Life Is Strange
The story of Life Is Strange begins with Maxine Caulfield, thrown into the vision of a lighthouse destroyed by a swelling tornado. She awakes instantly to find herself in the middle of class. To restore her composure, she proceeds to the restroom. There, Max witnesses the murder of a girl. In a single, sudden effort, she rewinds time and is moved back into the classroom from before.
Life is strange has a few unique new gameplay features. Introducing the mechanic of rewinding time allows the player to go back and redo any action other than what is done past a checkpoint. Outfitted with a polarity system, the choices made will alter and affect the story through short or long-term consequences. For each one of your choices that you make there's no definite answer. Something good in the short-term might turn out worse later. Dialogue exchanges can be rewound while branching options are used for conversation. The player can also examine and interact with objects indicated by a UI of hand drawn icons, which enables puzzle solving.
Wolf Among Us
The Wolf Among Us is set in the year 1986, decades before the events of the first issue of Fables. For years, many of the magical and mystical lands described in myth, legend, and folklore have been occupied by an enigmatic tyrant known only as the Adversary. To escape the Adversary's marauding armies and totalitarian regime many creatures and characters known as "fables" fled to the mundane world and created an enclave known as Fabletown in colonial America, now located in modern-day Manhattan. To mask their presence from the native humans all non-human fables have to purchase an enchantment known as a "glamour" which allows them to appear human, or be relocated to a rural community known as "The Farm". The reformed Big Bad Wolf, Bigby Wolf, is the sheriff of Fabletown and is responsible for hiding the community from the wider world and enforcing its laws.
The Wolf Among Us is a point-and-click adventure game, where the player, in control of the protagonist Bigby Wolf, can move about the environment and examine and interact with other characters or objects. It is similar to Telltale's previous game, The Walking Dead, in that the player may make choices in their actions or through conversation trees that will influence future events in the story, including events in future episodes. These include major decisions, such as deciding which of two culprits to chase after while allowing the other to go free. Like The Walking Dead, these choices are recorded by Telltale, and general statistics on the major choices are presented to the player after completing each episode to allow them to compare their take on the story to others.
The player takes the role of Kaitlin in the first-person view, who can view objects in the game. There are no set goals in the game, with much of the interactivity resting upon looking at objects within the house. The player finds objects which open other areas of the house that contain other objects to be looked at.
On June 7, 1995, 21 year old Kaitlin Greenbriar returns home to a mansion in Arbor Hill, Oregon willed to Kaitlin's father by his uncle not long after midnight on a stormy night after a yearlong trip abroad. She spots a note on the door from her sister, Samantha, telling her to not go looking for answers as to where she is. As she enters the house, Kaitlin realizes nobody is home, not even her parents, so she investigates the house to find out where they all are. Players guide Kaitlin through this process, learning some things known to Kaitlin along with new facts about her family and their experiences over the past year.
The Walking Dead
The Walking Dead is an interactive story, played from a third-person perspective with a variety of cinematic camera angles, in which the player, as protagonist Lee Everett, works with a rag-tag group of survivors to stay alive in the midst of a zombie apocalypse. The player can examine and interact with characters and items, and must make use of inventory items and the environment. Throughout the game, the player is presented with the ability to interact with their surroundings, and options to determine the nature of that interaction.
Some parts of the game require timed responses from the player, often leading to significant decisions that will impact the game's story. Some conversation trees require the player to make a selection within a limited time, otherwise Lee will remain quiet, which can affect how other characters respond to him. The choices within The Walking Dead have ambiguous results, having an effect on the attitude of the non-player characters towards Lee. In action-based sequences, the player must follow on-screen prompts for quick time events to keep themselves or other characters alive.
Beyond: Two Souls