As most of you know, AMC’s popular adaptation of the ongoing Image series The Walking Dead premiered its third season last night.

I’m hearing pretty good things about the premiere. I gave up on the show partway through Season 2 (come on, admit how boring it was), but upon reading all the positive reviews may have to give the series another chance. Our writer Scott liked it, commenting via twitter that “The season premiere of The Walking Dead was better than the entirety of season 2”. Sounds pretty good to me.

AMC must be having some sort of celebration today, as the huge amount of viewers that tuned in to last night’s airing was just revealed. Over 10 million viewers tuned into the first showing, an over 50% increase from last season, as well as breaking the record for the most watched basic cable telecast ever.

From the press release:

Last night, AMC premiered season three of “The Walking Dead” and outdelivered cable and broadcast hits including “Hatfields & McCoys,” “Jersey Shore,” “Modern Family,” “The Big Bang Theory” and “The Voice.”

The 9pm ET premiere garnered 10.9 million viewers and a 7.4 HH rating making it the highest rated episode in series history, and growing more than 50% over last season’s premiere. The season 3 premiere now reigns as the biggest telecast for any drama series in basic cable history among all viewers. “The Walking Dead” encored at 10pm with 3.5 million viewers and midnight with 850,000 viewers delivering 15.2 million viewers for the night.

Looks like Zombie fever has never been stronger. Let’s hope they’ll all check out the Geekscape co-produced Doc of the Dead when it hits too!

 

So, if you could have any one at all write a zombie comic for Marvel, you’d pick George Romero right? Well, it appears your wish is about to come true. The godfather of all zombie film, George A. Romero was recently interviewed at the Lund International Fantastic Film Festival in Sweden by Twitchfilm, and he dropped an awesome little piece of information:

 

Twitch – You’ve said if you were ever given something like fifty-million dollars, you’d just make ten five-million dollar movies. In that regard, what is next? Or even what is the next project you’d dream to make? Is there a novel out there you want to adapt, even non-dead related?

 

Romero – I am in fact adapting a novel right now, and it is a zombie novel, but it’s not my kind of zombies. It’s a novel called The Zombie Autopsies written by a Harvard medical doctor. It’s a wonderful book and I’m having a wonderful time adapting it into a screenplay. I am also working on an original story, which I guess if I had to categorize it, I would say it’s a psychological thriller. it’s….mmm, Psycho like? But it’s not really. I don’t know how to tell you anything more without giving it away. But in reality I don’t actually know for sure what the next one is going to be. It often comes up out of the blue. You just don’t know which one the money is going to come through for. I am also writing a comic for Marvel. I’m writing it now, but it’s plot is a secret.

 

Twitch: Awww c’mon George, just a little nibble? A tid bit?

 

Romero: Well I can tell you it won’t involve any of their on-going characters, there will be no superheroes. But it will involve zombies!

 

We know. You’re excited. We’re excited.

Next January we will see a crossover event been Topps and IDW where we will see Mars Attacks take on…well, everyone in a series of one-shots. Spread out over the course of five weeks in January, we will see a series of one-shots with the zany aliens taking on the entire IDW universe.

The series will feature regular covers by Ray Dillon in a style inspired by the classic trading cards, but they’ll also come with some surprising variants allowing Mars to attack a mix of well known creator-owned properties by artists like Mike Allred, =John Byrne, Walt Simonson, Rob Guillory, Dave Sim and Terry Moore nas well as some property variants like Judge Dredd by Ray Dillon.

The brains behind the crossover event, IDW Editor-in-Chief and Chief Creative Officer Chris Ryall, had this to say about the upcoming crossover:

“The ‘Mars Attacks’ property is a bit more insane than most of the licenses we have. There’s lots of good carnage in there, so we thought it’d be fun if we could spin that into some of our other books that are more respectful properties. Normally in ‘Transformers’ you don’t get the level of insanity of a ‘Mars Attacks’ comic. We thought it’d be fun to mash that all together.

I wanted ‘Mars Attacks’ to fit into these universes by the rules already established in these books. So if there’s a Popeye story, the Martians can only cause as much damage as you’d see in an old Popeye strip or a Fleischer cartoon. It’s not going to be quite as over-the-top violent as John Layman’s ‘Mars Attacks’ comic. It’ll fit well into the Popeye universe. So every issue is a stand-alone story, and they roll out chronologically by era. Popeye comes first and takes place further back in the timeline around the 1930s.”

Source: CBR

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.

Fucking Nintendo, how does it work? Remarkably well. It looks like they really are listening to the hardcore and will deliver a solid new console. Check out the newest trailer for the survival horror launch title ZombiU. It looks, pretty damn fun!

You can get your hands on a WiiU as well as ZombiU November 18th!

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.

This GeekscapePod is a bit packed! I give an update on ‘Doc of the Dead’ and our friend Matt Mogk’s campaign to get George Romero his star on the Hollywood Walk of Fame! Three really strong movies are out now that you should see: ‘Looper’, ‘Dredd 3D’ and ‘End of Watch’. I list why Rion Johnson should be at the top of the list for Doctor Strange directors! ‘Happy’ is almost more of the same from Grant Morrison! Our ‘Sinister’ screening kicked ass! ‘Marvel NOW’ can’t come soon enough and I take it upon myself to welcome Nintendo into the 21st Century!

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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!?

November 13th is rapidly approaching and the folks over at Treyarch have just let loose the info on the included Zombies minigame that comes included with Call Of Duty: Black Ops 2, and it is a HUGE minigame. Take a look at the trailer below.

Besides that rad as hell trailer we got a stack of info. The newest incarnation of Zombies is bigger and better than ever. We get a semi-open world environment where players get to explore it on their own accord. Players are given a bus and a roadmap of survival, and get to go about it in their own way. I am very pumped for this!

Call Of Duty: Black Ops II ships November 18th on XBOX, PS3 and PC. November 18th for WiiU.

Of course you’ve heard of Telltale’s video-game version of The Walking Dead, their fantastic adaptation of Robert Kirman’s insanely popular series.

Here at Geekscape, we’ve been gushing over the title since the first episode hit in April, and have been enthusiastically eating up every tidbit of information since (check out our reviews of the currently available episodes here, here, and here).

Are you afraid of online purchases? Or simply want a physical copy that you can take with you when the zombie apocalypse happens? You’re in luck as Telltale recently tweeted the following:

You’ll be able to pick up a copy of The Walking Dead on an old fashioned disc on December 4th!

However, you should instead pick up the game right now if you haven’t, as it’s one of the best of the year!

28 Days Later and 28 Weeks Later to this day are some of my favorite movies. I honestly consider them some of the best “zombie” movies of the past decade. While promoting Dredd 3D, Alex Garland the writer behind Dredd 3D as well as the 28 Days movies, was asked if we would ever see the rumored 28 Months Later. Garland stated:

I’m still so proud of 28 Days Later and how well it’s been received over the years so I appreciate that. But in regards to another movie, no- there are no plans for a 28 Months Later or whatever they were calling it. This is a series I’ve always been heavily involved with between the original and the sequel so if there were plans for another movie, I would absolutely know about it.

While we won’t be getting another 28 Days movie do yourselves a favor and check out Alex  Garland’s latest work on Friday when Dredd 3D hits theaters.

Source: Dread Central

My friend Matt Mogk from the Zombie Research Society dropped by the Geekscape Comikaze booth this past weekend to announce a brand new initiative that he’s starting up that I think we can all get behind. Matt’s spearheading a Kickstarter campaign to get zombie legend George Romero his own star on the Hollywood Walk of Fame! How’s that for a slam dunk? Listen up for this exclusive announcement!

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Keiji Inafune is best known for being a producer on two of the biggest zombies franchises from Capcom. Resident Evil and Dead Rising. Well now that he has left and created his own company, Comcept, he plans on releasing his own zombie game.

Yaiba is his newest foray into the zombie genre, and what I can gather from the trailer (you can see that below) is it is a third person adventure platformer with a lot of blood involved. So take a look with us!

Nothing else has been announced. Platform and release date remain a mystery.

Ever hear of Plants Vs. Zombies? It’s an insanely fun and crazily addicting tower-defense title from PopCap Games.

It first released a few years ago, and since has hit almost every device under the sun (iOS, Android, PC, Mac, Consoles, and even some televisions).

PopCap and the American Dental Association are running a pretty cool promo this halloween. Head to the dentist and you’ll get some cool PvZ trading cards, and head to http://www.stopzombiemouth.com/ to get a code for a free Mac/PC copy of the game (redeemable after October 30)!

The price won’t get any better, and the game is addicting as ever. Check out the trailer below, and head to the site for your free copy!

 

If you placed a gun to my head and asked me to name the greatest zombie movie ever made, with very little hesitation I’d say Return of the Living Dead. In a recent episode of my podcast Reddit Horror Club we reviewed this very film. The fact is most of what you know about horror movies stemmed from this “parody” more than the classics like Night of the Living Dead and Dawn of the Dead.

It was Return of the Living Dead that first introduced the concept of zombies eating brains, it was also in this film that you first see zombies that can run (for better or for worse). But that’s not why I love that particular film, I love it because it’s a fun movie with some of the best looking zombies ever committed to film. If you consider yourself a zombie fan and you’ve yet to see it, this must be fixed.

Now… let’s talk about Return of the Living Dead Part 2

One can almost argue the film is a reboot more than anything. So many elements of the movie are similar (including many characters from the first ROLD returning as similar characters with similar dialogue). It’s basically a kid’s friendly zombie film, the MPAA was going to give it a PG-13 rating if not for one particular sequence involving a zombie getting cut in half. For whatever reason the director refused and decided to stick with the R (which good for him because the effect is one of the best ones in the movie).

Being that it’s a kid friendly film instead of following a group of 8 punk rockers in a grave yard we follow a young boy named Jesse Wilson. Jesse becomes friends with two bullies who take him to their club house. While there they discover a barrel of Trioxin (which turns you into a Zombie). The bullies lock him in an old mausoleum while they tamper with the barrel eventually spraying themselves (and the entire graveyard) in the deadly gas.

As expected the dead begin to rise leaving Jesse one of the only people that totally understands what happens.

The film currently holds a 0% freshness on Rotten Tomatoes. This movie is bad but it’s fair from 0% awful. The audience reviews were a 46^ which I think is at least slightly more fair.

There are elements that movie does a little incorrectly. They push the comedy heavier than before and while the original was funny is a slightly satirical way this film focuses on more slapstick humor as well as a Michael Jackson/Thriller Zombie. The silliness is just that silly. Nothing is laugh out loud funny in the film to the level that the original would make you laugh. Despite having directed a few horror films before and afterwards director Ken Wiederhorn hated horror movies which would explain his constant desire to stay away from the horror and play up the comedy. Most of the cast seems to have disliked his directing style and have negative memories on the whole experience.

Despite all the issues with silliness the movie is still extremely fun. While they play every  piece of horror with their tongue firmly in their cheek they didn’t skimp on the zombie effects. Be it puppets or make up each zombie has their own unique design and personality.

I love this movie to death and I’m sure a big part of it is because it literally oozes 80’s. They will never make a movie like this again (probably not a bad thing) but despite the fact that everyone involved hated the experience it looks like they’re having fun and that definitely helps make the movie a fun experience.

Go rent this and the original, turn your brain off and enjoy one of the greatest zombie movies ever made and a film where they shamelessly kill various bullies and turn them into zombies as well.

AMC has just released a new video promoting season 3 of The Walking Dead.

It’s a pretty neat tour of the creepy prison that is to become a main setpiece for season 3 of the popular drama, and features Walking Dead creator Robert Kirkman.

This is a follow up to last week’s poster release, featuring the tagline “Fight the Dead, Fear the Living”

Season 3 of The Walking Dead premieres on October 14.

What do you think of the video? Looking forward to the upcoming season?

I’m a bad podcaster! That being said, I review “Lawless” and give my thoughts on the Breaking Bad season finale! I also take the opportunity to make fun of Breaking Bad fans who are complete spazzes. Walking Dead Episode 3 from Telltale Games is the game of the year so far! I ramble about music for a bit too long (forgive me). And goodbye to “Scalped”, an incredible comic book series!

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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).


Sony today released two new TV spots for the upcoming fifth installment in the Resident Evil franchise.

This is the first footage I’ve seen from the film and I have to say it looks intriguing. I’ve always been a huge fan of the games, but have skipped the last few film offerings (Apocalypse left a bad taste in my mouth). Maybe it’s time to check them out.

Resident Evil: Retribution opens on September 14.

Stan Lee’s Comikaze is just a few weeks away and we just received word that zombie fans will have a lot more to look forward to at this year’s convention.

The con has just added a 75k sq ft Zombie Apocalypse obstacle course. You can say that SDCC did this back in July with the AMC sponsored Walking Dead obstacle course but here are the major differences:

One, this one’s inside. The Zombie Apocalypse is conveniently located in Hall K and takes about 35 minutes to complete. That sounds a bit more intensive than the Walking Dead one, which I heard had little kids on the course. Two, there probably won’t be kids on the course. As Comikaze head Regina Carpinelli stated in her email to me, “this Zombie course is something we took very serious… We partnered with a major theme park and a company that does crazy, endurance obstacles- American Gladiator stuff.” So it’ll probably be a little more American Ninja Warrior than the walk-through course we got at SDCC.

Because of the added intensity, the Comikaze Zombie Apocalypse costs an additional $30.00. But the course is not recommended for children 12 and under so again, there won’t be any danger of tripping over a kid that has no business being there.

As the Comikaze website states, “if surviving the Zombie Apocalypse is not something you’re interested in, fans can pay between $75.00 – $150.00 to be transformed into a flesh and brain eating zombie by SFX artists. Zombies are expected to terrorize, chase, and infect the survivors to their heart’s content. Stan Lee’s Comikaze embraces all zombie culture. There will also be appearances from Norman Reedus (Daryl from Walking Dead), and Tony Moore, the original Walking Dead comic artist.”

So there you have it, zombie fans. Start lumbering towards Los Angeles from where ever you’re buried and you might just make it in time for Comikaze’s opening on Sept. 15th at the LA Convention Center!

With Black Ops II release date quickly approaching, TreyArch really have been putting all their best efforts into making this a quality game. Check out what the Xbox 360 and PS3 owners can expect inside the Collectors “Care Package” edition of the game.

What you can expect inside of this grandiose box:

  • Remote Controlled Quadrotor Drone and Stand
  • Limited Edition 2-Sided Steelbook®
  • (2) Collectible Challenge Coins
  • Official Soundtrack by Jack Wall with Theme by Trent Reznor
  • Exclusive Xbox LIVE® CLAW Avatar Props
  • Exclusive Xbox LIVE® Zombies Avatar Props
  • In-Game Content:
  • Nuketown Zombies Bonus In-Game Content
  • Nuketown 2025 Bonus Multiplayer Map
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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.

Before sitting down to watch Bloody Disgusting’s Exit Humanity, I found myself examining the box and asking myself one simple question: how do you survive a zombie uprising in the 19th century?  By the end of the movie, I had my answer: by carrying a six-shooter and being the original emo kid.

That’s right.  Shoegaze fans, I have found your progenitor and his name is Edward Young (Mark Gibson).  But let’s back up a little bit and focus on the fantastic(?) plot.

Sometime in the future, zombies have begun to sprout/hatch/breed/propagate, causing devastation the world over.  Somewhere in all of this, someone has come across an old journal that details the first zombie attack, which happened the year the Civil War ended.

This is where we meet Edward.  Young, dashing, and sporting what might be a neckbeard, Edward’s magic powers include drowning zombies and shouting… a lot.  Like, seriously, all the time.  If he was a Pokemon, his name would be YAARRRRRRRRGH.

I’d like to relay the plot to you, but as it seems to change every fifteen minutes or so, I can’t quite tell you what the overall driving force behind the story was.  It’s really as though someone pitched a TV show about zombies during the American Civil War and, after repeatedly rejections, decided to make a two hour long movie out of the five seasons they had already dreamt up.

It was too much.  Between Edward sobbing about his dead wife, sobbing about his missing kid, sobbing about his (un)dead kid, sobbing about his dying horse, sobbing about the bad man who knocked him out, sobbing about sobbing and then sobbing some more, this movie drags on like a bad fish, if such a fish was prone to dragging on.

“YAARRRRRRRRGH.”

High points?  The narrative voice of Malcolm Young (Brian Cox) had enough of the South in it to bring Sookie to her knees.  The flash animations that helped keep the budget costs down were pretty, though always a shocking contrast to the live-action Civil War era storyline.  Yeah… that’s about all I’ve got.  Sorry, emo-fans, I just can’t support a man constantly screaming in zombie-infested woods and surviving.

Nothing should get in the way of a woman and having her perfect wedding—not crazy relatives, not poor catering or a stuttering priest and definitely not zombies.  Fortunately for Clara (Leticia Dolera), the first three potential terrors were not an issue, but when one is a fictional character in a Paco Plaza film, zombies are the order of the day.

Tackling [REC]3: Genesis without his usual co-director, Jaume Balaquero, Plaza broke away from the expectations of the franchise and angled off to explore a different direction: a comedy of the undead.  Stifle your gasps of horror—the movie is still quite enjoyable, though if you are looking for the usual intensity and seriousness of the first two [REC] movies, you’re going to have to search elsewhere.

We are introduced to our lovely couple, Clara and Koldo (Diego Martin), just before they tie the proverbial knot.  The rest of the cast is cleverly introduced as two cameramen, the official wedding photographer Atun (Borja Glez. Santaolalla) and the potentially annoying cousin, Adrian (Alex Monner), explore and interview the wedding guests.

What is lovely about the humor and found-footage style during this decently lengthy section is that we are able to view the relationships between the characters, to see the humanity and experience that loss later on as each character turns into a wandering, teeth-chattering corpse.

However, what should become an emotionally intense tragedy as the wedding party descends into the world of brain-consumption, turns into a building farce as more and more absurd situations come into play.  Koldo dons armor and runs through the reception hall waving his sword while Clara’s weapon of choice is a blood-spattering chainsaw and the zombie battles border on ridiculous.

I am not saying, mind you, that this is a bad movie—it’s very much not.  It’s highly entertaining, beautifully shot, and quite hysterical at times.  But putting the label of the dramatic and intense [REC] franchise on this film was an error, and will certainly cause disappointment in more than a few fans as they settle into their comfy couches to witness an entirely new episode of [REC] that is not at all what they expected.

[REC]3: Genesis will be available on Video On Demand on August 2 and in theaters starting September 7.  In the meantime, check out the awesome promotional posters below.

Deadlight is a dark side-scrolling platformer that will undoubtedly strike a chord with the very same audiences who fell in love with The Walking Dead, Shadow Complex, and Limbo. It should be immediately obvious as to the bond those games share and the content each brings to the table for DeadlightThe Walking Dead’s copious usage of zombies and grim imagery, and the silky smooth platforming mechanics perfected in games like Limbo and Shadow Complex. It’s easy to see where this mature creepfest siphoned its influences, but that doesn’t make it a bad trip — it’s simply utilizing all its resources to create a quality product. And for the most part, it succeeds.

If you’re playing to immerse yourself in some sort of new and inventive narrative that expands upon previously established genre conventions, you’ve got the wrong game. Deadlight makes it clear early on that it is content to pull from every tired zombie apocalypse saga cliche out there to weave its stoic tale: missing family members, a grizzled protagonist, and a dreary world where you’ve gotta be looking out for number one nearly constantly. Randall is our substitute Rick Grimes/Survivor/Zombie Hunter Extraordinaire, but he’s still just an ordinary man searching for his daughter and his wife — all the way from Canada, to Seattle to find an established safe area for survivors. Of course, traipsing through the now-ravaged lands is going to be his biggest obstacle.

“Shadows” are lurking everywhere, and when you least expect it their numbers only seem to multiply. It’s your job to guide Randall through numerous run-down, dreary urban areas to hopefully be reunited with his family and possibly other survivors.

It’s all fairly standard stuff. If you’re a horror buff or even a zombie enthusiast you’ll have lived through these very same scenarios many times over, even if only in your mind. Deadlight allows you to explore the fantasy by having you scavenge and survive the zombie-riddled wasteland by way of side-scrolling platforming. Utilizing an art style similar to that of Limbo where Randall is nearly silhouetted against the muted grays and darker earth tones of the background, you’re immersed in a decidedly depressing world. You’ll mostly move from left to right and occasionally from the background to the foreground in order to reach point B from point A.

Usually it’s best to sprint as long as you can, as long as your stamina bar will allow, to simply flee from any advancing zombies, as facing them one-on-one (or three or four on one, as is usually the case) is not the best course of action. When trying to combat the zombies, Randall’s sluggish melee combat is a dealbreaker. Aiming is a chore that never becomes any less of one, no matter how many times you pick up a firearm. And swinging an axe is not enough protection when you’re on the run from six or seven of the undead. That’s why it’s better to try to do your best parkour expert impression and shimmy up ladders, leap from ledge to ledge, and take bounds between rooftops to keep away from the danger below. While it gets repetitive, there’s still something exhilarating about the constant feeling of being on the run and being forced to re-evaluate your escape plan over and over, even if it does make for some frustrating moments here and there.

Puzzles are quite rudimentary button pushing and crate-pulling affairs, and rarely will you ever be stumped as long as there are action triggers abound to make note of. Collectibles are littered about each area, like pages of Randall’s diary and other personal belongings, but other than that there isn’t much going on in-game beyond brief comic book styled cut scenes and the clipped segments of narrative interspersed with gameplay.

Platforming is easily Deadlight’s biggest strength, and it does this with the greatest of ease. Where normally I would be annoyed with the constant acrobatics, running leaps, and wall jumping, it felt so natural here that I found myself looking forward to these things the most. There was a simple thrill in going into an abandoned garage, trapping some undead baddies beneath a car, and zipping up a ladder to start again, all the while avoiding the zombies like the plague. It kept me coming back for more, even when disgusted with the otherwise annoying aiming mechanics and samey feel to the story.

That’s what Deadlight is — a familiar and comfortable platformer that attempts a new spin on the same story we’ve heard before, only with a different aesthetic. It’s certainly far from perfect, but it’s a perfectly serviceable and intriguing adventure that you might truly enjoy if you’re into the games mentioned previously or you’ve been bitten by the zombie bug. For future outings, perhaps Tequila Studios’ first order of business may be to forage for some updated narrative concepts — with the right ammunition, their next project could be killer.

Collider recently spoke with Drew Goddard (Cabin In The Woods) and one of the subjects that came up was his involvement in the troubled  Marc Forster helmed World War Z. It was reported earlier that Damon Lindelof (Prometheus) had been brought in to sort out some issues with the ending before they went back for re-shoots. Then later reports indicated that he had passed this on to Goddard due to him having other commitments. Well, from the looks of it the reports of him re-writing the entire third act may have been blown a bit out of proportion.

“I think a lot of that got blown out of proportion. It really was like, they asked me to come look at the movie and give ideas on how to help, and that’s what happened. That happens all the time, I don’t know why this got blown up with World War Z and it suddenly became a big thing. It’s the sort of thing that happens with screenwriters all the time where you give your ideas on what could help, you write some scenes for people. I feel bad for the sort of magnifying glass that that movie’s under because this is just a normal part of the process, this is just what happens. My involvement was just watch the movie, give some ideas, write some scenes that might help, ADR, just sort of fill in stuff, which is what I did.”

In regard to what he thinks of World War Z, while he can’t give too much away:

“Out of respect for the filmmakers, I don’t want to say too much about World War Z, just because I owe it to them to let it come out as the they want. What I will say is that some of the stuff I saw was mind-blowing.”

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?

If you’ve been listening to Geekscape, or even checking our Facebook or Twitter, you knew something was up. And now it’s official. Geekscape is teaming up with Red Letter Media and “The People VS George Lucas” team of Exhibit A Pictures to create THE definitive zombie culture documentary “The Doc of the Dead”. Geekscape and Red Letter Media’s roles in the film are as contributors and Mike of Red Letter Media and I are co-directors providing director Alexandre Philippe, who’s no stranger to Geekscapists, with plenty of segments throughout the film.

I could explain more but why not check out the press release for yourself:

FOR IMMEDIATE RELEASE ‘THE PEOPLE VS GEORGE LUCAS’ TEAM ANNOUNCES DEFINITIVE ZOMBIE DOCUMENTARY

‘WALKING DEAD’ ARTIST CHARLIE ADLARD TO SIGN POSTER ART AT SAN DIEGO COMIC-CON

DENVER, CO (July 5, 2012) – The creators of the groundbreaking participatory documentary THE PEOPLE vs. GEORGE LUCAS are already hard at work on DOC OF THE DEAD—the definitive and most comprehensive tribute to zombie culture and fandom ever made. Shot and edited in a cinematically edgy, high-octane style, DOC OF THE DEAD will host a rich pop culture dialogue with zombie experts and celebrities, seek participation from YouTubers and indie filmmakers, and even investigate the possibility and ramifications of an actual zombie outbreak with sociologists, virologists, chemists, and members of the Zombie Research Society.

The Exhibit A Pictures triumvirate—Writer/Director Alexandre O. Philippe, Producer Kerry Deignan Roy, and Producer/DP Robert Muratore—teams up again with Editor Chad Herschberger and the multi award-winning post-production facility Milkhaus (Oscar winner SAVING FACE; Sundance winner CHASING ICE) to stamp their unique brand of entertainment and pop culture commentary on one of the most viral and enduring fan phenomena in recent history. This will also mark their first full-fledged collaboration with Geekscape’s own Jonathan London and Red Letter Media’s massively popular Mr. Plinkett—both of whom will contribute recurring, fictionalized segments to the film. In other words: expect plenty of fan service and gory surprises!

Artist Charlie Adlard (THE WALKING DEAD), who created a stunning original poster for the film, will autograph a number of San Diego Comic-Con exclusive limited edition prints at the Geekscape Booth #3919 on Friday, July 13, 2012 at 4:30pm.

Filming is already under way, and the Exhibit A team is currently focusing on key interviews with countless personalities, critics, scholars, writers, filmmakers, comedians, and notorious zombie culture enthusiasts. Notables (to date) include Simon Pegg (SHAUN OF THE DEAD), and Matt Mogk (ZOMBIE RESEARCH SOCIETY). Zombie icon George A. Romero has agreed to participate, and will be interviewed in Toronto in early August.

Principal photography for DOC OF THE DEAD will begin in the Fall of 2012, with key interviews/B-roll/fictionalized segments filmed by the Exhibit A crew, and additional segments concurrently produced by Geekscape and Red Letter Media. Post-production is anticipated to begin in the Spring of 2013, with a completed film ready for delivery by Fall 2013. Crowdsourcing will be ongoing during the production and post-production periods. DOC OF THE DEAD will premiere in 2014.

For future updates, please follow DOC OF THE DEAD at:

http://www.docofthedead.com
http://www.facebook.com/thedocofthedead

I’m pretty excited about the chance for Geekscape to be involved in support of their first feature film and am really happy to be working with Mike at Red Letter Media and our longtime friends at Exhibit A. This was part of the goal in establishing the brand back in 2006 and continues to be. I hope those of you at SDCC next week drop by the booth and check things out, and pick up a copy of Charlie’s signed poster. Proceeds from the sale of the limited numbered poster will go to charity.

And now here’s a photo of my beloved wife, done up for her first onscreen role, and Simon on the Doc of the Dead set (ie. our living room where I record Geekscape):

Any questions? Keep checking this space for updates as we move towards film screens in 2014!

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.