Episodes one and three do that well, but the others keep the leash on too tight. I'm asked to make smart decisions about where to go first and what evidence to examine, making it a rare case in games where I feel like I'm actually doing an investigation. My favorite sequence in The Wolf Among Us lets me visit three locations in any order and investigate them by poking through evidence at each. It gives me a chance to feel like I live in the world instead of just observing it. I like walking around, even though navigating with a static camera is as awkward here as it is in The Walking Dead. I'm disappointed that, in a game about decisions, I have so little control over where Bigby goes and how he handles problems. The brief running time (no more than 90 minutes an episode) and forced progression, however, mean certain relationships are skimmed over in the end. Toad, and to poke around Fabletown for more evidence before taking action. I wanted to get some answers from Bluebeard, for instance, who does something earlier in the season that's never addressed, and to work out an issue with Mr. The lack of freedom to control my pace and direction is my biggest problem with the finale, which is too busy with climatic quicktime events to let me take a moment to live in Fabletown. The Wolf Among Us too often pushes me from scene to scene like a TV show, especially in the final episodes. It's great for its source material and its writing, acting, character design, and ethical challenges-the same reasons The Walking Dead is great-but it struggles to express action, and can't always maintain the illusion of meaningful choice. The Walking Dead was new and risky in 2012, but by hewing closely to the same format, The Wolf Among Us is comparatively safe.
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