The Walking Dead: Michonne Episode 2 'Give No Shelter' Review0 Comments
Reviewed on: Xbox One
Also available on: PlayStation 4,Xbox 360,PlayStation 3,PC
Developer: Telltale Games
Publisher: Telltale Games
Okay, now I’m in. Let’s do this.
When I reviewed the first episode of The Walking Dead: Michonne called In Too Deep, I worried that, while the story seemed interesting, I didn’t know if It would be able to pull me in due to my knowing Michonne is never in any real danger. I needed the game to make me care about the other characters around Michonne before I could really engage.
The second episode, Give No Shelter, has done just that. I now want Sam and her housemates to survive and be fine. I need to defend this stronghold from the jerks at Monroe. Most importantly, that jerk Randall needs a bullet in his head. I now need to know how this story ends, to the point where I can’t believe I ever doubted Telltale at all.
Give No Shelter follows Michonne and Sam as they try to escape capture in the harbor town of Monroe, particularly its sibling leaders Norma and Randall. It picks up immediately after the events of the first episode, and it does not waste time upping the tension. Before long, Michonne and Sam escape to a nearby coastline, using a horde of zombies and one of Michonne’s old techniques to progress through. Eventually we end up at Sam’s house, meeting the father she’s talked about for two episodes, and things really pick up.
By introducing the people Sam is fighting for — particularly the one person that we never see but hear a lot about — I am now given a new group to protect. This group differs greatly from Clementine’s familiars in Telltale’s main Walking Dead story, but I quickly start to care about them all the same. Of course, this being a Telltale affair, things get turned upside down quickly, and once again I have to fight my way out.
Give No Shelter succeeds more in the story it tells than the actual “game” parts I have to perform, particularly the quick time events that Telltale has done so well. I suppose this goes back to my initial critique I talked about above, because I know that if I screw up a QTE Michonne isn’t going to die, and if she does I’ll just get another chance to get the action right. Climbing up the collapsed radio tower in the middle of the episode was scary, but less for Michonne than it was for the struggling Sam, and I have no control over her.
There is one moment, however, where the game puts me in control for one of the most cringe-worthy things I’ve ever had to do in a Telltale game. I loudly groaned and shuddered as I pressed the button to make Michonne do what the game was forcing me to do, to the point where my wife came in to check on me and make sure I was alright. It’s a moment that will make your hair stand on end, and it’s the one moment so far in Walking Dead: Michonne where the Telltale formula is kicking into full gear, but it’s not something I want to be forced to do again. Or, at least not until something worse comes along in Season Three.
The Walking Dead: Michonne’s second episode Give No Shelter goes a long way to fix some of the major problems I had coming out of In Too Deep. The story is now at a place where I need to see more, the characters surrounding Michonne now earning my desire to protect them from these Monroe monstrosities. I’m in, Telltale, you’ve done it again. The final episode, What We Deserve, can’t come soon enough.
This review was completed using a downloadable code provided by the publisher.
Have your blood pressure meds handy, because Give No Shelter will need a few doses.