
Gared and his companion(s) forsake their Night’s Watch vows Here’s hoping his sub-Bran Stark quest through the northern wilderness ends up being worth the sacrifice. This is a shame: the most moving scene in the previous episode (and maybe the whole series) featured Gared kneeling and pledging his loyalty to the ancient order, chanting the sacred words line by line in time with players’ button presses. In doing so, Gared and his companion(s) forsake their Night’s Watch vows, which will put them back on the chopping block should any pursuers catch them. Lucky for Gared, he escapes execution anyway and sneaks into the wild to find the fabled North Grove, whose true value is still unknown. Like Dany, this adaptation is also uncharacteristic of Snow, who usually makes a more sincere attempt to right any wrong that crosses his path. And seeing as the episode’s “cliffhanger” ending is its weakest yet, there’s not much excitement to cling to in the meantime.Īfter Danaerys and Asher’s meeting, the episode takes us back to The Wall, where the heroic Jon Snow pops his head in on the eve of poor Gared getting his chopped off, offering faint, passing support before heading out on his own Actual Important Business. One hopes this is a false lead that Telltale will cash in on the next episode (only 2 left!), but, as for Sons of Winter, any lingering insecurities are planted firmly in the background.

And it’s not just Dany’s remarks, either-the seemingly refreshing string of small victories for the Forresters in this episode actually settles the pace further and leaves the impression that things are kind of OK, relatively speaking. The seed has been planted-what if she’s right? It’s a line that sets a tone for the rest of the episode, widening the game’s narrower focus to a more macro level where, presumably, the successes and failures of the Forresters bear little to no consequence on the main plot of the Song of Ice and Fire saga.ĭany is uncharacteristically hostile and short-temperedįor a game that stresses the importance of each small decision you make as altering the narrative going forward, lowering the stakes of those decisions cuts off any propulsive tension at the knees.

Dany is uncharacteristically hostile and short-tempered in this adaptation, and straight up tells you that the well-being of House Forrester isn’t very important. The episode, Sons of Winter, gets off to a strange start after some quick business at The Wall, as Asher Forrester meets with aforementioned emancipator and would-be dragon queen Daenerys Targaryen about renting some of her sellswords.
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It’s not just the juxtaposition with HBO’s series that diminishes episode 4, though the strained, awkward interactions with characters and events from the TV show amplify those differences in an unbecoming light.
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However, with a fresh season of the TV series in full swing, episode 4 of Telltale’s game feels smaller than ever, to the point where the Forrester’s affairs cross over from “minor” to “petty.”

This humble motivation is a far cry from those of major characters from the TV show, who aspire to end the slave trade or defend the realm from ice demons and their zombie armies, but the game’s smaller scope always felt like more of a supplement than a competitor to the HBO series anyway. Going into episode 4, Telltale had largely made good on this approach, introducing us to the Forrester clan as they struggled to maintain a grip on their pride and livelihood: the ironwood forests. Martin’s fictional world are just as enthralling from the sidelines as they are from the perspective of Jon Snow or Tyrion Lannister. The original conceit of Telltale’s Game of Thrones series was to tell the stories of some of the more minor parties in the land of Westeros, proving that the rapturous density and complexity of George R.R.
