

Felt like the pacing was super off too the writing team really needs to keep in mind that perspective-changing is not the magical "we don't know what to do with this scene anymore, abort abort abort" button.Īlso, the fire in that corpse-burning scene at the end was REALLY BAD. The writing was really inconsistent, veering from genuinely interesting (Asher and his gal pal's banter) to cringe-inducing ("OI IS THAT RODRIK A CRIPPLE? I THINK HE'S A CRIPPLE! LOOK, HE'S A CRIPPLE, HOW DISGUSTING!"). Overally, i'm happy with all my choices, though I wish I could've convinced the fiance some other way. Decided to stop punching him once I had him on the ground, which I hope the game takes into account later on rather than just assuming I missed a prompt and lost.ĭidn't kiss Lord Whitewood's ring because fuck you, no, why would I do that when I know the dude has no interest in being anything other than shithead incarnate?įinally, I decided to kill the guard and keep the murder weapon because the slave boy deserved to live, the guard was only going to cause trouble later, and if I dumped the murder weapon now it'd only be found and pinned on the slave. I tried not to be deliberately on one side of the other with Finn and Cotter I told Cotter to give back the knife, then punched Finn in the face when he started threatening to beat Cotter over it. I did not end up able to convince Rodrik's fiance to go forward with the marriage I went silent on the last line, feeling that "I love you!" was too pushy, "There'll be no war" was too naive and "We'll give you our ironwood" was too hasty. For similar reasons, I said no to drinking any of Sera's stolen wine, which evidently the game didn't consider as meaningful a decision as I did. The decision-based gameplay means that you can replay the game several times, making different choices and producing different outcomes with each turning point in the story.I chose against forging the letter, since deliberately fucking with Maergery seems like it would only lead to a bad bad place. These quick-time events can be a little repetitive, but, like the timed dialogue choices, they help keep your attention focused on the events of the game.

But the moral choices aren't the only element of the game: there are also action scenes based on quick responses to prompts. When you make an important choice in an episode of Game of Thrones, the game will compare your choice to the choices made by other players.

If you've played The Walking Dead, The Wolf Among Us or Tales From the Borderlands the system will be familiar your choices determine your character's personality and how other characters feel about them. The most distinctive feature of the game is its dialogue choice system. Links to the series are frequent, with cameos from Game of Thrones regulars Lena Headey, Peter Dinklage, Kit Harington, Natalie Dormer, Iwan Rheon and Emilia Clarke. The location of the action ranges from the embattled North to the court of King's Landing to the icy fortresses of the Night's Watch on the Wall. If you haven't watched the show or read the novels yet, avoid playing the game: spoilers await! Following the loss of the head of House Forrester, the five playable characters must each play their own part in attempting to defend the house. Released in six chapters (with the sixth due in the late summer of 2015), Game of Thrones takes place following the events of the third season of the television series. At each point in the story, you'll have to choose between a number of plot and dialogue options the choices you make will affect how other characters respond in later scenes. In this episodic game, you take control over a group of characters involved with House Forrester, a minor noble house located in the north of Westeros.
#Game of thrones a telltale games series episode 2 tv#
The setting is based on the hit TV series of the same name and the novels by George R. Game of Thrones is a graphic adventure game.
