It felt like October would never arrive. Not that there’s anything particularly wrong with September: it’s typically a nice crisp end to those unbearably hot Summer nights. But October meant it would be time for another episode of Telltale’s The Walking Dead. 

Telltale pulled another fast one on us. Just as with episode three, the release date was announced only a day before the episode was actually set to come out. As I mentioned after the date was revealed, I absolutely love that they’ve been doing this: when I saw the date, I said “OH SHIT” instead of “Oh Cool, just a few more weeks”.

In case you need a refresher, Geekscape is IN LOVE with this game (check out our reviews of the previous three episodes here, here, and here). Jonathan has called the Telltale series “the best iteration of The Walking Dead” on numerous occasions, and I’ve gone on to declare it my favorite piece of zombie fiction period. I’ve played a lot of games this year, but at this point The Walking Dead sits atop the pile as the best gaming experience I’ve had in 2012.

There are light spoilers ahead. If you’ve managed to listen to all of our praise without yet playing the game: first, what is wrong with you? Second, stop reading this and go play it unless you hate things that are awesome.

The end of Long Road Ahead (hopefully you’ve picked your jaw up off the floor by now) found our survivors arriving in the city of Savannah. The alone, broken soul that used to be Kenny is determined to find a boat in the river city to take himself and the rest of the group far away from the horrors that they’ve faced. Clementine has also been talking to a mysterious male on the radio, who can’t wait for her to get to the city.

The finale of ‘Long Road Ahead’ had me seriously worried for Clem’s safety

In playing the previous episodes, you likely know pretty much what to expect from this one: great writing, characters that you really care about, countless gruesome, disturbing moments, and a conclusion that will stick with you for days and leave you itching for more.

Clementine gets into danger very quickly in ‘Around Every Corner’

The episode begins with the group walking into Savannah on their mission to reach the river. Not even a few minutes after entering town, shit goes down and hordes of walkers shamble towards the location of the survivors. This forces  Lee and the others to break into a nearby house through some pretty disturbing means. The house becomes a makeshift base for the survivors, but they won’t stay a unified group for long: while some group members wish to leave in search of a boat, others want to stay to take care of the injured.

Just like in previous episodes, Around Every Corner does nearly everything very well. The game looks great as always, with its uniquely styled cel-shaded look. Voice acting is among the best in gaming: even with the distinct visuals, I found myself often forgetting that I was looking at something animated, the performances are simply that believable. The plot is strong, but at the same time does not seem as well paced as the previous episodes. This one also lasts a bit longer than past chapters, though I almost wish that it didn’t: I felt like certain scenes dragged on for longer than they needed to.

Clementine’s small stature makes her very useful in many situations.

I also came across a few technical issues that were not present in Long Road Ahead (though Starved for Help did contain some of them). Gameplay was often very choppy, with cuts between camera angles sometimes freezing the action for a second or two before buffering enough to continue. I also had an incident where a muzzle flash decided not to go away, and instead chose to light the remainder of the scene very awkwardly. Of course, neither of these are game breaking issues, but do add a high level of distraction to an otherwise extremely polished experience. Hopefully any issues present here will be resolved for the release of the finale, No Time Left. I played the PS3 version of the game, so I cannot vouch for whether or not these issues are present in other editions.

Just as with prior episodes, the best part of the Telltale version of The Walking Dead is the level of control that you feel. You are the leader of this group, you are responsible for everyones well being, and if anything happens, that’s on your head. I can’t think of any time in my many years of game playing where I have felt like this, or especially where I have cared about a group of characters as much as I do here. I swear Telltale, if No Time Left brings any harm to Clementine, there’ll be hell to pay.

I also love the very noticeable ways that the games characters have grown: Clementine has morphed from a scared little girl to a brave as hell, extremely useful member of the group, and Lee himself has adapted from a man, damaged and bitter from his past, to a father and leader. These are characters that feel human and real, and since you’ve been through so much together, it feels like you personally know them. I have never had this feeling, with any other game in history.

Lee finds himself alone and in trouble.

Around Every Corner definitely hits its high point with its conclusion. Unlike previous chapters (which felt much more resolved when the credits rolled), this one ends with a scream-at-your-TV cliffhanger just a few moments after a FREAKING MAJOR plot point.   I seriously have no idea what could possibly happen in the finale, and I both don’t want to find out (out of fear for my beloved characters) and cannot wait.

It had to be impossibly hard to follow the nearly perfect Long Road Ahead, and while not entirely successful, Telltale still gave us a great chapter here and a nice calm before the final storm. Overall, I feel like The Walking Dead: Episode 4 – Around Every Corner was probably the weakest episode of the game so far. Of course, when you’re talking about the weakest link of the best game of the year, it is still and incredible experience. In my opinion, it simply didn’t flow as flawlessly as previous episodes have, and the overall plot was not nearly as interesting as those that we’ve received in the past. That being said, the conclusion of the episode was quite possibly the strongest yet, with an insane cliffhanger that simply leaves you itching for more.

And itching I am. As much as I do not want this experience to end, I cannot wait for another taste.

The Walking Dead: Episode 4 – Around Every Corner scores a solid 4.5/5. I’ll say it again. Talltale’s The Walking Dead is the best game that I’ve played this year. I cannot wait for the finale, and I am insanely glad that we’ll be getting a second season.

Now Telltale, just keep Clementine safe. Or else.

Geekscape friend and Producer Adrian Askarieh (Hitman) and director Andre Ovredal (Trollhunter) are teaming up for a transmedia adaptation of Image Comics’ Enormous. Enormous tells of how humanity is plunged down the food chain when an ecological event creates gargantuan beasts that decimate civilization. The graphic novel was published by Image earlier this year and centered around a woman who tries to collect and save lost children.

Their plans include a high-end digital Web series, a TV show and a feature film. The duo say they want a tone similar to the film Cloverfield and the TV adaptation of The Walking Dead. They would like to focus on strong characters and complicated relationships with the monsters as the background for the adaptation. Sounds like a solid idea but I don’t know how well it will fare with the regular everyday television viewer (or with Legendary’s Godzilla film around the corner).

Source: THR

The anticipation is building up until the season premiere of The Walking Dead on Sunday. AMC has released the first minute long clip from the season premiere where we see Rick Grimes and the rest of survivors plan a strategy for the coming weeks.

“With the world growing increasingly more dangerous and Lori’s pregnancy advancing, Rick discovers a potentially safe haven. But first he must secure the premises, pushing his group to its limit.”

The Walking Dead returns October 14th.

Telltale has just announced that the fourth (and penultimate) chapter of The Walking Dead will be releasing this week.

The episode will drop TOMORROW on PSN, and the next day on Xbox, OS X, and PC. This doesn’t leave me much time to prepare!

This is the second time that Telltale has done this, and I think it’s a fantastic way to garner excitement. The previous episode had no announcement until it was already available, meaning when I saw it, I said “OH SHIT” instead of “Oh cool, just a few more weeks”.

Here at Geekscape we could not be more in love with the series. Jonathan has called it his favourite iteration of The Walking Dead, and I’ve gone to say that it’s my absolute favourite piece of zombie fiction (which I still stand by, no other title has made me feel the way this one does).

If you haven’t played the game yet, what are you waiting for?

The Walking Dead Episode 4: Around Every Corner is set to hit sometime this month. Geekscape cannot wait, as it has already been far too long since an episode was released (Like August!).

Telltale released the trailer for the upcoming fourth chapter today. Watch it, want it, and let us know your thoughts on the game so far below!

Again, the episode does not have a release date as of yet, but is scheduled to come out sometime this month.

With the success they had with The Walking Dead it was revealed a while back that AMC would be adapting another of Robert Kirkman’s works. Thief Of Thieves focuses on Conrad Paulson, a highly-successful thief who quits the business and begins a new life stealing from other thieves. The series has become one of Image Comics best-seling titles currently. Kirkman spoke at the “We Love The Dead” panel at MorrisonCon today and offered up and update on the series. [via CBR]

Kirkman offered an update on the AMC “Thief of Thieves” TV series, which is currently in the script-writing stage. Once the pilot script is finished, then the network will read it and give notes and then they may get the chance to shoot a pilot. Kirkman said writer Charles Eglee was doing “an amazing job” on the script.

With some of the best shows in television coming from AMC I am pretty sure we can expect a very quality adaptation. So, are you guys looking forward to this one?

Just 17 more days until season 3 of AMC’s The Walking Dead will hit your television!

Seems as though most folks are excited enough as is, but here’s a new TV spot to get you a little more riled up!

Again, season 3 premieres on October 14, and it should be pretty interesting to see what this gang does when it heads to prison!

Season three also looks a lot more interesting than the second, which I honestly had a hard time getting through. How about a new episode of your version Telltale!?

Just like with season two, AMC will be releasing webisodes prior to the start of the third season of The Walking Dead with a four part series titled “Cold Storage”. Starting on October 1st we will see the first of four five-minute epidoes that will reveal a new group of characters, actor Daniel Roebuck who you may be remember as Dr. Arzt on Lost, will play one of the key roles.

Cold Storage tells the story of a young man, Chase (played by Josh Stewart), trying to reach his sister in the early days of the zombie apocalypse. He finds temporary shelter in a storage facility run by a former employee named B.J. (Roebuck); however, things are not what they appear.

Last seasons webisodes told the story of the ‘bicycle girl’ that Rick encountered in the premiere episode of the series. So, do you need to catch up on season two? Well, it was also just announced season two of The Walking Dead will be made available on Netflix streaming on September 30th. Get your popcorn and couches ready guys.

Source: USA Today

There’s a The Boondock Saints panel at this weekends Comikaze but it looks like you don’t have to wait to find out that the cult classic is getting another sequel. Murphy MacManus himself, Norman Reedus, confirms that we are indeed getting a follow up to 2009’s The Boondock Saints II: All Saints Day. Reedus told IFC:

“I’m in L.A right now. I’m meeting with Sean [Patrick Flanery] and Troy [Duffy] tonight. I just landed a couple hours ago and tonight I’m going over to Troy’s house with Sean. It’s definitely in the works. Look for it. It’s gonna be crazy.”

Are you guys ready for the MacManus brothers to return to the big screen at least one more time? This one should definitely do better at the box office than the previous two with the growing popularity of Norman Reedus’ character on The Walking Dead. There is no script yet but we should definitely expect to find out more details this Sunday and it looks like everyone is on board for this third outing. Now I am curious if we will we see Willem DeFoe and Julie Benz reprise their roles as well. Check back this weekend for any new details revealed at Comikaze.

While it’s short it’s definitely full of action and enough to get you pumped on this next season. Fight the dead. Fear the living.

In the highly anticipated new season, Rick (Andrew Lincoln) and his fellow survivors continue to seek refuge in a desolate and post-apocalyptic world and soon discover that there are greater forces to fear than just the walking dead. The struggle to survive has never been so perilous.

The Walking Dead returns with season three on October 14th.

The prison is coming. The third season of AMC’s hit series, based on Robert Kirkman’s comic, The Walking Dead is almost here. I know you guys can’t wait. Today we got a new poster for the next season and much like the ones from the first two seasons, features main character Rick Grimes. Fans of the comics definitely know what the new tagline “Fight The Dead. Fear The Living.” is referring to. Check the poster out below thanks to the guys over at Shock Till You Drop.

In early April and July, Jonathan reviewed Episode 1 and Episode 2 of Telltale Games’ foray into The Walking Dead universe. To refresh your memory, he wholeheartedly recommended it, gave it a perfect score, and basically told you to buy it if you’re a fan of things that are wonderful. I did… and now it’s time to reflect on the recently released Episode 3… which is possibly the best episode yet.

In Jonathan’s reviews, he called Telltale’s game series “the best iteration of The Walking Dead”. I feel even stronger than that about it: The Walking Dead by Telltale Games is my favorite piece of zombie fiction. Period. It’s also one of the best gaming experiences I’ve had all year.

Now be warned! There are spoilers ahead. If you haven’t played the game yet, do not read beyond this point. Just do yourself a favor and play it!

As we told you back in July, Episode Two – Starved For Help was insane. It upped the ante on literally everything we were introduced to in A New Day. It was more intense, it was more disturbing, the decisions were tougher, and we really got a sense of just how bleak this world was becoming. The episode was stunning from the get go and was full of literal jaw-dropping moments. I’m getting chills just thinking about it again.

Again, the episodic layout works perfectly here. At the close of Starved For Help, I was itching for more, which makes the journey feel so much sweeter when the next episode finally arrives. Long Road Ahead was set to release by the end of August. The end of the month was here, with no sign of the game, when all of a sudden it popped up on PSN! What an awesome surprise! Of course, there’d be many more surprises to come as I started up the episode…

Long Road Ahead

The chapter opens a week after the events of Starved For Help. The group is still taking shelter at the motor inn after retrieving a wealth of food from an apparently abandoned station wagon (which I was against at the end of Episode 2). We can see that the group has had trouble however, as the outside perimeter is littered with arrows and debris from battles against passing bandits.

In Macon, Lee and Kenny are off in search of medical supplies from the pharmacy. It’s here, within a few minutes of beginning the episode, that we’re already shoved into a tough decision. A young woman bursts into the street, screaming for help, hurt, walkers in tow. She’s quickly bit. So what do you do? Do you do her a favor and put her out of her misery with a bullet but risk that the walkers will be drawn to the sound? Or use her to keep the walkers busy so we can safely grab any supplies that are left?

Remember, you’re playing a video game, so the choice should be obvious: do what’s best for your character. The screaming girl isn’t real. She never was and never will be. She doesn’t even get a name. Yet for some reason I care. She’s only introduced seconds before you’re left to determine her fate, but I feel sorry for her, and morally, I feel like I need to help her. And as the decision meter dwindles, I have to make my choice quickly. Again, Telltale does a great job of making you responsible for the outcome… and this opening decision is the easiest one of the episode!

Medical Supplies

Have I mentioned how stressful this game is? I dread having to make decisions in The Walking Dead more than I do in real life. I’m constantly wondering how different the outcomes might be if I had made a different choice. Sometimes, the game notifies me with a message stating what characters will remember which of my decisions and I immediately wonder, was this the best outcome?

I often found myself wondering things like “maybe if someone else would have lived, Ben wouldn’t be giving me a deathly glare right now and maybe Clementine wouldn’t look so sad all the time. Maybe someone else wouldn’t have to die.” As mentioned in the previous reviews, the choices you’re presented with are hard, game altering, and permanent. If you make a poor decision and it gets someone killed or hurt, there isn’t any going back from there and these decision carry over from episode to episode, effecting who is left in your party to help you and providing you with different story lines. For example, I chose to save Doug and not Carley way back in Episode 1, and although he’s been a big help, Jonathan saved Carley and it opened the possibility of a budding romantic interest in Episode 3.

Are there negatives? What few there were in the first two episodes seem to be fixed here. Playing the game on PS3, the only issue I had with Starving For Help were some technical ones. The game was very choppy, sometimes pausing for seconds to load a different camera angle. It was by no means a game ruining problem, but it was annoying, distracting, and definitely did take away from the flow of the game. I’m happy to say that these issues appear to be resolved, and Long Road Ahead was a buttery smooth experience.

As for the story and gameplay, both are further improved. It isn’t long into the chapter before literally everything goes to shit for the group of survivors. There’s a suspected traitor in the group – someone is stealing from the already short amount of supplies. The survivors quickly jump into blaming Ben, the most recent addition. But before we have a chance to resolve anything, the compound is attacked by bandits, which in turn brings in the zombies, drawn by the gunfire.

The sequence does do two things new to the series. You get a first person shooter perspective as you shoot at bandits and zombies from behind cover to try and rescue the other survivors. You also get to play as one of the other survivors for a brief turn. But the protective walls of the motel are down and the chaos forces the already splintered and tense group to pack into an RV, leaving everything behind in an attempt to escape with their lives.

At this point, I’m already stressed out and I’ve only gone through the Episode’s first set piece. I’m on the edge of my seat and I have no clue about how the plot is going unfold. And there’s still the matter of the traitor in our midst. Telltale has done an incredible job in presenting the game. I don’t remember the last time that a zombie survival story felt so fresh, and I certainly don’t remember the last time I was as attached to characters as I am with these ones. Just when you think that you’ve put some distance between yourself and the bandits, and that things may be starting to cool off, Telltale punches you in the gut with an even more intense situation than the one you just witnessed.

Duck

Even moreso than the presentation and gameplay, this is where Telltale’s series really  shines: the writing. As if Episode 2 wasn’t filled with enough shocking and stressful moments, Long Road Ahead doesn’t go 10 minutes without throwing you a serious emotional curve-ball. Literally no one is safe in the storyline and I spent much of my time playing with my jaw on the floor or yelling at the TV. The characters are detailed, believable and three dimensional, one minute acting as your advocates and sometimes as your opposition.

And again, you feel actively responsible for all of them, because they are still the living. To reiterate our previous reviews, the game is incredibly good at making you feel like your decisions matter. Choices have a lasting impression not only in the current episode, but subsequent ones as well. This makes re-playability very high. I can definitely see myself going through the title a few times to see just what could happen if I make different choices.

Train!

Eventually, the survivors find a train, and after some trial and error, manage to get it running. It seems as though they’ve hit a stroke of luck, as it looks like the track is set to take them exactly where they want to be: the safety of the ocean and a boat. Even a helpful hermit who calls the train home has offered to come with them and assist where he can.

Hopefully by now you’ve learned that things will quickly go from bad to worse again… and the most shocking moment of the episode is yet to come. In fact, this heartbreaking moment was the highlight of the episode for me. Just when you think things couldn’t get worse for the group… when you think that things have to turn around, that they couldn’t possibly become any bleaker, they do. And in this moment (you’ll know the one), Telltale puts the gamer in the center of a situation that neither the Walking Dead comic or TV show have come close to handling. It might be the biggest moment of the entire series.

As I stated earlier, I love what Telltale has done here. They’ve taken a tired genre (zombie, not adventure), reinvigorated it, and turned the experience into pure gold. Everyone involved should be extremely proud of themselves, and every adventure fan, zombie fan, and gamer in general owes it to themselves to pick the series up. I wish I could be more critical, perhaps find some negative points. And I swear that I’m not on Telltales’ payroll. But put plainly, The Walking Dead game is a brilliant experience, from the moment it opens, until the second it closes. And I can’t wait for Episode 4 to get another taste.

The Walking Dead: Episode 3 – Long Road Ahead gets a 5/5… easily (just not so easy for your nerves).


For the lucky ones out there, enjoy your time at PAX Prime 2012 in Seattle this weekend. For the not-so lucky, here are some things to maybe occupy your time in-between all the announcements this weekend.

 

PS2/PS3 Collections – PS3, PSN

Holy collection overload Sony! With four game collections released this week, you should have no trouble with choices on these alone:

God of War Saga ($39.99)

  • God of War, remastered in HD
  • God of War II, remastered in HD
  • God of War III
  • God of War: Origins Collection (which includes God of War: Chains of Olympus and God of War: Ghost of Sparta)
  • Full PlayStation Network Trophy Support
  • Exclusive Bonus Content
  • Voucher For 1 Trial Month of PlayStation Plus

inFAMOUS Collection ($39.99)

  • inFAMOUS
  • inFAMOUS 2
  • inFAMOUS: Festival of Blood
  • Extra missions
  • Additional character costumes, power ups and weapon styles

Ratchet & Clank Collection ($29.99)

  • Remastered versions of classic Ratchet & Clank games from PS2 in 1080p with 3D support (in 720p)
  • Ratchet & Clank
  • Ratchet & Clank: Going Commando
  • Ratchet & Clank: Up Your Arsenal
  • Online Multiplayer Support for Ratchet & Clank: Up Your Arsenal
  • Full PlayStation Network Trophy Support
  • FREE 10th Anniversary Ratchet & Clank Avatar
  • EARLY ACCESS to the Sly Cooper: Thieves in Time Demo

We also get a collection of thatgamecompany’s trio of titles previously available as downloads only. With the Journey collectors edition, we get Flow, Flower and Journey as well as some decent extras bundled in:

  • Thirty-minute behind-the-scenes documentary about the making of Journey
  • Creator Commentary playthroughs of all three games
  • Three exclusive mini-games from thatgamecompany
  • Concept art and screenshot galleries for all three games
  • Original soundtracks for all three games
  • PS3 dynamic themes and wallpapers
  • PSN avatars including eight exclusive new Journey avatars never released before
  • Official game trailers and developer diary videos
  • Reversible cover art

 

The Walking Dead Episode 3: Long Road Ahead – PC, PSN, XBLA

Telltale Games decided to spring this one on us at the last second with the announcement on Monday. Not to say that I am mad about that, it’s just unexpected to not announce the release date two or more weeks in advance. I’m sure Long Road Ahead will continue the intense pace and more gut-wrenching story moments like episode 2 brought us. After all the stats Telltale Games has shown about the choices people made in previous episodes, I am curious if people will start to change the way they play in order to screw with those stats or continue to play honestly.

Well, for now we are going to file this one in the rumor department. But it couldn’t be entirely unlikely due to the fact that the show was originally shopped as a movie before it became a television show. One of the folks over at Bloody Disgusting posted this:

With that said, I have some friends working closely with “The Walking Dead” crew and AMC who confirm with me rumblings of a feature film. But before you get your panties in a bunch, we’re only in the third season of the popular zombie show – adapted from Robert Kirkman’s astounding comic book – and when I say rumblings, I strongly suggest the idea has been passed off in non-business conversations. The show was originally shopped as a feature film before it went network, so the idea of ending the series with an hour and a half feature would be exciting. But as I stated before, “24,” “Lost” and “The Sopranos” had been rumored for years, and they all failed to make the jump.

So, pretty much its been talked about but the thing is we wouldn’t see anything for a few years. I’m pretty sure The Walking Dead has a few seasons left in it and AMC is going to take full advantage of that.

Only a few months after suing longtime collaborator Robert Kirkman over the proceeds to The Walking Dead, artist Tony Moore is asking a federal court to declare him co-author of the lucrative horror franchise along with several other comic-book properties, according to website CBR. In a complaint filed Tuesday in U.S. District Court in Los Angeles, Moore is seeking a judgement that he is joint author of  The Walking Dead, as well as Battle Pope, Brit and two potential comics series, Dead Planet and My Name Is Abraham.

The plaintiff, artist Tony Moore.

Moore, who started  The Walking Dead with Robert Kirkman back in 2003 and drew the first six issues, filed his lawsuit in February, saying that Kirkman  fraudulently induced him to sign over his copyright interests in the comic back in 2005 so that Kirkman would be able to complete “a large deal” for what would eventually become The Walking Dead television series. In exchange, Moore was granted 60 percent of  comic publishing net proceeds and 20 percent of  motion picture net proceeds for The Walking Dead and Brit, and 50 percent of “motion picture net proceeds” from Battle Pope. However, Moore alleges that he “has not received the proper amount of royalties owed to him,” and has never been permitted access to financial records. Robert Kirkman has already responded back, saying that the whole lawsuit is “ridiculous”. Moore fired back with “Kirkman is a proud liar and fraudster who freely admits that he has no qualms about misrepresenting material facts in order to consummate business transactions, and it is precisely that illicit conduct which led to the present lawsuit” Ouch. (girls, you both pretty.) Moore is asking for a jury trial for this case, so expect to hear  a lot more about it in the months to come.

 

Can’t get enough of The Walking Dead? Telltale Games and Skybound Entertainment are now releasing all five episodes of the critically acclaimed and award-winning game to iOS! However it will only be compatible with iPad 2 and up, and iPhone 4 and up. Earlier devices? Out of luck!

The Walking Dead is a five-part episodic game series set in the same universe as Robert Kirkman’s award-winning comic books featuring Deputy Sheriff Rick Grimes.  Episode one, and the following four episodes deliver an experience tailored by the decisions that each player makes, leading to multiple paths through the story. Players take on the role of Lee Everett, a man convicted of murder, now given newfound freedom and a chance at redemption in a world devastated by the undead.  Intense life or death situations will force the player to explore the darker sides of human nature, and they will meet familiar characters and visit locations from the world created by Robert Kirkman, foreshadowing the story of Deputy Sheriff Rick Grimes in The Walking Dead comics.

‘Episode 1: A New Day’ is available now on the app store for $4.99; Episodes 2-5 will be released periodically and available via in-app purchase. Pre-order the remaining episodes in  The Walking Dead game series by purchasing the Multi-Pack [Episode 2-5 Bundle] for $14.99 via in-app purchase and save 25%!

Game Features:

•Based on Robert Kirkman’s award-winning comic book series: The Walking Dead allows gamers to experience the true horror of the zombie apocalypse, with artwork inspired by the original comic books. Live out events, meet people and visit locations from The Walking Dead lore.

•A tailored game experience: Live with the profound and lasting consequences of the decisions you make in each episode. Your actions and choices will affect how your story plays out across the entire series.

•Act fast: You’ll be forced to make decisions that are not only difficult, but require you to make an almost immediate choice. There’s no time to ponder when the undead are pounding down the door.

•Adventure horror spanning across five episodes: Gameplay involves meaningful decision-making, exploration, problem-solving and a constant fight for survival in a world overrun by the undead.

Source: Apple

When I first started Geekscape in December of 2006, one of the first decisions I made was to apply for a San Diego Comic-Con booth. At the time, all applications sat at the end of a potential 4 year wait-list, but I knew that Geekscape was something that I wanted to create that would stand the test of time and that I could afford to be patient as it grew. In the Summer of 2010, Geekscape had its first booth on the SDCC floor. At the time, the wait-list was rumored to be 7 years and today, as Geekscape looks back on its 3rd year on the SDCC floor, the wait supposedly sits at 10. I haven’t always made the best decisions with this brand, but applying for real estate on the floor of the fan biggest convention in North America has easily been one of them.

And this year was our best year yet, both in terms of exposure, excitement and even sales. In fact, I was happy to discover that by 10am on Thursday, the morning of the first full day, we had sold more Geekscape t-shirts than during all four full days of last year’s SDCC. All weekend, while Scott Almaniana, Shawn Madden and the Geekscape press corps ran around bringing you fantastic Con coverage, Shane O’Hare and I weathered the constant barrage of visitors, fans and signings at the Geekscape booth. This summer, more than those past, the evidence was undeniable:  Geekscape is bigger and better than it ever has been. And I feel as though we’re just now really getting started. Thank the Old Gods that I’m patient, right?

The reasons for this surge in popularity are several, some planned, some not. First off, our site is finally something that can fully engage and keep an audience. With Shawn Madden and company keeping a steady stream of content on the site since our March relaunch, our numbers have steadily grown. At the time, we were the Top 260,000th site on web, with an average 30k pageview/month count. It was quite the sad state of affairs. In less than 6 months, we’re now on the verge of cracking into the Top 100,000 sites on the web with an average pageview/month of over 200k. We still have a ways to go, but there’s no denying that our mantra of consistency and quality is starting to show results. Add to this the brand new ScapePods, both regular and hopefully quality, and we’re really cooking with gas. In fact, I’ll soon be announcing some more audio podcasts to add to our slate of shows as I move my focus from the written content, now in solid hands, to the podcasts. They were our very start and I think that we can do more to get them out there to the audience that they all deserve… even The Saint Mort Show. Look for tweaks on the site in the coming months to help up the quality in what we do around here.

The FP‘s JTro and X-Men: First Class‘s Lucas Till drop by to say “what’s up” to Geekscape!

Another thing that’s helped us get our name out is our increase in friends. Geekscape was built as a resource for all like-minded geek creatives, and having folks like Doug Jones, Marc Zicree, Charlie Adard, Brea & Zane Grant and many others start to use it as a way to get the word out and share in our excitement is really rewarding. Their fans become excited about Geekscape. Geekscape fans become excited about their projects. And everyone wins. On Thursday, as my voice first started to fail (and I still had both our Comikaze/Stan Lee party and the Comics on Comics panel to go), Geekscape friends Jason Trost from The FP and Lucas Till from X-Men: First Class dropped by to talk to me about their upcoming project “Wet and Reckless“. I don’t have much news for you yet, but you know that as soon as I can share, you’ll see it shared on Geekscape! Across the board, creators like Mega 64, Jon Schnepp, Iain McCaig and more were excited for the first time to see what Geekscape had in the works (and there’s a lot).

On Friday, voice recovered as much as possible, The People VS George Lucas director Alexandre Philippe dropped by to deliver me a rare Japanese version of the film’s blu-ray (there is no US blu-ray).

In addition, we did an interview for our new Geekscape co-produced film Doc of the Dead with Fanboy Comix and held a fundraising poster signing with The Walking Dead artist Charlie Adlard (in an hour we raised $1,000).

I was also finally able to begin recording some GeekscapePods to send to you fine folks. My intent was always to record more throughout the weekend, but the fact is that between keeping the booth running, helping the autograph signings and maintaining everything else, I definitely overestimated my ability to record. I did get Charlie Adlard, FX legend Iaian McCaig, MMA fighter Nate Quarry (who dropped by and surprised me as I was closing up shop Friday night) and Sean Becker and Teal Sherer to record some things for you. In the end though, not recording more content for you guys is something that I regret and next year I hope to have both Shane O’Hare and Matt Kelly there to give me a chance to get you some more pods! I would also like to record some more pieces from Geekscapists walking the floor and sharing their experiences. So I’ll plan accordingly and here’s to next year (because we did already pay for next year so start making plans to be there)!

“More podcasts next year!”

The final positive of this year are all of the new friends that we made. I had a tough time leaving the booth and only managed to do so for about 10 minutes a day to walk the floor (although I did manage lunch on two days which I thank Shane O’Hare so much for allowing me to do)! In that time, I went and bought a Zomb for Laura and got to see Geekscape friends like Kevin Eastman and Daniel Corey at their respective booths. I also had a slew of new friends come to the booth like our booth neighbor Maddox, pro-wrestler John Morrison (who will be on an episode of Geekscape very soon) and convention wild-man Keith Apicary (who did not get kicked out!).

So that was our year at San Diego Comic Con from my perspective and some hints of what’s to come. Super Action Man made an appearance on the final day to scare some visitors (into loving him) and scripts for the next Geekscape project after Doc of the Dead went to a few folks in the know in order to get the ball rolling for next year. It’s an incredibly exciting time for Geekscape and things are only going to get better. San Diego Comic Con is always a benchmark for how far we’ve come over the years and a few days removed from this year’s experience, I find myself both amazed and grateful for how far we have come together in the years since I ordered booth space back in December 2006. Thank you all so much for being a part of it and just you wait to see what’s next!

Issue number 100 of The Walking Dead had a print run of 380,000 copies and it’s already sold out. Having already broken one record becoming the best-selling comic book in initial orders for any publisher since 1997…could it be on the path to breaking even more records?

I spoke with a local shop owner who also owned one of the busiest booths at this years San Diego Comic-Con and he went on to state that the book was flying out of his hands at record numbers on the first two days alone and he was even selling the limited variant covers at a couple hundred dollars a pop.

I even decided to check out eBay and variants such as the one above are even cranking out averaging about $400 a piece. With such a high demand we could see this book going into multiple printings much faster than usual. With this many copies sold in just one week since its release this issue could very well be on the path to breaking even more records and setting a very high bar.

The Walking Dead comics artist Charlie Adlard stopped by the Geekscape booth to sign some ‘Doc of the Dead’ posters so I seized the opportunity to have him record a quick Geekscape with me! We talk comics, zombies, art and music!

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Today we got some nice juicy details confirmed by Steve Allison, Telltale Games VP of Marketing . In a recent interview with Polygon he stated:

“Following the digital release of our fifth episode we will also be coming to North American retail shortly thereafter and this will not be the last The Walking Dead game series that we do.”

So, if you are the kind of person that doesn’t like watching a show as it comes out week to week and would rather have the DVD boxed set at the end of the day, do not fear! The entire Season 1 of The Walking Dead game will show up as a collected works not long after the last episode is released.

This is fantastic news! The Telltale Games version of The Walking Dead has been praised as the best version of The Walking Dead out there by our fearless leader and myself as well. They are really putting all of Telltales talent towards making a really slick game.

When asked about the Activision shooter set in the same universe Steve was quoted saying

“Regarding today’s announcement of a project based [on] the AMC TV series coming in 2013,” Allison said, “as huge fans of the franchise and the show, we’re looking forward to seeing Terminal Reality’s game when it comes out.”

So, are you not quite sick of zombies yet? A fan of ‘The Walking Dead’ TV series? A first person shooter fanatic? Well then Activision may have released some news that may just please you. In 2013 they will be releasing a first-person shooter based on ‘The Walking Dead’ television series where you will take on the role of fan favorite Daryl Dixon.

Developed by Terminal Reality, The Walking Dead will revolve around Daryl Dixon and his brother Merle on a “haunting, unforgiving quest to make their way to the supposed safety of Atlanta.” Players will control Daryl as they attempt to avoid detection from zombies that hunt using sight, sound and smell and will choose between fighting them or using stealth to avoid detection. According to Activision, “No place is truly safe for Daryl as he makes his way through the Georgia countryside in this new, post-apocalyptic world.”

Supplies will be scarce and players will need to carefully manage food, ammunition and supplies as they make their way through the game. Daryl will encounter “a slew of other characters” along the way that can help or hurt him. Whether or not these characters accompany Daryl is completely up to the player and “represents just some of the major decisions that will constantly be made while fighting to survive.”

Source: IGN

Jonathan here. Yes. We know that we just announced our co-producing partnership for ‘Doc of the Dead’, but what you probably didn’t know was that my interest in the movie stems from my complete exhaustion from all things zombies. It’ll be a challenge to see if we can approach the subject from a fresh and interesting perspective. So of course when our new writer Jamie Saxon pitched me this idea for an opinion piece I was overjoyed to share it with you all! Jamie’s new, but I think you’ll see he came ready to get down… Geekscape style!

It’s the terrifyingly pathetic shadow of what a human is, without all the pesky humanity. Easy to dislike, distrust, and fear. Anything alive, sentient, and possessing even a reluctant survival instinct can agree that Zombies need to re-die or whatever your world-of-choice solution is to make them all stop.

Zombies are the easiest enemy ever. And as well they should be. Zombies typically have an appetite only satiated by the flesh of the living and possess no loyalties outside of their own survival…such as it is. Plus, typically again, they’re a fairly easy target since they are not intelligent.

I like the idea of Zombies because I’m afraid of the idea of Zombies. Simply put, their existential possibility opens the phobia door to what our idea of safety in death has come to be known. With a Zombies “reality”, there is no “peace”, even after we’ve expired (just imagine your Double-Double Animal Style™ fighting back). Tack onto that the absolute lack of control over our urges and how fucking grody it would be to eat another human, and usually one that is screaming and begging for it not to. As a human, no matter how hungry I was or if I was in a plane crash in the goddamn Alps, I would likely not try to eat a human if it were alive, screaming, begging, all that good stuff. But if I were a Zombie, there would be approximately zero fucks given as to even the slightest bit of empathy afforded to the future victim/snack. Tummy hurt = person is food. Easiest math class ever. Puke dismissed.

Who needs pants when you have a death like this?

Zombies, the idea of them, I mean, are goddamned brilliant. We can move past the original notion of them being popularized (such that cult horror can be, at least) from George A. Romero’s early depiction. I know, I know, there’s a whole swath of info and evidence that they’ve been a part of almost every culture’s lore since there was a desire to pee behind a tree rather than hanging from it. No, let’s stick with current-era Romero-legacy usage since that’s what we’re currently being fed, if you’ll pardon the expression (you probably shouldn’t, and I’ll respect you more for it). You know, the whole “representative of communist and consumerism” ideal. We’re talking about the shambling, inarticulate, sort-of mindless being that is the ugly shell of what a human once was, but a reminder of what any human can be even without being one of The Living Dead and shit.

These Living Dead remind us, the Living Living, also of our own humanity. However, while being surrounded by the inhuman we need other story elements to inject sympathy and keep us grounded on what we identify with. The Umbrella Corporation in Resident Evil was so shitty they knowingly infected living people to run an experiment. Same for Dead Rising, and they even threw another shot to “evil corporations” by alluding to the plague being perpetuated in order to maintain sales of it’s incredibly expensive Zombrex temporary vaccine. Ya gotta wonder how hard it might have been for the design team on that series to not tie it into AIDS and the currently available and insanely-expensive medications being prescribed these days? Romero used Zombies to address the then-current concerns just as we use them now. Horror imitates life imitates horror and so on.

Story elements and arcs relating to jogging corpses have a wide berth to play with. However, the one thing that is absolutely necessary for us to give more than zero fucks is the addition of the non-infected. Being the audience, that is our anchor into immersion in their world. What would you do? Sure, if it’s some John Undead Doe than a whack on the noggin or gunshot would be fairly easy once the realization of them-or-you takes hold, preferably before the biting. But what if it was your mom, friend, or *SPOILER WARNING* (brilliantly but gut-wrenchingly depicted in The Walking Dead): Your own child. Killing a child is like killing a pet in the world of story mechanics – it serves as a broader example to give the reader a taste of how bad some thing or some things are in the world they’re witnessing since even the “innocents” can be victims. *END SPOILER WARNING*

Oh sure…it’s all fun and brains ’til someone never-dies.

Our emotions are always ready to be tied to something that we can either directly identify with, or would like to identify with. If you’ve ever seen the director’s cut ending of “I Am Legend”, then you’ve seen an evolution in the case of Zombies as more than a soft-target plot device (I’ll leave the spoilers out of it, I recommend checking it out).

As a physical and metaphysical plague, it’s a fucking horrendous scenario. I already gave the example of “no peace even after death” up there, but let’s drill that down further to note that it can be even more aptly stated that we, if turned into a Goddamned Zombie, would possess none of the self-control we have over ourselves right now. The things we currently care about, the rules we will not break, the relationships we work hard and suffer over maintaining like marriage, siblings, or cellphone providers would be chucked out the window faster than a Zombie chucking itself out the window in pursuit of something more alive and edible than it.

Pictured: Priorities.

Aaaaaand…witnessing such a singular priority in “life” is horror via boredom on a scale that isn’t just morbid curiosity like car crashes or Tyler Perry films. No. Zombies do not follow the money, nor do they have a routine for chores, worry about vacations, or research the web. And they are unencumbered by benefits packages, sexual urges (ew), or politics (ew again). But part of their attractiveness, so to speak, is that it is an incredibly simplified existence.

On this side of Dawn of the Dead, Zombies have come a long way to give us a glimpse of a sickening and almost all-encompassing form of “freedom” in the simplest and most alien way imaginable. I don’t mean the patriotic rallying cry or contractual subscription-based streaming services taglines (they all have caveats, dontcha know?). I mean being a vessel that only adheres to it’s basest desire to maintain it’s existence by not only ignoring the “rules” set out in it’s surrounding environment, but being outright unaware of them. No friends, no goals, no long-term retirement plan. An entire “life” spent on only short-term solutions totalling exactly one thing: eating whatever has the shit scared out of it at the sight of a Zombie. It is difficult, if one were either a Zombie or a Robot (speaking for the understanding of humans, of course), to argue that besides consumables and air, absolutely nothing else is “essential” for personal survival (I won’t expound on procreation because we already had the “ew” thing in parentheses up there).

Alrighty, so there’s the case of Zombies in an undead nutshell. It’s what we have and more or less how they’re utilized in current mythology (movies, comics, malls). All of those points up there are why I would also like to see them go away.

Oh, no he didn’t!

Yes, I did. Stick with me, rockstars, because it’s not as wacky as you think. We’ve made it this far.

Zombies are an easy target, they don’t come across as “innocents”, which hits some of us with more delicate sympathies (animals aren’t inherently “evil” so when they’re offed in a story, some get squirmy), and they’re not really like regular people with goals and objectives that you’d feel bad about ending if you had to decapitate one. Paraphrasing Dexter’s dad: “When you kill someone, you are ending everything that they can ever become.” Truth. With Zombies, they are only one thing, and that thing is bad. “Bad” is easy to kill off and most would maybe even sleep soundly after the fact.

The plot devices where humans are set in employ some or all of the following: Human betrayal (kill a living person to guarantee survival); Loss of innocence (my mom is a Zombie and now wants to eat me no matter how loud I sing our favorite lullaby); End of the world (no more pizza delivery via internet order); Self-sacrifice (I love you all too much to let you get overrun, plus I really miss pizza delivery). These are standard and have been used effectively since they are simple and hard to fuck up. But they have all been utilized for millennia in other stories as well. Zombie stories did not invent them.

Some plot devices don’t die.

But we as a society or species or global tribe or whatever the latest pc term is, with information and opinions evolving so rapidly these days, deserve a better enemy. A smarter one. Take a look at your own past or maybe even your own current events. Every one of us, unless you lived in a cave and are still living in a cave and therefore don’t have internet and aren’t reading this and therefore I say again “every one us”, have experienced an outside entity that had the opposite of good intentions in mind for us. Maybe you slighted them or their interests in some way, whether you know it or not; maybe they were threatened by you somehow (like your parents loved to tell you to understand and pity bullying); maybe they were just fucked in the head and you were the nearest earth object for them to act out upon. Hell, maybe YOU were the enemy for them and it got all feudal with tats and tits and stuff.

Even if the fire was put out quickly, those experiences change who we are. It’s painful most of the time, but it’s an addition to our arsenal of getting through life. Hannibal’s quote from “Hannibal” is appropriate, if not creepily sterile: “People don’t always tell you what they’re thinking. They just try to see to it that you don’t…advance in life.” The human reality of our lives on this planet includes being affected by “enemies” as either obstacles or foes both seen and unseen. Just the knowledge of them, ninjas or whatever, changes how we handle ourselves. Even the act of ignoring it is in itself effectual to our actions.

Now, in movies and stories there is only so much time that a character has to develop. That character faces the second act and must work through to it’s resolution in the third act. We, as the audience, get sucked into story elements ESPECIALLY with enemies that cause our hero or protagonist to evolve as something “new” is brought to bare. Vader is Luke’s dad, Hans Gruber’s brother planted a fake bomb in a school because he’s not a monster, that hooker in Total Recall had three tits. Those are surprises and we can identify with them changing our personal understanding of the rules, because it (normally) evolves the understanding our favorite character has of the world around them. Just like we should evolve if confronted with a new understanding about an Enemy element in our lives. I say “should” because most of us can agree that a grudge runs deep and the need for punishment…to some…outweighs the relief of forgiveness. Trying not to be preachy, I’ve been on all four sides of that fucked up coin as maybe you have, too. Tyler Durden didn’t want to die without any scars, and neither do we. Plus we have the advantage of actually existing.

And as it turns out, he was just fucking crazy.

But Zombies. They are just the one thing. The changes a character goes through in facing a mobile corpse usually mean having to behead a thing that they know was once human. The first takedown, the first acceptance of a “Zombie Reality”, are the plot points that the story needs. After that, it’s running/panicking/trying also to not let the other non-Zombie humans get all fucky on them. The most horrifying thing that a Zombie has so far given to a living person is the knowledge that said Zombie was a familiar, in life, to the living person. We watch as their brains register the connection with the memory, and then acceptance, and then it’s a matter of their own sensibilities (probably tied into ours, as well) that the “holy fuck what would YOU do?” moment comes and inevitably goes with the live-or-die decision being made by said now-incredibly-sad living person.

The Enemies we are used to dealing with in our regular (so far) non-Zombified world are much more complex and intricate. Regardless of our responsibility as to why they feel whatever-shitty thing about us or whether we deserve whatever they’d like to or have inflicted upon us, they are also human. Our enemies in life are grey just like us, but Zombies as they are now normally remain the black to our audience’s perceived white. We don’t need to lift a finger to be “better” than them, all we have to do is root for the living to stay alive. In those stories, as long as the Alive don’t kill anything that’s similarly alive, we allow them to keep their humanity. There is little that we “earn” or grow from while witnessing these plights, no matter how empathetic we can be to whatever is unfolding on the screen or pages. We get to reaffirm ourselves but we don’t change, partly because the effort to do so isn’t really required.

This is certainly not an end-all rant that Zombies aren’t fun and some awesomegasmic stories have not or will not be experienced by us where they are utilized. But books and movies like The Road give us the human-obliterating Apocalypse, character struggles, and maintain the focus on survivors outside the need for the Undead. Even the Book of Eli avoids the magnifying glass on “horror” (kind of) and keeps us trained on the hero’s journey. The other side are things like 28 Days Later, Dead Rising, Resident Evil, [Whatever] of the (Living) Dead movies, etc. which ARE great fun and I by no means wish their end. But soft targets are no challenge.

They missed.

Here’s something I’ve always found interesting working in the games industry: Do you know why Zombies remain so popular in games? Because Zombie AI is easier than having to deal with coding cover systems, scripting, and survival instincts for non-player characters (computer-controlled antagonists, thugs, various and sundry “enemy” types), along with multiple objectives that have to pay constant attention to what the player is doing – rather than just where they are. For developers, they’re fun to make (sloppy, walk funny, vacation shirts); and logistically you only need a fraction of good voice-over artists for the grunts and howls. Any good VO person can tweak their range to pull off half a dozen or more near-completely different voices – and Pro Tools can multiply that to cover hundreds more. On the publishing side, it’s usually a safer investment because consumer familiarity and popularity with anything “Zombiepocalypse”- related is easy to get press for, and a good visceral game of “killing without killing” keeps it morally ambiguous in PR’s favor. The best targets are cheap, easy, plentiful, and safe to put into the crosshairs.

Zombies, at least in the manner they have usually been employed in modern storytelling, cause our Heroes to be as stagnant in their mindset and growth just about as much as Zombies are trapped in theirs. Since we are evolving and changing so rapidly these days: shouldn’t more of the Heroes and Enemies of our mythos be able to do the same?

Then again, it would be nice if our enemies were so easy, wouldn’t it?

Now do you dare me to tackle our obsession with Bacon next?

Back in late April, I brought you my review of the first chapter in Telltale Games’ entry into The Walking Dead universe, an episodic adventure game that takes place alongside the storyline from the original Image comic books. At the time, I said some pretty bold things and if you haven’t played the game or read the review, I implore you to do so before you continue reading here. It’ll help to familiarize you with the game’s setting, gameplay and mechanics, all of which I said were incredible. I even went so far as to say that Telltale’s iteration of The Walking Dead is THE BEST iteration that is out.

And having played through the second episode, entitled “Starved For Help”, I can only say that it got even better. The choices that the game asks you to make become more stressful, the world in which the story takes place gets bleaker and the responsibilities that your main character takes on become greater as Lee begins to inherit his role as the leader of the group of survivors. The Walking Dead videogame really does the best job of putting you in the shoes of a zombie apocalypse survivor in a way that the comic book and the TV show can’t and Telltale has used this second chapter to move beyond the introductory phase of the first and ratchet things up a few notches.

The episode begins 3 months after the ending of the first, in which the survivors have made a well-guarded camp for themselves out of an abandoned motel. The problem that they now find themselves in though is a dwindling food supply. During a hunting trip through the nearby woods, Lee and his new companion (who’s name I forgot because his character is new and doesn’t make much of an impression beyond being potentially expendable) come across some new survivors, one who has his leg stuck in a bear trap. As the undead begin to close in, Lee must figure out how to either get the trap open or use his axe to make one of the most hardcore decisions the game will force you to make. The fact that the scene plays out in a timed quicktime event really adds the stress and makes you feel directly responsible for the choice you must make in trying to save everyone’s lives.

This guy is new… and he’s lame. And he shouldn’t get too comfortable with that gun.

Upon returning to camp, the game doesn’t make things any easier when you’re tasked with choosing who among the group (of about 10 survivors) gets 4 remaining food items. Again, as I said in reviewing the first episode, the choices that you make not only effect the other characters, they are permanent and are carried through to the other chapters. If you choose to give food to one character, another might feel slighted and not come to your aid later on, while choosing wisely might earn you the respect of someone else. The problem is, in Episode 2, there never seems to be a right answer. You will always end up pissing someone off.

The clearest case of this is in the dynamic between Kenny, whose son Duck you may or may not have saved in the first episode, and Lilly, whose father knows about your questionable past and rides your ass like nobody’s business. Both Kenny and Lilly step up to make opposing decisions for the group and you are quickly forced to try and play peacemaker while the game asks you to take sides. Regardless of your choices, it’s almost impossible for your relationship with Kenny to come out unscathed and your never sure if the choice you made or the dialogue option you chose was the right one (hint: there will never be 100% right answers and you are pretty much screwed no matter what you do). And as the episode progresses, the rift between Lilly and Kenny only gets greater and leads to one of the biggest “holy shit” moments of the episode. I’m serious. I literally yelled it out loud.

This dairy farm should offer some safety… right?

The writing and design of this game have to be continually commended. As the episode progresses, and the group is led by two brothers to a nearby dairy farm, everything in the game seems to escalate. The omnipresent sense of paranoia and fear that began the episode soon give way to downright panic as the entire safety of the group is threatened by new surroundings. Each character has a unique voice and opinion and the story takes a ton of unexpected twists and turns. There is more action, character and consequence packed into a single two hour episode of this game than there is in an entire season of the AMC show or storyline of the comic book and that’s a feat in and of itself. And it isn’t shy from going to places that are much darker than either the TV show or the comic have ever explored.

This dinner scene is the best scene in the episode… maybe.

And beyond being an engrossing, dynamic experience, this game is just fun to play. The adventure game mechanics are well designed, the quicktime events are appropriately stressful and the choices you are forced to make are each pretty challenging. And there’s a lot of blood. Way more so than in Episode 1, as the larger world of The Walking Dead is explored in this second episode, the horrors that accompany it begin to come into full view. We get our first real glimpse of human survivors beyond our group and just how desperate they’ve become since the onset of the zombie outbreak. And things do not look good. There are some seriously gross, intense and horrific moments in this episode but never did they seem forced or inappropriate to the story or the characters.

What Telltale is doing here is really building upon the world that The Walking Dead comics have established and then improving on it a few times over. If you’re a zombie fan, a Walking Dead fan or just a fan of adventure gaming in general, you owe it to yourself to just get the $19.99 Season Pass and enjoy each episode as it comes out. My wife, who watches and helps me navigate the game’s choices as I play,  and I have been enjoying the heck out of these new, enhanced Walking Dead experiences and I can neither recommend them enough or wait for the third episode to be released.

This game scores a clear 5/5.

We can finally talk “The Amazing Spider-Man”! Huge changes are coming to the Marvel Universe! Jean Grey returns! The Joker is coming back to Gotham! “East Bound and Down” gets a 4th Season! The Walking Dead Episode 2 gives me goosebumps! And Weta sends me “Triump” from New Zealand! Also! I talk the Geekscape Comic-Con booth schedule!

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Nick Gregorio joins me for a brand new Geekscapepod! I review Abraham Lincoln Vampire Hunter and Ted! I’m excited to play The Walking Dead Episode 2 and Nick and I talk about the best Spider-Man video games! “Guardians of the Galaxy” is coming to theaters in 2014! “Big Hero 6” is coming from Marvel and Disney Animation! Edgar Wright has begun some “Ant Man” work! Before Watchmen continues to be good while the Punisher sets his sights on the Avengers! What’s Nick’s problem with Jim Lee? And HUGE news for Geekscape and Comic Con! Plus, my brother Daniel remembered.

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Spoiler alert!

Spoiler alert!

Spoiler alert!

Okay… I warned you three times so if you click this and say “What the fuhhh…spoilers!” Well…its your own fault. Merle Dixon is back for season three of ‘The Walking Dead’ and with something new “in hand”. The racist brother of fan-fave Daryl has appeared as a figment of his imagination before but it looks like this time around he is back in the flesh…minus missing some. Last we saw Merle he was left handcuffed on a roof by Rick Grimes with a group of walkers on their way. Well WalkingDeadNews has posted this new image of Merle from season 3 showing off a new “look” and possibly confirming rumors that he will be a part of The Governor’s group.

 

Kind of hoping we get a cool scene involving him using that on some zombies here. Just sayin’.

TV Guide has just released the first image of David Morrissey as The Governor from AMC’s The Walking Dead. The Governor will be introduced in Season 3 of the hit show.

The Governor, real name Philip Blake, is the vicious leader of the small town of Woodbury. He becomes one of Rick’s (Andrew Lincoln) greatest enemies in the series and brings with him more death than the walker’s themselves could.  I’d tell you more but then the walkers would have to eat me…and you!

Robert Kirkman, creator/executive producer on The Walking Dead had this to say regarding Season 3 and The Governor:

“Seeing The Walking Dead come to life on AMC has been a real thrill for me, obviously, and moving into Season 3 I’m even more excited than ever because now I feel like we’re really getting to ‘the good stuff…”Having The Governor in the mix is going to fundamentally change the show in all kinds of awesome and exiting ways. And David Morrissey totally rocks!”The Governor in the show is definitely going to be The Governor in the comic, “I think that he’s definitely going to be a character that people love to hate and are absolutely entertained by, but also somewhat terrified of. He’s definitely going to be a very important character and a very nuanced character. We are not going to be watering him down.”

Season 3 of The Walking Dead Premieres on AMC this October.

 

It all began with one man… isn’t that how it always goes? First we have that one man eating the face of another in Miami, then in New Jersey a man stabbed himself and threw his intestines at police. Now another man admitted he killed his room-mate then ate his heart and brains? Oh and we cannot forget to mention the woman who ate her babies brains. Or even back to about a month ago when a man in Massachusetts ate parts of his wife?

Has the world gone mad? Is there a virus out there that some idiot working in a top secret lab dropped on himself and he brought out into the world? Is the Umbrella Corporation real?

I can’t answer any of those questions for you. What I can do is tell you that “bath salts” have become the new drug people are searching for on the Internet ever since that attack in Miami last week. What are “bath salts” you ask?

‘Bath Salts’ are a synthetic drug that reportedly produces “an extreme high of euphoria” and is comparable to amphetamines and cocaine. This drug prevents the person from sleeping for days which has led to people comparing the users to “zombies”. A 50-milligram packet of the white powdery bath salts reportedly sells for $25 to $50, and is also known by street names like “Ivory Wave,” “Vanilla Sky,” “Bliss,” and “Purple Rain.” But… sadly you don’t break into a sexy version of ‘When Doves Cry’. No, instead you eat the flesh of the homeless.

Now while there is legislation being passed criminalizing synthetic marijuana and some ”bath salts”  and people saying these people were just mentally ill or on drugs. Well… i’m not ruling anything out.

Baseball bat? Check. Nail gun? Check. Molotov ingredients? Check. Locations of hot female friends that may be in need of saving? Check. Check. Check.

sources: Policymic, TheHollywoodGossip

Well, it appears as if the zombie apocalypse may finally be upon us. Over the weekend in Miami, a man was shot and killed by police after he wouldn’t stop eating the face of a homeless man on the MacArthur Causeway. Yeah, you read that last part right. He was eating a bums face! Zombies have arrived and they’re coming to get you, Barbara!

According to police sources for the Miami Herald, a “road ranger” saw a naked guy eating the face of a homeless man. The ranger tried to get the guy to stop his meal and back off to no avail, during which time an unidentified female flagged down a police officer. Once the officer arrived on scene he ordered the man to back away. When the naked zombie-dude failed to comply with the officers orders, first growling at the officer and then continuing to eat the homeless man, the officer was left no choice but to open fire.

In true zombie fashion, the man continued his attack after the first shot, forcing the officer to keep firing. Witnesses on the scene claim to have heard at least six shots fired. Obviously the officer didn’t know how to properly kill a zombie. A head shot, Mahoney! That’s how you kill a zombie. A. Head. Shot.

The homeless man without a face (think Mel Gibson in “The Man Without A Face”), 65-year old Ronald Poppo, remains in critical condition. No word as to whether or not he’s turned into one of the undead has been given. As for for the now dead-dead naked zombie-dude, he’s has been identified as Rudy Eugene. Authorities are claiming that bath salts, a new form of LSD, were responsible for his “zombie-like actions”. Yeah, right…that’s just them trying to cover up the existence of zombies.

The Mayan calender ends this year and some nuts have speculated that the world will end. Well, what if the world ends due to the zombie apocalypse? Who knows, but stocking up on ammo and getting yourself  an ax, or a chainsaw might be a good idea. Get your boomsticks ready, kiddies. It’s huntin’ time!

Oh and one last thing, if the zombie apocalypse does happen, leave all kids named Carl behind, they will only cause trouble and get any guys named Dale killed. That is all.

 

Hail to the king, baby!