The Walking Dead: Season Two (Xbox 360) achievements
559
(500)

The Walking Dead: Season Two (Xbox 360)

4.5 from 5569 votes

There are a maximum of 40 The Walking Dead: Season Two (Xbox 360) achievements (8 without DLC) worth 559 (500)

45,979 tracked gamers have this game, 40,278 have completed it (87.60%)

111
(100)
Add-on:

Episode 2: A House Divided

4.3 from 196 votes

Buy now from the Microsoft Store

31,288 tracked gamers have this dlc pack, 30,759 have completed it (98.31%)

There are a maximum of 8 achievements worth 111 (100)

Reviews

AuthorDLC Review
This dlc review has 1 positive vote and 0 negative votes. Please log in to vote.
*Warning* As The Walking Dead is a primarily story-based game; I found it difficult to keep out all “spoilers” entirely. But, rest assured, I have made every effort possible to ensure that there is as few spoilers as possible.

Superficially, The Walking Dead is a simple story. You are little girl trying to survive a “death’s at a moment’s notice” situation. In its whole (and thankfully so), The Walking Dead is much more. The game examines relationships between people, and conveys to gamer’s alike how important people are in their lives, and, in the case of The Walking Dead: Season Two characters, survival.

Coming into episode two, I had high hopes as to where the story would go from here. All of Season One’s wide array of characters are gone. With this in mind, you are forced to mold new relationships based on the choices you make. With that, you start to become emotionally invested in the set of characters, making the environment extremely tense.

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Episode two starts off where Episode one left off – at the creek riddled with dead bodies. You are with your chosen companion from Episode one. Walker's attack, and you are forced to flee to a shed with your aforementioned character. Without saying too much, you are forced to make a decision so vitally important to fate. What could be better than having to determine fate, especially in a well crafted story such as this story?

Later on in the game, you are in the cabin you share with fellow survivors - and at the moment, only Sarah, the doctor's daughter, is home - someone you have only heard whispers of appears. The mystery person asks to be let in, and if you so oblige, the person is let in. You converse with the aforementioned person (which builds further upon relationships which could be had). In the meantime, Sarah (who is extremely naïve, which is not her fault, but her father’s) is hiding. At this point, the story becomes the most interesting I have ever experienced in any game ever. Things are explained in such I way I would have never thought possible in a game. I am thoroughly impressed!

Your group returns, and upon hearing the news of the mysterious man’s visit to the cabin, they are alarmed. You must again go on the move in search of safety. At this point in the episode, I truly felt an emotional connection to every single character, especially Clementine . In other words, the story became so emotionally loaded I cared for each and every on of these characters like a mother would her son. This section of the game was written that well.

You are then catapulted five days ahead, where you reach the bridge being talked about. Events unravel, and again, you are left with the choice of giving Rebecca (the pregnant lady) food, or saving it for the group. Furthermore, the “emotional loading” of the story throughout the section on the bridge, I found myself saying “what the hell” and “why do that, ya dumbass” aloud.

Finally, you end the story at the ski lodge you come across, meeting new friends, and seeing old friends again. In order to build relationships with new characters, you are forced with doing several relatively easy tasks. These tasks may seem irrelevant at first, but delving deeper into their meaning, I found that the doing of them were of vital importance. What you do and say with these chores will greatly impact the outcome of the game. You then eat, and are, again, forced to make a choice as to whom to sit with – your new friends, or your newer group of friends. After the dinner unfolds, another story-changing decision occurs. Depending on what you did on the bridge (you will know what I mean when you get to it), you can either lie about what someone did, or tell the truth about what someone did. This event is quintessential (or vitally important) in determining the latterest portion of the episode, when something that would completely spoil the plot of episode three occurs.

The low-down: Minus some very minor graphical disturbances, this episode is a must-buy. Parts of the episode took a while to load, and when they did, voice was overlapping the picture; furthermore, at the end of the episode, I found I could not see the major choices I made. I look forward to playing episode two. My rating: four and a half out-of five stars.


The reviewer spent approximately two hours with the Second episode, guiding Clementine on here continuing adventure. He unlocked all eight of the achievements; a copy of the episode was provided as a courtesy by Telltale Games.
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