That makes three out of four sub-par releases for Wallace & Gromit’s Grand Adventures. They’ve felt like Telltale’s red-haired stepchild over the course of their short run. Sadly this, the finale, is easily the worst.
It’s a masterclass on how not to pace a story, burying what could have been a fun central idea – we won’t spoil it, save that it involves some very crazy golf – under exactly the same old tiresome padding for time, dull puzzles and overplayed stereotypes. It’s like Telltale think a monthly scourging with an hour of northern dullness before getting to the point of each episode is somehow good for our souls. Hint, guys: No.
Even when you get to the new stuff, this golf-themed episode doesn’t impress, serving up exactly two new screens of note, only one new character, and turning what should have been a fun comedy battle for the future of West Wallaby Street into something so laid back it practically starts snoozing.
Much of the charm of the original shorts came from the juxtaposition of its low-key elements with the wackier inventions and escapades – criminal penguins, trips to the moon, all that fun stuff. Here, as with the other games, it’s the blander elements that mysteriously get to take center stage. This series has done a great job of nailing the Wallace & Gromit look, but only the third episode had a proper go at capturing the spark. This wet weekend in Wigan doesn’t even come close.
Aug 14, 2009