The Wolf Among Us 4K gallery

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.
Spoiler warning! The gallery grabs screens from most of the episodes, so if you've yet to play The Wolf Among Us we might recommend you, y'know, do that first.
I’m a big fan of the Fables comics series, and I’m not very into comics or talking animals (Homeward Bound is the one exception). They’re creepy. The idea of throwing fairy-tale characters into a grim, real world setting comes off as gimmicky—novel, sure, but not something I’d want to invest years of my life into. And while the series leans heavily on surprising the reader with referential reveals, folktales have persisted for a reason; there’s something universal in them, which is why if given proper development and nuance, the Big Bad Wolf can be a character to care about.
Hi-res how-to
With the Fables comic series at its end after 150 issues, I figured revisiting Telltale’s best-looking game would be a fit farewell to the fabled series. Hey-o!
Luckily, the resolution options were built directly into the game. Just head to the options and pump up the pixels. We ran GeDoSaTo to capture native screenshots, though. If you’d like to do the same, download the program, add “thewolfamongus” to the user whitelist, and assign a screenshot input in under “Edit Keybindings” by deleting the necessary hashes.
The Wolf Among Us is a prequel to the comic series, and carries a decidedly different neon noir tone with it. When a given scene is properly lit and populated, it looks almost directly out of a comic book in 4K. My praise isn’t exactly off-brand here. Neon and harsh lines have always been up my aesthetic alley, so when a scene splits the black with purples and pinks, I’m all in.
The downsampling nearly eliminates every hard edge, giving the colors a much more natural flow, like that of the printed page. The only real downside are the UI elements. QTE prompts look garish and artificial at such a high resolution, almost like clip art. Here's to hoping for a more natural solution in future Telltale games.
I’m not sure I’ll play a Telltale game in anything less than 4K from this point forward.
James is stuck in an endless loop, playing the Dark Souls games on repeat until Elden Ring and Silksong set him free. He's a truffle pig for indie horror and weird FPS games too, seeking out games that actively hurt to play. Otherwise he's wandering Austin, identifying mushrooms and doodling grackles.
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!


