![]() You decide how much you want to brag to a friend and how respectfully to treat your superiors, but there’s no way of making Gared say, “Hey, did you all see the title card for this scene? We need to get out of here!” It’s this sentiment that set the tone for the episodes to follow, particularly in relation to the HBO show from which it is licensed: yes, your choices matter on a performative, player-as-actor/director/scriptwriter level, but they bear no consequence on the canonical happenings of Westeros at large. Prior to the slaughter, you control Gared, a humble squire, as you make idle chatter amidst the would-be celebration, but there’s no option to stop the massacre that you know is imminent. If you remember back to episode 1, Telltale’s saga begins with the tragic Red Wedding, where some of the most likeable protagonists from the TV show and book are shockingly murdered, and certain game-only characters suffer the same fate. But now with season 1 at its close, it’s worth asking whether a plot that the player controls is really in the spirit of Game of Thrones to begin with. And in the final episode of season 1 of Telltale’s series, the stakes are the highest of the whole season, not only for the characters beset with the inevitably bloody dealings within, but also for a game design thesis that has continued to promise and remind players that their choices will matter, steering the plot and shaping the characters. On paper, Game of Thrones’ complex medieval intrigue and Telltale Games’ unique brand of choose-your-own-adventure storytelling is a perfect match.
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