The Walking Dead: 400 Days (DLC)
Five strangers, one truck stop, one hour of brutal choices that funnel into Season 2, worth it if you finished Season One and want more before the credits fade.
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About The Walking Dead: 400 Days (DLC)
My first thought loading up 400 Days was simple: how much story can Telltale actually fit into an hour? Turns out, enough to sting. This DLC drops Lee and Clementine entirely and instead hands you five separate protagonists, each getting roughly 15-20 minutes of screen time. Vince is a convict on a prison bus two days into the outbreak. Wyatt and his friend Eric are two disaster-prone layabouts playing rock-paper-scissors to decide who has to check if they just ran over a person or a walker. Russell is a lone teenager hitching a ride with a stranger who may or may not be dangerous. Bonnie is an ex-addict caught in a messy love triangle inside a survivor group. Shel is a big sister trying to keep her younger sibling's conscience intact while her community slowly stops caring about right and wrong. All five stories orbit Gil's Pitstop, a truck stop on a Georgia highway, and all five converge in a closing epilogue that sets the table for Season 2. The format is the real experiment here. Rather than one character arc stretched across episodes, you get five compressed snapshots that overlap in geography and occasionally in plot. Pay attention to the chronological order, because references and background details from earlier stories surface in later ones in ways that reward the patient player. The choices feel weighted even inside the cramped runtime, partly because Telltale leans hard on the series' core philosophy: there are no clean answers, and guilt follows you regardless of which option you pick. What's gone almost entirely are the light puzzle mechanics and the quick-time walker action from Season One. This is almost entirely a dialogue and decision machine, which is a fair trade given the premise, but anyone expecting combat variety should calibrate expectations now. The honest weak point is emotional depth. Season One had 10-plus hours to make you care about Lee and Clem. Here, you spend no more than 20 minutes per character, and the writing, though sharp, can only do so much. A few of the five stories land harder than others. Shel's chapter, which puts a sisterly protective dynamic in direct tension with a group that's turning harsh, is the standout. Wyatt's is the most entertaining moment to moment. Bonnie's feels the most rushed. The community consensus after launch was that the DLC's promise to influence Season 2 was undersold in practice, with the five characters appearing in the sequel mostly in background capacities rather than as central figures. That caveat matters if your reason for playing is purely mechanical investment in the next season. Still, what 400 Days does exceptionally well is prove that Telltale's writing engine works at short form. The "less is more" restraint in the dialogue, where characters talk like people mid-crisis rather than narrators explaining their own backstories, makes the compressed runtime feel denser than it is. If you have a Season One save, load it: there are subtle callbacks, including the chance to stumble across a familiar corpse on Russell's highway, that reward players who put in the time before. Go in without a save and you'll miss texture, not the plot. Approach this as a well-crafted anthology short rather than a full episode, and it earns its place. Alex, Scout Team
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- Developer
- Telltale Games
- Publisher
- Telltale Games
- Release Date
- Jul 3, 2013