With “it” being the hard-to-define X-factor that you might not be able to describe, but that you surely notice when it’s not there. With a decade developing narrative takes on licensed properties such as The Walking Dead, Batman, Wallace & Grommit, Guardians of the Galaxy, Sam & Max, and Game of Thrones, Telltale was known for getting it right. Imagine Family Guy, for example, but starting with Episode One, you could decide how one of its characters responds to situations that could eventually, lead him away from being a wisecracking smart-ass and into a career as CEO of a video game studio. Arguably more than one, considering the opportunities for different outcomes depending on your choices. Combined with full-scale voice production and direction, each Telltale game is roughly equivalent to an animated series. Lavishly animated, multi-layered narrative adventures do not necessarily require years of physics engine development, but the writing and illustrating that does go into those games is often harder to scale, and difficult to outsource. The series has received a ton of praise, with Season 1 winning a ton of Game of the Year awards when it released in 2012. And yet, the relative outward technological simplicity of Telltale’s games belied a craftsmanship that was just as complex to manage, if not more so, than the development of a typical AAA shooter. REWIND: This goes hand in hand with completing. They were not, after all, graphically complicated in the way many of us are used to thinking about such things. SAVING: The game autosaves at certain subchapters and when completing a full installment (including '400 Days'), but players cant manually save. It would be natural to assume the games Telltale produced were easy to make.
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