The Walking Dead: Season Two cover art

The Walking Dead: Season Two

2013Telltale GamesPlayStation 3, PlayStation 4, Ouya, Android, PC (Microsoft Windows), iOS, Mac, PlayStation Vita, Xbox 360, Xbox One, Nintendo Switch

Similar to the previous season, The Walking Dead: Season Two is a point-and-click adventure game. The player, in control of Clementine, can direct the character around the environment, examine and interact with various scenery elements and collect and use objects to advance the story. The player can also initiate conversations with non-player characters via conversation trees. Certain replies from other characters may offer the player multiple choices to select from, including the option to stay silent, with a limited amount of time to make the selection; if the player does not select an option, the conversation will continue as if they had stayed quiet. Such choices can affect how the other characters will later react to Clementine which can influence later events in the story. Other scenes are more action-oriented, requiring the player to complete quick time events to avoid Clementine or her allies from getting killed. If the player fails these events, the game will restart at the start of such scenes. Such action scenes may also require the player to make a key decision within a limited time frame, such as which of two characters to save from attacking walkers.

What it feels like

A pervasive wistful sadness runs through Clementine's journey of loss, decline, and harsh survival in a dead world. Slow-building anticipatory fear of walker attacks and imminent danger structures the tension. A grave, subdued seriousness with the hush of grief and mourning pervades the narrative.

Melancholic75%
Dread70%
Somber65%
Hopeful55%

What it's about

The undead apocalypse and walker encounters drive the setting and survival pressure throughout the narrative. Survival amid the ruins of civilization and the collapse of the old world is the central setting. Clementine must learn and execute survival strategies in a hostile world overrun by the undead.

Zombie90%
Post-Apocalyptic80%
Survival Against Nature80%
Coming of Age70%
Grief & Loss65%

How it plays

Core interaction model where players click to examine scenery, collect objects, and advance the story through hotspots and item combination. Branching conversation choices with timed selections directly shape how NPCs react and influence later story events. Action scenes require promped button presses to keep Clementine and allies alive, with failure resetting the scene.

Point-and-Click95%
Dialogue Trees90%
Quick-Time Events80%
Moral Choice75%

How it looks and sounds

Telltale's signature cel-shaded visual style with bold outlines and comic-panel presentation frames the narrative.

Comic Book50%

How it's structured

Designed as a solo experience where the player controls Clementine through her personal story. A bounded authored story season with distinct beginning, middle, and conclusion. Structured as discrete episodes released sequentially, with content designed for episodic pacing.

Single-Player90%
Campaign85%
Episodic80%
Branching Narrative75%
Multiple Endings60%

Shares Post-Apocalyptic, Zombie, Episodic, Dialogue Trees.

Both lean into Single-Player, Post-Apocalyptic, Zombie, Episodic.

Single-Player95%Post-Apocalyptic95%Zombie85%Episodic90%

Shares Zombie, Post-Apocalyptic, Dialogue Trees, Point-and-Click.

Both lean into Zombie, Single-Player, Post-Apocalyptic, Dialogue Trees.

Zombie95%Single-Player85%Post-Apocalyptic90%Dialogue Trees80%

Shares Zombie, Survival Against Nature, Episodic, Dialogue Trees.

Both lean into Single-Player, Zombie, Campaign, Episodic.

Single-Player95%Zombie95%Campaign95%Episodic90%

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