![]() They followed the story of Lee Everett, who was constantly confronted with choices, often with no obvious good or bad implications, and sometimes with no “better” option to be had. The Telltale games were especially earmarked for their critical nuances. This is not to be mistaken with another Walking Dead pinball machine, which is non-virtual, based on the AMC show that is based on the comics, and recently moved into a veal sandwich place across the street. But I wasn’t playing Telltale’s game I was playing the videogame version of The Walking Dead pinball, which is itself part of Zen Pinball 2, and based on those Telltale Walking Dead videogames that are based on the comics. The lead up and conclusions of giving Duck a high five v. Had I been playing Telltale’s Walking Dead videogames, I’d be reminded of the context to make the responsible decision. What became of Duck and that high five! And yet, because of the common nature of Telltale’s Walking Dead games and their wrought decision tactics, it’s hard not to wonder, “What if something abhorrent happens because I gave Duck that high five?” Give Duck a high five? Is it safe to assume that there are no repercussions to “give a kid a high five”? What would the possible damage of giving Duck a high five be? Yes, that happened in one of The Walking Dead’s chapters, but it wasn’t a lynchpin that really sticks in the memory. One of the first decisions I activated was whether or not I should give Duck a high five.
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