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The Walking Dead: The Telltale Definitive Series

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This page details bugs of The Walking Dead: The Telltale Definitive Series.

Unlike the original games, the Definitive Series version adds bugs and oversights that aren't present in the original.

General Oversights#

These errors or oversights are not limited to a single season or episode and can occur across multiple games in the collection.

  • The menus and episode dioramas of the first two seasons and the Michonne mini-series appear to have been heavily downgraded.
    • Many of the harsh sun rays and atmospheric lighting present in some environments of the original game are now completely absent.
    • Depth of field seems to be somewhat broken in the earlier games, as it's completely absent from scenes that originally featured the effect.
  • Many of the facial animations don't transition correctly, causing characters to abruptly snap between expressions.
  • Extra layers on character models, like eyebrows and facial hair, sometimes flicker or vanish entirely, leaving characters with clean faces or, in some cases, completely bald.
    • Some character outlines appear to have an air of distortion around them, particularly visible in low-lighting areas.
  • The use of graphic black in the first three seasons and Michonne mini-series can lead to some lighting-related bugs as it is not as refined as it is in the final season.
    • The lighting for every "In The Last Episode" and "In the Next Episode" segments are broken due to this feature.
    • 2D textures affected by the Graphic Black filter will often flicker sporadically.
    • Dynamic lights like candles and fire will cause the filter to flicker.
  • The "walk faster" feature does not come with any new animations; it merely speeds up the animations normally used during those sequences, which can lead to some unrealistic movements by the player-controlled character.
  • The crosshair has the chance to remain stuck on screen for multiple sequences.
    • If the previous crosshair doesn't disappear before the game gives the control back to the player, it will start to stack multiple crosshairs on top of each other.
    • There are also instances where the crosshair can disappear entirely, preventing the player from selecting dialogue options or interacting with characters. In most cases, this will result in a softlock.
  • Many models in the Definitive Edition have textures that are either missing or applied incorrectly, causing them to appear pitch black.

Season One#

  • In "Starved For Help", quick-time events that are intentionally unwinnable such as resisting Andrew during the electric fence struggle, or the nightmare sequence with zombie Clementine do not function correctly, as they will loop indefinitely until the player chooses to give up. Once the player stops resisting, the QTE will fail as intended, allowing the game to proceed.
  • In "Around Every Corner", multiple visual glitches can be seen in the sequence where the walkers invade inside after Ben removes the axe:
    • A few zombies will burst through the door, but one will remain in a static animation, still pushing against the door even after it's already open.
    • While attacking the last two walkers before Lee is given the ability to shoot, Molly's weapon becomes invisible.
    • If Lee accidentally shoots Molly, the walker attacking her becomes invisible while attacking her before she kicks it away.
    • Similarly, if Lee fails to shoot the walker in time (without Clementine to save Molly), the walker disappears as well, but can briefly be seen frozen in place.
    • During the sequence where Molly is forced to run, one walker that Lee shoots on the other side of her falls through the floor, legs sticking into the air.
  • In "No Time Left", when Kenny shoots Ben, his line is delayed until after the gunshot.

400 Days#

  • In "Russell's Story", the lights on the front and top Nate's truck obscure the camera multiple times while he talks to Russell.
    • Similarly, in "Wyatt's Story", if the left light to Nate's truck is shot out, the light will mostly obscure the camera, blocking out the view of the truck.

Season Two#

  • There is no option to disable the Graphic Black filter in the settings menu. To turn it off, players must launch Season One, disable the setting there, and then return to Season Two.
  • Having Graphic Black enabled causes certain UI elements to not display correctly. [Show]

No filters

Graphic Black Enabled

  • In some instances, pausing the game will not pause the music.
  • After transitioning from a cutscene to gameplay, characters can occasionally T-pose or stand upright for a few frames before snapping into their correct position.
  • In "In Harm's Way":
    • When Clementine goes to meet Carver in his office, there is severe pixelating in the frames outside of the window around the roof. This issue is more pronounced with graphic black enabled.
    • At multiple points during the final sequence of the episode, the background walkers in the herd disappear or abruptly go motionless. There are also moments where the distant parts of the herd do not appear at all, making it appear that there are far fewer walkers than would be needed to be considered a threat to the community.
    • Following Carlos's death, the player can be automatically considered to have completed quicktime events to kill walkers even if the player has not completely followed the game's prompts.
  • In "Amid The Ruins" when Clementine prepares to leave the museum, the raccoon can glitch through its escape by Clementine and cause her falling animation to play at the same time that she stands still, creating two Clementines in the same shot.

A New Frontier#

  • In "Ties That Bind - Part 1", there are instances where opening the pause menu does not in fact pause the game, with sequences continuing behind the pause menu with either automated or no player input. Unpausing the game can lead to it freezing for the length of time in which the pause menu was open, then resuming as normal after the delay.
  • In "Thicker Than Water", if Gabe comes to rescue Javier from his holding cell, a dark shadow appears to obscure his face.

  • There are a few audio-related issues in regards to some voice lines:
    • In "Ties That Bind - Part 1", when David and Javier are holding down their zombified father, David's dialogue to him in Spanish can be heard playing twice.
    • In "Above The Law", if Javier tells Tripp that Kate is just family to him, Tripp's line, "C'mon, man, you're not a dumbass", is muted despite his mouth moving.
      • Additionally, the background dialogue during Clementine's flashback cuts in and out.
    • In "From The Gallows", when David is advising Gabe on how to swing on a helicopter blade, his last lines, "Same with your jump: just run off the end. Don't leap. Try not to--", are muted despite his mouth moving.
      • Shortly after, when Javier has to scale a helicopter after the blade drops, David's line "Come on, man!" repeats multiple times.

The Final Season#

  • Louis' piano playing in "Done Running" is glitched on console versions of the Definitive Series. The audio loudly plays while he isn't actually touching it during his introduction scene and can be heard in other scenes where its placement is questionable, such as the following scene where the group leaves to clear walkers and the next day when Clementine and AJ enter Marlon's office.