When I entered Skybound Interactive’s press room at Gamescom, the developers on staff asked how familiar I was with VR games. I apparently claimed that while I’d never played The Walking Dead: Saints & Sinners, I would have no trouble picking up Chapter 2. I say “apparently” because I soon swallowed those words faster than a zombie chowing down on some delicious brains.
It’s not The Walking Dead: Saints & Sinners – Chapter 2: Retribution that’s to blame for my incompetence. On the contrary, the latest installment of the shooter is an expertly designed VR game filled with some of the most complex interactions I’ve ever experienced in the medium. Instead, my own hubris was my downfall, as I thought I was experienced enough to rush into combat with no plan. If my demo taught me anything, it’s that I wouldn’t last two minutes in a real zombie apocalypse.
The Walking Dead: Saints & Sinners – Chapter 2: Retribution ratchets up the scale and intensity of the first game in some key ways. For one, it takes place in a more sprawling world as players are placed in New Orleans’ French Quarter. The game promises to give players more freedom to explore the city and tackle objectives in the order they see fit.
But don’t ask me how that part of the game plays out. I couldn’t tell you.
The demo gave me a seemingly easy task. I’d just have to infiltrate a building guarded by unfriendly humans and zombies alike and locate a hidden speakeasy. I’m not sure what was supposed to happen after that because I died a million deaths before really moving the plot along.
While it may seem like I’d be salty about that, I actually believe it’s a testament to the game. I went into the demo assuming I could wing it, but The Walking Dead: Saints & Sinners
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