The Wolf Among Us Xbox One And PS4 Release Date Announced: Trailers, Review, Gameplay: Season 2 To Be Released In 2015 [VIDEO]

"The Wolf Among Us," origonally just for PC, has announced an Xbox One and PS4 release date in November 2014.

The game's website describes the game saying, "The Wolf Among Us is a five episode series based on Fables (DC Comics/Vertigo), an award-winning comic book series by Bill Willingham. it is a violent, hard-boiled thriller where the characters and creatures of myth, lore and legend are real, and exist in our world. Your choices matter and will change and define the story you experience.

@telltalegames, "Critically-Acclaimed #TheWolfAmongUs arriving on PS4 & XB1 in November! PS3, PSVita, and X360 also arriving in stores pic.twitter.com/6p44VIuyyQ"

"The Wolf Among Us" is an adaptation of Bill Willingham's modern classic graphic novel "Fables" adapting another modern classic comic, Bill Willingham's Fables. The series chronicles the struggles of characters from fairy tales and folklore who have been forced out of their home to establish a new community in modern day New York City.

The game has received positive reviews for its five-episode run. The game is set to receive a performance enhancement with impred graphics and gameplay in the console versions.

The description that accompanied the trailer read "Following a bloody trail of murder and corruption, Bigby Wolf confronts a powerful enemy: a dark force that has been feeding on the desperation of Fabletown's seedy underbelly. But when hidden truths are revealed, you must decide exactly what justice means in the gripping season finale of 'The Wolf Among Us.'"

Gamesradar said of the game, "In keeping with the structure of a good mystery, early episodes in the season have a slow burn, building steadily toward the ultimate conclusion without ever giving too much away. Most of the game is spent meticulously pawing through evidence, trying to decipher how it relates to your whodunit. These investigations are punctuated by snatches of intense but technically loose action--Bigby will, for instance, perform the same scripted action regardless of which trigger you hit when a prompt appears. While some might object to the lack of skill involved in progressing through these sequences, they do help break up Wolf's quieter moments, and are just punchy and exciting enough not feel intrusive.

The action sequences are all smartly realized, each with its own purpose and impact on the story. You will always walk away from one feeling like you've gained hard-won knowledge. Though you occasionally have the freedom to explore and talk to characters as you please, the game will eventually steer you in the right direction when necessary. It's subtle enough that it never feels like your hand is being held, and seeing the "You connected the evidence" message after successfully drawing conclusions from a crime scene is more rewarding than any victory fanfare. Each episode also does a great job of upping the ante with new revelations and heightened stakes, consequences for failure becoming greater at every turn. If that weren't enough, through it all you have to bear the anxiety of never quite knowing if you've measured up.

Foreseeing the potential of Wolf's branching narrative paths, Telltale had the good sense to include a Rewind feature, which lets you reverse to a critical moment in the story and start a new save from there. This allows you to take full advantage of all the options available to Bigby at any given moment, and see how responding differently might change how things play out. Maybe you regret slapping that father around in front of his son, or just want to see if jerkface Bigby gets better results than his diplomatic counterpart. In addition to satisfying your curiosity, it increases the game's replayability, and you stand to gain a lot of insight from using it even once.

That, odd is it may seem, is one of the most enjoyable parts of The Wolf Among Us: making hard decisions without knowing what the outcome will be. While it would have been easy for the game to get mired down in the sort of contrived, one-sided decision making that so many story-driven titles fall prey to, it keeps things fresh and interesting by keeping its choices ambiguous. The "right" answer to any given question isn't always obvious, such as when choosing between visiting two crime scenes when you know evidence will be destroyed at the second, or picking who to pursue when two perps seem equally guilty.

Some choices are admittedly inconsequential (different dialogue options, for example, can prompt only slight variations in response), and seeing that a trying exchange doesn't lead anywhere can take the magic out of the experience. Wolf also runs into a common issue for dialogue-wheel games, where there's sometimes a frustrating discrepancy between the dialogue option you choose and what Bigby actually says. (I didn't mean to insult you, pig-friend, really!) Still, even the least-juicy conversations are fun, and help mask exchanges that seem unimportant but come back to haunt you in unexpected ways.

The season's final episode, Cry Wolf, is a reward for all that tantalizing, rising tension. Unlike its preceding episodes, it tumbles explosively toward the finish line in a swirl of revelations that together feel like an earned victory. The resolution isn't easy or pain-free, and even when the credits roll the knowledge of whether or not you did the right thing is still frustratingly out of reach. But that's part of the magic, because the conclusion still manages to be satisfying without ending in a hamfisted, binary fashion. The Wolf Among Us doesn't have any easy answers to give, and being able to pull that off well is its greatest triumph."

The Verge said, " This sets up what turns out to be a big, complicated story with lots of moving parts, though you don't really have any influence over how things play out. Despite being a detective story, there's very little detecting to do in The Wolf Among Us. Just like The Walking Dead, the game is largely an interactive narrative, with lots of dialogue to read through and some light action scenes to break up the pacing. Your influence over the game is largely felt through the choices you make, like whether you go investigate one potential lead at the expense of another, or if you use your fists to beat clues out of a criminal instead of talking it out. Bigby's main job isn't to figure out what exactly happened - the story is largely linear, and the main plot points unfold without your help. "Really, how you behave while that's happening is what you're in control of," says Bruner.

This setup works mainly because Bigby is such an intriguing character. As the Big Bad Wolf, Bigby has a certain rage that always seems to be just beneath the surface - when things get really bad you can see it physically, as he transforms into an actual wolf. And the game gives you plenty of opportunities to explore this dark side. In fact, in many instances it feels like you're not-so-subtly being pushed to do something terrible. In one early episode, I made Bigby actually tear someone's arm off after a heated bar fight - which involved a disturbingly long sequence of button presses - and every time I saw that character later on his stump was a painful reminder of what I did. There's no question that by the end of the game you'll save Fabletown. But can you do it without making everyone despise you? (Of course, there's always the option to replay the episodes and see how things could have played out.)

The Wolf Among Us' biggest accomplishment is that you really get a sense of what it's like to be Bigby, as cliché as his "detective with a dark past" set-up may seem. There are plenty of moments where a specific action will probably help you solve the crime, but ultimately make Fabletown residents hate you. That includes everything from interrupting a funeral to pushing a young boy for information even though he's terrified."

These bad choices also tend to be the more exciting options, further enticing you to be bad. "When he lets the wolf out, it gets a little more out of control than he'd like," Bruner says of Bigby. "It's going to feel good in the moment and be really cool, but it might have some longer-lasting effects that you'll have to deal with." The choices aren't as horrible as in The Walking Dead, where you're often choosing who lives and dies, but they're just as impactful.

This is especially important because, really, he's the key to the whole game. There is a great supporting cast - including Bigby's much more restrained boss and partner Snow White, and the ever-suspicious mayor Ichabod Crane - but the experience lives and dies with Bigby. This is illustrated perfectly in the final episode, when you get to see Bigby's true form in a surprisingly tense and satisfying fight sequence with Bloody Mary. It feels like the season's climax. When you do finally bring the main villain to justice afterwards, it feels anticlimactic in comparison - Bigby's personal story is much more interesting than the core mystery.

Whether or not The Wolf Among Us lives up to the lofty standards of The Walking Dead is a matter of taste. The tone is much lighter, and a refreshing change from the grim zombie-filled apocalypse. But despite the differences in style, the two series share the same fundamentals: great characters, difficult and often shocking choices, and true-to-life writing. These may be games about zombies and fairy tales, but the characters feel more real than many more traditional dramas. And as Telltale uses the success of The Walking Dead to mold itself into a sort of premium cable channel for games, with a lineup that will soon include Game of Thrones."

Again the Xbox One And PS4 Versions of "The Wolf Among Us" are set to come out in November. Season 2 of the game is alleged to come out sometime next year.

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