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The Walking Dead interview discusses design, what got cut: "There was a solid six hours where the mob was chasing you"

The Walking Dead won us over. It's still a little wild to me that Telltale manged to make a compact, interaction-light game as emotionally affecting as it was.

Above, Sean Vanaman , Episode 1's writer, and Jake Rodkin , Game Designer and UI Designer, reflect on their design decisions with Machinima and speak about player feedback, Episode 2, the non-existence of "good" choices, and the value of emotional baggage. Episode 1 spoilers abound, of course.

Raised by a Team Fortress Classic clan, Evan can only communicate using multiplayer FPS jargon, sort of like that Star Trek: TNG "Darmok" episode. 2fort, when the walls fell...