The Wolf Among Us - Episode 1: Faith

Genre:   Adventure

Developer & Publisher:  TellTale Games

Released:  December 2013

PC Requirements:  

  • Processor: Core 2 Duo 2.3 Ghz or equivalent
  • Memory: 4 GB RAM
  • Video Card: ATI or NVidia card w/ 1024 MB RAM
  • Hard Disk Space: 2 GB Space Free
  • Video Card: ATI or NVidia card w/ 512 MB RAM (Not recommended for Intel integrated graphics)
  • DirectX®: Direct X 9.0c
  • Sound: Direct X 9.0c sound device



by flotsam


The Wolf Among Us - Episode 1: Faith

Telltale Games

So what to do while you wait for the next instalment of The Walking Dead, the pinnacle of episodic adventures, especially as the latest TV series has gone into hiatus (zombies it seems still remember Christmas).  Simple really; take the game engine and apply it to another graphic novel with an appropriate mix of fantasy, violence and pathos, and start all over again.

The story and the Wolf

The novel in question is Fables, which sees characters from folklore congregate in New York City having been driven from their homeland by the Adversary. Some can pass for human, others use glamour magic to appear human, and these folk live in Fabletown. Those who can’t or won’t live at The Farm, in upstate New York.

The wolf among us in Telltale’s interpretation is Bigby, the wolf previously known as Big Bad and of little pig and Red Riding Hood fame. It’s the 1980’s, and Bigby is trying to put all that huffing and puffing and gobbling behind him, in his current role as the sheriff of Fabletown.

Your introduction to the world starts with a call from Toad about a fracas upstairs, which Bigby interrupts just as his old nemesis The Woodsman starts beating a prostitute who you come to know as Faith. Ever the gentleman, he/you feel compelled to intervene, leading to a two story fall from a window and the realisation that Fables can take a whole lot more punishment and damage than Mundies (short for Mundanes, which is how they refer to the rest of us). Which is helpful, because there is rather a lot of potential damage around.

Just as things look decidedly not good, Faith returns the favour, and having literally stuck the boot in, she promises to stop by later and make a statement. Before though she needs to check in with her pimp, short on the cash she was promised despite rifling the pockets of the seriously incapacitated Woodsman. Bigby offers her some money to help, or perhaps he doesn’t.

Gameplay – Compared to Telltale's Previous Game

Those who have played The Walking Dead will be familiar with these choices. It’s up to you whether to offer money or not, and the game promises that the choices you make will determine how the game plays out as it goes along. It worked in The Walking Dead and there is no reason to think it won’t work here.

It might have been me but many of the choices here seemed starker. Walk away or punch a character in the face; be satisfied that a protagonist has had enough or tear off his arm. Perhaps it was a reflection of the hard boiled noir feel present throughout the game, or indicative of the rage which no matter how hard Bigby might want to be different, is always simmering just below the surface, waiting for a reason (or an excuse) to be let out.

Or maybe it was because Bigby has a past that is big and bad, which is something we know and which can’t help but shape our perceptions. Lee Everett had a violent past but one with another side, and with Clementine at his side you wanted him to be good. Bigby is far more a loner, his internal demons being his prevailing companion, and while I did offer money to Faith, the arm ripping and the face punching seemed far more likely to get me the result I wanted, and I didn’t have to be nice for no one.

Again as in The Walking Dead, you can see how many other players made the same choice as you through the menu. Not all of them though; I would really have liked the statistic that told me how many other players succumbed to the ripping thing.

It is violent, it is profane and Bigby chain smokes, like all good noir anti-heroes.  There is murder, which is what Bigby spends most of the episode investigating, and another that provides the cliff before Episode 2.

There is very limited puzzling, but excellent character dialogue to engage in, and a fight or two (maybe more depending on your choices) to negotiate. Despite the extra capacity to absorb punishment, Bigby can die, but you can automatically retry should that happen. The fights aren’t difficult, engaged in by responding to the keys appearing on the screen and by targeting the areas highlight by the mouse, but it did take me the first one and a few deaths to get into the swing of things.

I do think that visually it was more polished than The Walking Dead. The cel shaded graphic novel style is perfect for the grimy settings and moody atmosphere, set off by a juxtaposition between dark shadows and searing colours. The characters too are high class productions, from the lip seeking, through the facial expressions, to the wonderful voice acting. It’s the characters that drive these stories, and the gripping nature of both adventures is testament to how well these characters have been made.

Sound, Music, Humor

Everything else is similarly top notch – the sound, the music, the detail in the scenes, the occasional reference to 1980’s culture. The Wolf Among Us is a class act.

I don’t care yet though, at least not in the way I did for Lee. I might, and for a while I think I did, but at the moment the frustration at having my investigation stymied by uncooperative fables, none of whom (apart from Snow) seem to like me, is the dominating emotion. Maybe I need to get the chip off my shoulder. No doubt other emotions will build as we go, as they did last time.

There are some humorous moments, all of them black, my favourite involving a couch surfing pig.

Not Necessary to be Familiar with the Source Material

You don’t need to be familiar with the Fables world. I wasn’t, and the game did a good job of introducing me to that world as it went along. It never felt like it was bludgeoning me with backstory, or that I was missing something that I needed to know. The character pages you unlock as you go, and which can be accessed via the menu, provide further details, but are completely unnecessary in order to have a grasp of the Fabletown milieu.

You interact with the game world with the mouse, and walk around using the WASD keys. The fights also utilise those keys, and the Q key for some sustained “keyboard pecking”. The game autosaves periodically, and will start again form the most recent autosave, so if you want to quit and not replay a segment, quit just after you see a spinning save icon in the top right corner. They are fairly prevalent though, so any replay is unlikely to be lengthy.

I have to confess I am hooked. Episode 2 can’t get here quickly enough.

Grade: A-

I played on:

OS: Windows 7

Processor: Intel i7-3820 4GHz

RAM: 12GB Ripjaw DDR3 2133 Mhz

Video card: AMD Radeon HD 7800 2048MB

PS – If 30 Days of Night isn’t on Telltale’s radar, it really should be.



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