Home Games Review: Telltale's Game Of Thrones, Ep. 4 – Sons Of Winter
Review: Telltale's Game Of Thrones, Ep. 4 – Sons Of Winter

Review: Telltale's Game Of Thrones, Ep. 4 – Sons Of Winter

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The fourth chapter in Telltale’s episodic adventure in HBO’s Game of Thrones pushes the stakes higher, as the challenges that each character faces begin to unravel and crescendo towards the series finale. This sets itself apart as the strongest episode so far.

*SPOILERS IF YOU HAVEN’T YET PLAYED THE PREVIOUS EPISODES*

At this point in the story, Telltale knows that we know these characters well enough. This allows the episode to be quick paced with a greater focus on the action, rather than more exposition-heavy sequences in previous episodes. The episode flows nicely now that each of the characters are strongly established, both by the narrative and how you choose to play them. The story becomes more compelling as this episode builds what is set to be the third act of the game, while also throwing players into battles with swords and words that leave the air thick with tension and wondering if two hours really did just pass.
Of the four characters, Rodrick Forrester, Lord of House Forrester, is an easy favourite for all the trials he must endure for his family, despite barely surviving the betrayal of the Freys at the Red Wedding. Rodrick’s task of protecting his family and house from the treachery and brutality of the Whitehills puts players in a tricky balancing act, with far more variables than the other characters scattered across Westeros and Essos. From unearthing a traitor, rescuing his young brother and withstanding the occupying Whitehills lead by an arrogant fifth born, there’s hardly a moment to catch a breath. Bearing in mind that he did all of this while disabled from his injuries in episode 1, it’s quite impressive. Despite being Lord of his house, with no power and the Whitehills menacingly close, Rodrick is constantly pushed to ensure House Forrester Game of thrones Rodrick Forrester still stands because, if not, none of the other characters have anything to fight for or come back to. And if you push your luck towards the end of this episode, there isn’t a lot left of House Forrester but the keep and its walls.
Telltale is strongly aware of the tensions and the precipice that success stands on. Even in a small victory, House Forrester get knocked back two steps for every one they move forward. Particularly at the end of the current episode, even if a tight victory is secured, a vicious danger lurks back at home that pulls every sense of triumph from your victory and twists it to dread.
They wield this well, especially through the episodic style of the game when a victory in the middle of one episode can turn on its heel and backfire hard by the end. At this point, it’s hard to predict how things will swing in any way at all. From the end of episode 1 where Ramsay Bolton murdered Lord Ethan, it’s made clear that anything can happen and there’s no real limit on it, in the true spirit of A Song of Ice and Fire.
The cliffhanger of episode 3 that was Asher meeting Daenarys Targaryen is built to a strong chapter, where the estranged son of House of Forrester petitions her for sell-swords to take to Westeros to help save his family. Here, the invasion of Meeren by Khaleesi’s forces is given more screen time than on the HBO counterpart. Daenarys is startlingly cold and unforgiving to Asher in their first encounter. While some may say it’s a touch out of character, it’s an entertaining glimpse of the Khaleesi wielding full control of the room as she holds Viserion in her lap. Funnily enough, the Mother of Dragons proves to be the least of Asher’s problems to face. She holds the key to whether he can raise an army, but the path to achieving it is anything but easy. He is tasked with dispatching the beacons of Meereen before the main invasion with his companion Beshker, and his old comrade Croft. With hardly any pauses for unnecessary dramatics or filler, the attack is action-orientated and players uncover why Beshker was so reluctant to come to Meereen, leading to a gut-wrenching choice and a truly powerful scene. It’s among the standout moments of the game for how deep it cuts and the pressure that’s already on to ensure the mission’s success. This is immediately followed by a brilliantly crafted action sequence built on some light tactics and quite a lot of QTEs.
From there, it moves west to King’s Landing, where handmaiden Mira Forrester is on the backfoot after allying herself with Tyrion Lannister when he was master of coin for an Ironwood contract. Left without royal support and very few true allies, Mira takes the initiative to find out who it is that the Whitehills have as their contact in the Capital. It’s a trick to tell you if you’re making any headway at all in King’s Landing. Events are constantly in motion and fortunes start and end in a day. This bears particular truth to Mira as there’s no tougher challenge in the game than trying to manage the facade of King’s Landing while also working against it to aid House Forrester. In Suns of Winter, secrets are used like weapons and you tread carefully on the ground that you set yourself on. Playing a party of nobles and merchants like a chessboard is as difficult as you’d expect it to be, but it’s worth it for that last sassy comeback you get to throw down if you pull it off. While Mira’s storyline Game of Thrones Asher Forrester can sometimes be forgotten or brushed off when you’re in the thick of battle in the next scene, it’s wonderfully written and brings a brilliant atmosphere to the conniving of King’s Landing that at times outdoes the TV show.
In terms of atmosphere, the unique and stunning aesthetic built by the art direction never fails to impress. Certain introductory shots of Meereen and Whitehill are paintings in motion for all intents and purposes, and aren’t on screen as long as they should for them to be properly appreciated. They’re only a few frames of the game, but shots like these are stunning and refreshing and prove the art of the game to be as much a staple as the political intrigue and murders.
Speaking of murders, Gared Tuttle sits in a cell at Castle Black for just that. No matter how you finish off Brit (that soldier from Episode 1 who murders your family), you’re left at the mercy of the Night’s Watch for killing a fellow brother. Up until now, Gared’s storyline has been awfully similar to what Jon Snow encounters in the earlier seasons of the TV series. These similarities begin to end as Gared decides he must desert the Night’s Watch for the good of House Forrester. All good will you had with the bastard of House Stark goes out the window after you fail to live up to your vows, and the importance of the Night’s Watch dwindles for both Gared and Cotter as they escape into the wild in search of the North Grove. Survival out in the wild is tenuous, as your relationship with Cotter is as valuable as whatever supplies you have left.
The similarities between the show and the game don’t end there, however, as things begin to feel busy and crowded. With each character’s quest growing and gaining tremendous speed, it’s hard to see how all four storylines will resolve themselves and if the Forrester siblings will ever get to see each other again, not to mention if there’s any hope of a happy resolution for them.

The strongest episode of the series so far. 8/10


Have you played this episode? What did you think? Let us know in the comments!

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