![]() Oh, speaking of the humans, that's the other mix! These aren't just generic NPCs in cars, they're specific people, sometimes even on foot! And that means they come with gear, abilities! You've got hero characters that can smash through a couple walkers in their path, you've got techies who can work machinery or plant decoys.And all of this means that a BC: TWD mission quickly becomes not just executionally complex, but conceptually. I've absolutely won missions by building intentionally crappy bridges that could support a human or two, but collapsed under the weight of the dozen or so walkers behind them. Sometimes, it means you have to build a bridge that's only good enough. This simple thing presents a very interesting set of problems to solve, because a mission no longer simply involves getting your lovably alive characters from point A to point B.It also involves ensuring no walkers eat them in the process, or even after they get there. So what does BC: The Walking Dead have that's special to it?. We first saw this in BC: Portal, where they used the eponymous teleportation-holes to make bridge puzzles that utterly mocked physics in all its stuffy sensibility. Because like any good licensed variant, the Bridge Constructor games change up their whole vibe based on the mechanics and setup of their new patron franchise. Where this gets more interesting is actually these licensed games, I think. It's a simple, solid little physics puzzle that has enough interesting wrinkles to keep it from getting dull. A tale as old as time.Īs for the Bridge Constructor half, the initial premise of the franchise is equally straightforward: Some stuff is over here, it wants to be over there, build a bridge to get them there. You knoClassic terrifying monstrous apocalypse scenario, complete with people scrounging and scavenging to survive in the cruel and heartless wastes, but the only way to survive is together. So yeah, it's one of those kinds of things! With the walkers, as the franchise calls them! You know what I mean. Fair warning, I've never watched an episode nor read an issue of The Walking Dead before this review, but.I mean.The title's fairly self explanatory. So what are we working with today? You can pretty much turn that colon in Bridge Constructor: The Walking Dead into a dividing line, because we've gotta talk both just a bit. Contrast and comparison is going to be the name of the game today, I think. So, hey, this is my second go at one of these games, and one of the really interesting things that means is we can put some additional context to what we're looking at. Did I use that line the last time I reviewed a Bridge Constructor game? I'm going to assume I didn't.
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