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Review of The Walking Dead: Destinies on Xbox Series X/S

by Jay Aborro Jay Aborro photo Aug 2025
Cover image of The Walking Dead: Destinies on Xbox Series X/S
Gamefings Score: 3/10
Released: 17 Aug 2025
Genre: Action-Adventure
Developer: Flux Games
Publisher: GameMill Entertainment

Introduction

There was a time, not so long ago in the annals of gaming journalism, when a new licensed title arriving on store shelves warranted either optimism or a weary sigh and a raised eyebrow. In the halcyon days of the 1990s, when magazines printed inky verdicts and demo discs were the only way to sample a game's pulse, we learned to separate concept from execution with a surgeon's scalpel. The Walking Dead: Destinies arrives with a concept that looks good on the box: revisit television's most beloved and combustible early seasons, slip into the boots of heroes and villains, and play 'what-if' scenarios that can split the show's familiar timeline into hundreds of branching paths. It is the sort of pitch that makes a cold, professional critic smile on principle. Smile briefly, because Destiny - plural - is something this game does not achieve. Developed by Flux Games and published by GameMill Entertainment, Destinies puts players in the roles of Rick, Michonne, Daryl, Shane and other marquee names from the first four seasons of The Walking Dead, promising player agency and divergent outcomes. The developers claim over 150 different endings and a focus on the show's most popular era, a sensible editorial choice. The problem is not the promise. It's the delivery. Critics across the board met the title with a broadside of negative reviews; Metacritic returns a dismal aggregate and OpenCritic sits at 0% recommend. Reading those scores in 2023 felt eerily like opening a magazine and finding a headline that says, 'This one missed.' Only the language changed; the disappointment is as old as the medium.

Gameplay

At heart, The Walking Dead: Destinies is an action-adventure game with single-player focus. The design skeleton is straightforward: replay iconic beats from the TV series' first four seasons while occasionally nudging events down an alternate path by controlling different characters. You will inhabit recognizable faces - Rick Grimes, Michonne Hawthorne, Shane Walsh, Daryl Dixon, Carol Peletier, Glenn Rhee and others - and the game wants you to feel the moral weight of decisions that can change who survives. Flux Games implemented character-specific skill trees: a predictable but serviceable way to give progression meaning. As you move through the main story, points unlock abilities and bonuses unique to each playable character. This can add a mild layer of customization, and for a moment the design feels like it could support a genuinely branching narrative structure. The team went further in ambition, telling press that the original scope covered more of the series but was tightened to focus on the 'golden era' of the show. They also claim more than 150 different endings depending on who lives and dies - a headline-grabbing stat that, in a better title, might reward repeated playthroughs. The problem is that several fundamentals are unsatisfying. The pacing of missions frequently stumbles into monotony, with many encounters reduced to corridor-and-zombie choreographies rather than tense set pieces. Combat lacks the tactile weight expected of a modern action-adventure game: swings and shots do not land with the satisfying conviction of consequence, and enemy AI rarely surprises. Mechanics that should be the scaffolding of emergent, human drama come across as brittle scaffolding. Reviewers have labelled the experience rife with technical blunders and broken mechanics, and I must concur: a branching narrative needs stable systems beneath it, or the branches collapse into the dirt. Narrative interludes attempt to get emotional mileage from the TV show's iconic moments, but voice acting and production values do not always match the expectations set by the source material. A handful of original cast members did reprise their roles - Sarah Wayne Callies, IronE Singleton, Emily Kinney and others - which should have lent the experience authenticity. Yet numerous lines feel flat or out of place, and transitions between gameplay and cutscene are occasionally clumsy. The developers' decision to let you play as both heroes and villains is intriguing in print, but when the mechanical scaffolding can't support meaningful differences in approach, those toggles feel cosmetic rather than transformative. Progression can be brisk in short bursts, and there are moments where a well-placed choice yields a genuine 'did that just happen?' beat. When the game lands, those beats are the reason to play: the attempt to let players alter canonical events is a respectable experiment in alternate-history storytelling. Unfortunately, the frequency of such moments is low, and the surrounding gameplay loop is often not robust enough to make the act of replay feel rewarding. For the patient completionist who thrives on unlocking all permutations, the '150 endings' promise might dangle like a carrot. For anyone who values repeat playthroughs backed by polished systems, satisfaction will be thin on the ground.

Graphics

If one measures a game's visual ambitions against its technical execution, Destinies reads like an earnest mid-tier production trying to keep pace in a high-fidelity era. On paper, the Xbox Series X/S is perfectly capable of illuminating the grim texture of a post-apocalyptic world: it expects realistic lighting, detailed character models and smooth animation. The Walking Dead: Destinies, however, frequently fails to meet that baseline. Environments are serviceable but seldom striking; they evoke the right locations in name but lack the small set-dressing details that make a place feel lived-in. Characters have recognizable silhouettes, but facial animation and lip-sync are inconsistent - sometimes persuasive, sometimes jarringly detached from the spoken words. Technical issues reported by multiple outlets are prominent in the visual presentation. Stutters, clipping and awkward camera behavior crop up at inopportune moments. In a 1990s reviewer's lexicon, one would call this 'not ready for prime time,' and the phrase fits: the whole package bears the hallmarks of rushed polish. Textures can appear low-resolution, shadows are occasionally brittle, and particle effects that should enhance dread end up looking anemic. The game's menus and HUD are functional but bland, lacking the thoughtful design flourishes that could have masked other shortcomings. To be fair, there are isolated scenes where lighting and composition create a suitably eerie tableau - a half-lit corridor, a herd silhouette at dusk - but these are flashes rather than a steady stream. When a licensed product trades on nostalgia and the weight of its source, presentation matters; Destinies' visuals too often reinforce the sense that the title is a workmanlike recreation rather than an inspired reimagining.

Conclusion

As a serious critic steeped in the magazine era, one learns to evaluate a game on three axes: idea, execution, and value. The Walking Dead: Destinies is strong in idea and weak, by a significant margin, in execution. The ambition to offer players branching timelines and to let them inhabit both the heroes and villains of a beloved TV era is commendable. Flux Games made several sensible production choices: focusing on the first four seasons, implementing character skill trees, and courting original cast members for authenticity. The problem is that the building blocks - combat, AI, technical polish, and narrative glue - are too often compromised. When a title receives uniformly negative assessments from the critical community, the cause is rarely a single flaw. Here, the sins are many: broken mechanics, lackluster production values, technical instability, and a failure to make the promise of divergent storytelling feel genuinely consequential. If you are a diehard Walking Dead fan who collects every piece of series ephemera, you may find curiosity alone pushes you through a few hours of Destinies to sample 'what if' scenes. For anyone seeking a polished action-adventure experience on the Xbox Series X/S, the recommendation is stern: wait. Let this one be a case study for future licensed games - an instructive caution that nostalgia and a good premise do not absolve a product from the fundamentals of design and craft. In the end, Destinies is less an alternate history than a reminder: the undead only seem scary when the rest of the world is alive and well-made.

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