A gun to his head: the different endings of Telltale’s Walking Dead games

A gun to his head: the different endings of Telltale's Walking Dead games screenshot

A handful of days ago, I finished my first playthrough of The Walking Dead: A New Frontier. I was taken aback by how multi-faceted the run-up to the final moments turned out to be: lots of important choices, lots of different approaches that depended on your opinion of certain characters, and multiple potential missteps were present in the final chapter.

I discussed this with my boyfriend, who has only played the first season and was shocked that Telltale had even gotten to the third. His experience of Telltale games was a binary choice right at the end, a few deaths of slightly annoying characters here and there, and, really, the feeling that the player did nothing of much importance while experiencing the story.

My experience of The Walking Dead: A New Frontier was decidedly different. I felt like I had impact; that I was taking care of a mixed community of characters, and in my case, often condemning the bad apples to a grisly death. But which approach to storytelling did I prefer? Two choices at the end? Three choices? A mixture of potential outcomes? In hindsight, I think I might prefer the binary approach of season one of The Walking Dead above anything else.

(Needless to say, this article contains spoilers for seasons 1-3 of Telltale’s The Walking Dead.)

Review: Style Savvy: Styling Star

Review: Style Savvy: Styling Star screenshot

People on the internet like to argue that Nintendo will attempt to bury some products. Releasing a game on the 3DS after the Switch is already on the market? Nintendo must be trying to bury it. Releasing a game the same week as (insert popular title here)? Nintendo must be trying to bury it. I don’t believe that’s true, however, if Nintendo were some nefarious company that intentionally tried to undermine its own products, there would be no better example of this than Style Savvy: Styling Star.

Here is a fashion game (red flag) for the 3DS (big red flag) that is only available on the eShop (bigger, redder flag) for full retail price (biggest, reddest flag) with a release date of Christmas Day (lord, you couldn’t find a flag bigger and redder than this). If Nintendo were trying to bury a game this would be how they do it.

And yet, like I said, I don’t think Nintendo would act that way. Because there is no chance somebody who works at Nintendo of America could play a game this charming and this positively radiant and think ”Nah, let’s kill it.”

Pukk may be the most innovative (and strangest) mobile game you’ll play all year

Let’s just get this out in the open. Pukk is weird.

You play as a disembodied head, still conscious and apparently delighted to be sliding around on the Swedish ice, smashing face-first into sturdy wooden crates and blocks of solid ice in search of treasure.

Also, a polar bear is trying to catch you, not because it’s hungry but because it loves and wants to cradle you. See? Weird.

Pukk it up

Fortunately, as anybody who’s ever slung an exploding bird at a tower of green pigs is aware, weird can be wonderful in the world of mobile gaming.

Under the bonnet, Pukk is a slick-looking and incredibly innovative take on the runner genre. The aim is to collect gold, which is mostly concealed in crates and ice blocks that sit on either side of the slippery lane down which you’re automatically sliding.

Your only input is a button on the bottom-right that speeds you up but at the same time narrows the angle at which you come off the walls, so that you’re always making progress at the same speed. So why speed up?

Pretty cool

The point is to help you time your collisions with the sides so that you can smash as many crates as possible, and also to reduce your chances of getting stuck behind a box and caught by the polar bear. As fun as a hug from a big white bear might sound, it means game over.

Those boxes mentioned earlier by the way – there quite a few different types, to say the very least. If you can class piñatas, eggs, disco balls, moving crates, refrigerators, gold chests, candy canes, and sarcophagi anyway.
There’s also a large range of power ups to use, all activated with a simple touch of a button in the bottom left corner of the screen. Items such as potions and shields can make a huge difference in whether you complete a level or not.

That’s the basic gameplay, and we’ve never played anything quite like it. The rest is mostly decoration – as you progress you’ll unlock more and more hats and other effects to crank up the weirdness factor and increase the charm.

[youtube https://www.youtube.com/watch?v=W5HOvjM6UNU?feature=oembed&w=1024&h=576]

Pukk is available on Google Play and the App Store right now. It’s free to download, so check it out.



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Yo listen up, here’s the Super Saiyan Blue Vegeta trailer for Dragon Ball FighterZ

Yo listen up, here's the Super Saiyan Blue Vegeta trailer for Dragon Ball FighterZ screenshot

[youtube https://www.youtube.com/watch?v=aSB5baXVg2o&w=711&h=400]

Super Saiyan God Super Saiyan Vegeta and Super Saiyan God Super Saiyan Goku will be early unlocks for those who pre-order the game, but seeing this trailer for Super Saiyan God Super Saiyan Vegeta has me feeling a little blue. 

Not a complete clone of base Vegeta, but this does open up the possibility of getting other characters in different forms as DBZ games have seen in the past. While we’re definitely going to see a lot of online teams with Goku, Goku Blue, and Goku Black, this sets up at least a Vegeta, Vegeta Blue combo that could be fun. At least his level 3 looks dope. Either way, it’s not like it kills the hype for the game at all. 

Dragon Ball FighterZ hits PlayStation 4, Xbox One, and PC January 26.