’t amount to much more than “find something to hold off/get around the Walkers,” and even then, they aren’t particularly difficult. Puzzles become a bit more prominent in Episode 4 than they have been earlier in the season. It’s a feature that would have been fun to include earlier on, and I can only hope we’ll see it again as we move on. Before now, Clementine would always have to aim for a Walker’s head regardless of its size, but Jane teaches her another way to fight that allows her take advantage of her speed and reduced stature. While the gameplay is still practically unchanged from how it’s always been, Episode 4 did include an interesting new addition to Walker combat. It’s a lot to squeeze into the two to three hours it takes to complete, but they managed. However, this gets difficult even for Jane to say as Rebecca’s needs grow in this increasingly vulnerable time, putting her well-being more and more in the hands of the group. It may seem cold, but Jane is really a pragmatist more than anything, believing that if a group is going to do more harm than good, it’s better to distance oneself before you go down with it. This is something she tries to relate to Clementine often. While she was pretty distant when she was introduced, Jane now shows much more concern for Clem, believing she has the means to strike out on her own, and doesn’t need to tie herself to a group. ![]() In between dealing with this, Clementine spends most of her time with the previously unnamed woman introduced in Episode 3, now called Jane. On top of this, the inevitable occurs, and Rebecca’s pregnancy finally becomes a real issue in Episode 4, so much of your time is also spent preparing for the imminent birth. After getting clear of the herd of Walkers, Clementine and the surviving members of the group are fairly scattered, so, before any plans can be made, it falls to you to find your stray friends. In terms of forward momentum, very little progress is made in Amid the Ruins. It’s the beginning of the end, and Telltale Games certainly drives that point home in this penultimate episode.Īfter the… executive decision I made at the end of In Harm’s Way, it became clear very quickly that sometimes the correct decision is not the best one, and good intentions don’t often count for much when people’s lives are on the line. Amid the Ruins was certainly a return to form when it came to making hard decisions with which not everyone would agree. The season may have thrown me a bone then, but no more. However, I already had a feeling things would get more complicated once that was done. With a clear goal–to escape Carver–and a united front among your group, all one had to do was make the choices that progressed towards that goal. ![]() What I mean is that, if you read my review of the previous episode, you’ll know that I found the vast majority of the moral choices in that episode incredibly easy and obvious. There’s something very important that I learned while I was playing this most recent episode of The Walking Dead: I’m still playing The Walking Dead. The Walking Dead Season 2: Episode 4 – Amid the RuinsĮSRB – Mature – Intense Violence, Blood and Gore, Disclaimer: While I’ll do what I can do avoid major spoilers in this newest episode, I will be assuming that readers have at least played through the first season of the game.
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