![clementine from the walking dead clementine from the walking dead](https://cdn.gamer-network.net/2018/usgamer/walking-dead-season-4-screen-3.jpg)
She is shy and yet possessed of a keen coolness of perception and insight of situation that puts her at odds with the arbitrary and often angry attitudes of the people around her. We are shown her in all her complex nuance - sweet, compassionate, innocent, and yet reluctantly aware of how terrible the world around her is. When she breaks, we break with her.Īnd yet, Clementine is not presented simply as a weak point in our emotional armor. And yet she does and in the process communicates much of importance about ourselves – of the value of compassion, and our natural impulse to shelter that which is fragile. Clementine, as a character, should not work at all. The imposition of pseudo-parental responsibility is not a game design convention that has traditionally demonstrated much effectiveness. Children too are rarely well characterized in games, and often-times seem a design indulgence attempting to artificially spark feelings of protectiveness but failing. It is perhaps surprising that Clementine should be such an emotionally effective character - the game is largely one long escort mission, and bitter experience with video games has taught us that our charges are sources of frustration, not affection.
![clementine from the walking dead clementine from the walking dead](https://i.pinimg.com/originals/8a/be/02/8abe024536a7f74938962e388a164aa5.png)
At the core, it’s about a young girl and her relationship to a terrible world doing its best to break her. At the core it’s about innocence denied and yet retained in the face of grotesquery and violence. Yet at the core, it’s a touching and emotionally resonant story about redemption and humanity in the face of tragedy.
CLEMENTINE FROM THE WALKING DEAD FULL
It’s a pitch-black story full of woe, heartbreak, death, pain and loss. The Walking Dead (Telltales Games, 2012) is a gritty, harrowing adventure game set in the grim, unforgiving darkness of a zombie apocalypse. A couple of months ago, I withdrew my participation in the project due to irreconcilable differences with regards to the ethics of their editorial policy So here it is, for those that may be interested: I was asked to write an essay on Clementine for the a forthcoming book on the '100 greatest video game characters'.