<p dir&equals;"ltr">Telltale’s The Wolf Among Us is only three episodes into its first season&comma; but it has known a rocky road&period; The series began under the weight of expectation&comma; following the wild success of The Walking Dead’s first season&period; Then there was the long wait between episode one and two&comma; eliciting an explanation from the company’s president &period; The game has had to deal with Telltale fatigue and a couple of newly announced titles which led to many questions about the developer’s ability to juggle so many properties&period; Through all of these quagmires&comma; The Wolf Among Us continues to deliver the quality Telltale has recently become known for&period; While two years ago a Telltale game felt original&comma; today they are old hat&comma; filled with expectation&period; In The Crooked Mile&comma; Telltale tries to distract players from these tricks&comma; toy with the known quantities&period; It is a solid effort&comma; and the third episode in series based on Bill Willingham’s fairy-tales-gone-wrong universe delivers many strong story beats with all the skill we have come to expect&comma; but in the end it feels like we are getting a lot of the status quo&comma; as little tricks fail to change up a formula in need of something more substantial&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 3&period;0&period;1 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">While revelations at the end of the previous episode&comma; Smoke and Mirrors&comma; felt like they were pointing toward some definitive conclusions&comma; The Crooked Mile does an excellent job of keeping the wheels of the story spinning&comma; leaving players with more questions than answers&period; Bigby and Snow turn their efforts to find the corrupt&comma; interim ruler of Fabletown&comma; Ichabod Crane&comma; and discover their cut-and-dry murder mystery might have more twists and turns than originally thought&period; With so many cookie-cutter video game stories&comma; Telltale continues to prove they are ahead of the game when it comes to narrative&period; A particular treat comes in the form of Bigby and Snow’s relationship&period; While Fabletown’s one-two punch have the same dynamic at the start of Willingham’s work&comma; it is quickly altered and never quite the same&period; Seeing Telltale playing with the &OpenCurlyDoubleQuote;will-they-won’t-they” material hardwired into the relationship is one of the game’s best traits&period; Telltale knows how to grip an audience with narrative&period; The dialogue continues to be well written&comma; the web of clues is well-spun&comma; and the mystery is still alive&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Picking up right where episode two left off&comma; The Crooked Mile has players interacting with many beloved fairy tales in uneviable situations&comma; some from the comics&comma; some who are not&period; To Telltale&&num;8217&semi;s credit&comma; while the dialogue choices are starting to feel old hat&comma; it is becoming difficult to tell how these choices are effecting the story&period; Payers are forced to respond to dialogue and choices more instinctually&comma; a lack of clear connection to gameplay manipulation allows for more gut-reactions&period; That being said&comma; the story changes are increasingly difficult to recognize&comma; sometimes it feels like the way you treat characters has little effect on the story at all&period; Of course major events in Telltale games have never been affected by choice&comma; but it feels less like a coloring book and more like paint by numbers&period; Telltale continues to wrestle control away from the player&comma; siphoning away their significance in the series&period;<&sol;p>&NewLine;<p dir&equals;"ltr">As I selected my way through scenes&comma; it became quickly apparent The Crooked Mile lacks the polish of the first two episodes&period; The game chugs at points&comma; much more akin to the first season of The Walking Dead&comma; an issue many had hoped was more-or-less resolved&period; It would not be an issue except it screws up the timing in the game’s snappy dialogue&period; Telltale’s writing is so spot on it is painful for them to lose so many moments due to the game’s technical problems&period; It is possible the polish of the previous two episodes is something which needed to be sacrificed for a faster release&period; It would be a fair trade&comma; a result of having to release content on systems from the previous generations&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 3&period;0&period;1 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">When the game is running smoothly it is pretty to look at&period; Telltale’s control over the narrative gives them the ability to use the camera in a cinematic way&comma; and their talent is really starting to find its feet in this regard&period; The noir-style take on Willingham’s Fables is still visually delectable&period; The game’s score also stands out in The Crooked Mile&period; Whereas before&comma; it seemed to fade into the background &&num;8211&semi; not necessarily a bad thing &&num;8211&semi; the music emotionally sets the tone at times in Telltale’s latest episode&period; The blend of heavy synthesized sound&comma; the neon colors&comma; the elements of dark and light all come together in a pleasing mix&period; Like previous entries the series&comma; Telltale is able stay true to its own style while blending with Willingham’s established universe&period;<&sol;p>&NewLine;<p dir&equals;"ltr">While Telltale’s point-and-click adventuring has lost some of its creativity since the game’s initial release&comma; there are still smart choices being made&period; You still root around drawers to find keys and pick abandoned notes to gather clues&comma; but the curveballs thrown in The Crooked Mile stand out&period; There are quicktime events which are unbeatable&comma; there are clues you have to find&comma; but these predetermined points are presented with interesting tweaks to make them fresh&period; Sometimes you will think something is unbeatable&comma; then the game manipulates the rules to make you believe you can survive&comma; only to wrestle control away at the last second&period; When you boil it down&comma; it is an old trick these games have employed for a long time&comma; but they have at least been given a fresh coat of paint&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Am I still drawn to continue deeper into The Wolf Among Us&quest; Of course&comma; how you could you not be&quest; The game is still weaving a story which draws you along for an interesting ride&comma; hitting the right beats to keep you invested&period; It is the strength of The Wolf Among Us and a well documented strength of the developer&period; It is only when you dissect the game and remove the story&comma; 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Josh Hinke is a part time centaur trainer in Hollywood, while going to school full time to be a professional Goomba. In between those two commitments I write about video games and cool things, like pirates and dragons and dragon pirates.
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