The Walk­ing Dead Sea­son Two Episodes 4– 5

Blunt force trauma

SFX: The Sci-Fi and Fantasy Magazine - - Comics -

Re­lease Date: OUT NOW!

£ 3.99 per episode | For­mat re­viewed: PS3 Also avail­able on: Xbox 360, PC and iOS Pub­lisher: Tell­tale Games

After a

de­pend­ably strong start, The Walk­ing Dead’s sec­ond sea­son ends on an un­char­ac­ter­is­tic whim­per with “Amid The Ru­ins” and “No Go­ing Back”.

Episode four be­gins well enough. Hav­ing es­caped Carver’s clutches the group is split, leav­ing Clem and Jane to find their way back to the rest of the gang. Jane proves a com­pelling new ad­di­tion to the cast – a re­source­ful tough nut with sen­si­tively ex­plored vul­ner­a­bil­i­ties. Her ex­changes with Clem are among the episode’s high points. Some supremely tense set­pieces follow, in­clud­ing an ag­o­nis­ing shuf­fle through a bay­ing zom­bie horde, and a skin- of- the- teeth trailer park es­cape. But when the band do get back to­gether the story slams on the brakes and slows to a te­dious crawl.

The sea­son fi­nale is the real dis­ap­point­ment, mainly be­cause it has none of the im­pact that a fi­nal episode should. The twists and turns are tele­graphed a lit­tle too clearly, the deaths feel hol­low and the Big Emo­tional Mo­ment pales in com­par­i­son to last year’s. How­ever, it’s ad­mirable that for a se­ries where your choices rarely have a ma­jor im­pact on the tra­jec­tory of the story the sea­son can end with sev­eral dras­ti­cally dif­fer­ent out­comes.

From scene to scene it re­mains well- writ­ten and con­vinc­ingly acted, but the fi­nal episodes fall dis­ap­point­ingly short of the se­ries’ stel­lar stan­dards. Jor­dan Far­ley

Lit­tle League base­ball was get­ting in­creas­ingly bloody.

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