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  • Complete Monster: The Supernatural Skeptic's Guide to New Orleans podcasts: In the legend of New Orleans, Quentin LaRouche was a sadistic slave owner who personally tortured and murdered his slaves, having a dungeon where he would commit his depraved acts while joking on painting his walls with the blood of the slaves. After his brutal deaths, it is said in local legend that LaRouche's restless ghost manipulating the Brill Family into brutally torturing and killing 12 people, his story keeping everyone away from the house and deeply affecting the town.
  • Demonic Spiders
    • Diseased walkers continuously deal damage to your max health (which can only be restored via medicine) when you stay too close to them, and on death release a cloud that takes out about 1/4th of your base max health. This can be mitigated by shooting them from long range, but considering how unruly guns are and how scarce ammo can be...
    • Any and all walkers with protection of any kind on their head. It makes killing them incredibly difficult with melee weapons, and even with anything less than a shotgun it's difficult to kill the bastards unless you have them grabbed so you can get a shot at point blank range.
  • Heartwarming Moments: Even in the post-apocalypse, there are still some moments that will make you smile.
    • Ambre's drawings, when they aren't giving information you need to progress forward, are usually just simple, well done drawings that show Ambre as a sweet, caring kid with some real artistic talent. Heck, the first drawing they give you is one of them smiling, and waving. It makes what their eventual fate is all the more heart-rending.
      • Adding to that, they also leave drawings of a cat that's implied to be their pet, a drawing of Henri, May, and Ambre having dinner together, and several more.
    • Throughout the main story, you'll be left some small gifts occasionally, usually in the form of food or medicine. It's heavily implied that these are from May and Ambre, as sometimes they are accompanied by a drawing.
    • A sidequest tasks you with delivering a letter from a Reclaimed scout to a Tower member. Said letter says that he wants to leave both factions and get out of New Orleans. Upon giving the letter to them, they give you a response letter that reciprocates the idea. Complete the quest, and the two leave the city. Oh, and did we mention that the two are boyfriends? Even in the apocalypse, love thrives.
    • Casey's backstory, while absolutely horrific, is also very touching when it comes to how his friend Kenneth and you, the player, can choose to talk to him about it. The conversation you have with Kenneth gives the details, and speaking with Casey afterward is essentially you being a therapist to him. You can let him get a lot of stuff off his chest, and the relief he feels, even if he doesn't outright say it, is palpable, especially if you emphasize that the events leading up to him and his squad holing up in the Reserve are not his fault.
    • The ending in which Casey survives. He finally leaves the Reserve, and while he is scared to move forward, knowing how messed up the world is, he's still relatively hopeful. And even better, you can send him off with some words of encouragement.
  • Nightmare Fuel: Now has its own page.
  • No Problem with Licensed Games: A VR Walking Dead game that is not only incredibly fun to play, but also quite tense, has great control, pushes VR games forward in terms of narrative storytelling and manages to do what The Walking Dead: Survival Instinct failed to do by giving you an excellent first person Walking Dead experience? No problem in the slightest.
  • Tear Jerker: It's The Walking Dead. This series' most famous video game outing has some of the most painful moments ever in video game narratives. Of course this one is gonna make you cry.
    • An early sidequest has you agree to put down a woman's husband, who's turned. She didn't have the courage to do it herself, and to make it worse, was unable to say goodbye to her children. Upon finding him and killing him, you find a note that reveals that he killed their children Their corpses are beneath a blanket in the same room. Upon returning to her, you can either tell her the blunt, and insanely painful truth and witness her break down, or lie to her about it.
    • Another sidequest involves a group of Tower soldiers asking you to find and rescue one of their brothers, who was kidnapped by Reclaimed. The reason they kidnapped him was because he killed their leader's eleven year old daughter after she refused to be exiled. Both sides are morally grey in their actions. One has a very real reason to want the other dead, whilst the other is rightfully terrified and insistent that he was Just Following Orders and that it would have been done regardless. It's up to you to decide how this one ends.
    • Casey's backstory. After having a shitty, shitty childhood, he joined the Armed Forces. After they day the outbreak became too much to handle, he and his squad killed several civilians that were rushing to the Reserve, against his wishes, and locked themselves inside. Upon everyone but Casey leaving the Reserve, all but one of them, Kenneth, parted with him on bad terms due to his disdain over their decision. He is still massively in shock over this, and is clearly a nervous wreck because of it.
    • Poor May. She lost her husband because Georgia had it out for him, which led to May secretly working to undermine the Tower's plans with her gentle daughter, Ambre. While Henri's death is a morale blow, things start looking up for May when the Tourist starts helping her with her plan to save dozens of exiles from the wrath of the Tower. And how is she rewarded? The exiles in question turn on her, which results in Ambre dying and turning (and, of course, the game makes you put her down). This completely shatters the poor woman, and when you find her after deciding what to do with the Reserve, she's ready to end it and bring down everyone that wronged her in the process by ringing the church bells. She's too far gone to be talked down no matter what you say, and you or Casey have to put her out of her misery. To cap it all off, this rendition of "The House of the Rising Sun" plays over the credits.
  • That One Level: Rampart High School has the layout of a standard high school, albeit with certain passages barricaded or collapsed. The issue with this is that this makes it a huge, nigh impossible to navigate maze. Even worse, the fact that it's nearly pitch black makes just going through the stage a terrifying prospect for anyone with a fear of the dark. Add onto that the fact that you can easily be jumpscared by walkers busting down one of the many, many doors on the stage makes for a tense, albeit obnoxious and difficult level.
  • The Woobie: Casey, Casey, Casey. Where to begin. Through conversations you can have with him, you can learn about his situation growing up, what led him to the Reserve, and how it all still haunts him. His mother was not very close to him, he never knew his father, and his uncle, the one person who was a true parental figure in his life, died before the outbreak. Then, during the initial outbreak, Casey's squadmates opened fire on civilians, traumatizing Casey, who refused to fire at the civilians. Poor guy gets so much shit throughout his life.

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