The Walking Dead: No Time Left

This review is going to assume a working knowledge of the first four episodes in the season. If you’re not streets ahead, you can find our reviews for episode one, episode two, episode three, and episode four. Start at the beginning if you want a mechanical explanation (in short, it’s an adventure game sans surreptitious adventure game logic). Also, spoilers for past episodes imminent.

As the credits rolled to a crooning folk song, a knot loosened in my stomach. A knot that’s been there perhaps since the beginning — since I first played the aptly named Long Road Ahead — tightening and enflaming every month or so in accordance to Telltale’s The Walking Dead release calendar. It’s finally over. Sort of, anyway.

The fourth episode, Around Every Corner, ends in the direst of straits. Lee, the dulcet-voiced player surrogate with whom I’ve become so enamored and attached, is bitten. If you’re even a mite familiar with zombie lore, you know it’s a death sentence; worse, an undeath sentence. And yet (the again aptly named) No Time Left doesn’t want you to lose hope. Or maybe its writers just know that infernal hope, however unlikely the circumstances, is endemic to our frail humanity. We’re always holding out for some dues ex machina to come along and right wrongs, allay bad situations with a healthy heap of poetic justice. Telltale’s writers understand this deficiency in our brains and exploit it mercilessly.


I thought I was ready to finish up this journey, I did. I took a day to prepare myself mentally before having at it, my cat strewn across my lap as if he sensed the bad juju this download was steeped in. It’s nearly impossible to be ready for the snap decisions you have to make, unfortunately. Decisions made blind and uninformed; you helplessly, hastily tap one of two or more bad options. There’s no time for deliberation but enough time to know that all the deliberation in the world wouldn’t elevate one choice over another. There are no more pragmatic solutions. You’re fumbling through as everything goes to hell on either side of you.

There is an option early on that I’m going to spoil in this paragraph (and beyond; until more bold gives you an all clear) because it’s necessary and because I sure hope you’re not reading this review to decide whether or not to buy the game (hint: you definitely should have, a while ago). At the beginning of the episode you have the option to cut off Lee’s bitten arm in some last ditch effort to buy yourself some more time. When the option came up in a typical binary – to cut or not to cut – I echoed Lee’s sentiment. Screw it. Let’s do it. That initially surge of adrenaline ended up proving my eyes were bigger than my stomach, so to speak.

It sounds like a plan (even though, in your heart, you know it makes no sense) but when you actually take the bone saw in your hand and look at your arm, which will require manual cutting ala Heavy Rain, the tenor quickly changes. I went from reckless abandon to “nope, nope, nope, nope, nope,” waving my controller around and shaking my head back and forth. It was an absolutely mental decision. What’s more, no matter which buttons I mashed (surgically avoiding the “cut off your own arm” button), Lee refused to back out while I had immediately lost the stomach for it and wanted to crawl away with my tail between my legs. It’s puzzling, actually, why I wasn’t able to chicken out. Is Telltale that cruel? Did the writers think that I wouldn’t think badly enough of my own cowardice?


Maybe if I sat there and did nothing for an extended period of time it would have automatically backed me out of the decision, but I’ll never know. “Okay, fine, maybe it will help, somehow,” I lied to myself – there’s that incessant optimism again. More importantly, there’s no time left. I’ve got to save Clem. And so I pressed chop, pressed chop again, pressed chop again, and maybe even a fourth time, mouth agape, controller swinging wildly, shaking my head ‘no’ as I went through several of layers of flesh, rent the bone, and blacked out. Well, Lee blacked out. I was close.

While not letting me weasel out of the decision (with no contextual reason why I couldn’t) was a bit odd and maybe thought-provoking, I’m okay with it. What did slightly confuse me, however, was how Lee seemed pretty damn spry and chipper upon coming to and in subsequent puzzling sequences for just having self-amputated (an incredibly dangerous, deadly procedure even when done my medical professionals under the right circumstances). That strange normalcy to his actions – the cool and collected upright gait, the continued ability to talk smooth – post self-maiming offered a continuous disconnect for part of the episode as the lone blemish on an otherwise stellar conclusion. Oh, and spoiler done, I guess. That went longer than I had anticipated.

No Time Left is rather slim on puzzling and other tertiary elements. It’s all about wrapping up the narrative. Much in the way this survivor’s story has come crashing down in a dizzying tailspin so too has this piece devolved into a quasi confessional allowing me a means for meditation; to cope and come to terms with my humanity, with my inability to make things better, and with the levels of human turpitude the series explores.

The remaining emotional swings and climactic scenes, dear reader, I leave to you. Remarkably, even amidst this surprisingly high octane finale, the writing shines. We’re five episodes in and I still flip flopped with regards to Kenny’s character, which highlights his death. Coming into the episode I was largely unhappy with him, but started warming up toward him again. Then I ended up thinking he was the worst person to have ever been born, and somehow before the episode’s end I had come about face once more. I didn’t think, months ago, that the mustachioed, trucker-hat-clad hick would be bringing such ambivalence toward his character.


Telltale hit the mark, plain and simple. There’s an equally cathartic and disquieting pace toward the climax, which Is a nerve wracking affair — distorted shades of Heat and Se7en — as obvious as it was well done. During the whole ferociously, disgustingly civil scene it was like rotgut had just hit the pit of my stomach. Muted, understated and a mediated reflection on the last four episodes. A smartly contrived reflection on how You, dear player, played them. Though what does it mean to be good and what does it mean to be bad at the end of the world? And can either save you?

The ending is heartbreaking as you know it’s going to be and yet you hold out for fleeting, nonexistent hope because that seems to be the human condition regardless of how far things have fallen, as the vestiges of a “civilized” civilization remain (so too are these “survivors” vestiges, which is all the more damning). There will be tears, undoubtedly, no less poignant than anticipated. And though Telltale knows it has you by the throat this deeply invested, it doesn’t rest on its laurels or ham-fist the ending. In fact, toward the end there’s a particularly clever use of the series’ staple QTEs. The twist is that this one is undoable, unwinnable. I felt like I was about to dislocated my shoulder in fevered tapping but it was fruitless, a haunting echo of the situation at hand and a stellar example of how gameplay can be used (and expectations upset) to great effect.

[TEMPORAL/10]


  • http://twitter.com/FraserIBrown Fraser Brown

    I’m not crying! I’ve just been chopping onions for a week!

  • Liam Dean

    I chose to cut off Lee’s arm as well. It pained me greatly to do it, but there have actually been instances in Robert Kirkman’s comic book series where it has saved someone from infection. There have of course been times when it hasn’t, but I wasn’t prepared to even entertain that thought.

    The final events of this episode hit me like a brutal shot to the kidneys. There were times whilst playing the game series that I wondered whether or not it really was as uncompromising as the comics. The final installment left me in no doubt though. This is EXACTLY as cruel as the comics – which is exactly what it needs to be to stand in the memory of gamers everywhere.

    I just can’t wait for season 2. For some reason, that final scene on the hillside after the credits roll creeped me out. But it left me wanting MOAR!

    • Steven Hansen

      Ah, I actually did it thinking it would be useless because I only read up to the prison. Was sure it’d have no effect but did so anyway.

      • Liam Dean

        Wait, you only read up to the part where they enter the prison? Oh, dude. You’ve got to keep reading because you will see The Governor who is one of the cruelest and most disturbed villains in The Walking Dead. Trust me, it gets intense.

        If you’ve read up to the part after they leave the prison then I seriously wonder how you could have had the self control to stop reading!

        • Steven Hansen

          First compendium ends right as they’re about to enter the prison, had borrowed it from someone.

    • http://twitter.com/FraserIBrown Fraser Brown

      Since the idea of poor Clem being stuck on her own is rather horrific, I was really hoping the brief epilogue would show her with Omid and Christa, as that was who my version of Lee wanted to look after Clem should he die. I wonder if that’s who the strangers on the hillside were meant to be. Of course, that theory would be thrown out the window if anyone who lost either of those two saw exactly the same epilogue.

      • Liam Dean

        I also wanted her to be taken care of by Omid and Christa. I at least ascertained that they weren’t a pair of insane cannibals like Robert Kirkman occasionally throws into the mix, and they seemed to genuinely care about her. I basically told that geezer from the cancer survival group to shove it up his arse when he asked to take Clem off my hands. But he might have been okay too.

        I panicked after crossing the sign in the town square and failed to give Omid and Christa a place too meet afterwards though – a mistake I thought the game would make me pay dearly for near the end of my play through. It looks like everyone got the same epilogue though :/

        • http://www.facebook.com/thomas.williams.75 Thomas Williams

          I seem to have done the exact same things as you guys! Including the hurried directions to Omid and Christa. All of the choices involving Clem worried me though because I was also thinking of her mental stability. It pained me to have to smear zombie gore on her, and ended up having her shoot me as the relatively better alternative to seeing one of her best friends and father figure turn into a monster. As much as her survival was important to me, trying to shield her from all of the fucked up shit she’s had to deal with also weighed heavily on me.

          I did absolutely love the scene with the stranger though. The lack of the high paced adrenaline that came before, as only silence and the calm exchange of words made cold sweats run down my back. “I’m a dad. I teach little league.” “I hurt her. I hurt her so bad.” Absolutely brilliant.

          I’m glad that they ended it how and when they did, as Lee’s death was just as randomly cruel and realistically resolute as Kenny’s or Chuck’s. Being the main character didn’t magically add poetic justice or finality to Lee’s death, as in a tragic instant, it was over, anything coming before being simply a bunch of broken promises and disjointed memories. Despite this, the end was no less artistic and emotionally moving. It handled the unfair abruptness of death well while also still satisfyingly resolving the game’s plot.

          Also, there’s going to be a Season 2? If so I do hope that it follows a different group of survivors. While I think something with Clem could be interesting, I think the ending to Lee and Clem’s story is final and open enough to not need any more exploration. Still, more of this traumatizing agony while exploring a new set of themes, characters and issues would be something I’d throw money at.

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