The story that is told, is equally exciting as touching, and I shall take care not to spoil content. The way Lee and his inevitable foster daughter Clementine go together in a group performs many different and very diverse environments (where the typical the zombie apocalypse course are enabled). The perpetual dynamics of the group of players with significant influence, produced a thick of feeling and a bond with the characters, with a few lack of conversation or interaction but actually remain somewhat pale.
The graphics are I think getting used to. The somewhat exaggerated comic style is colorful, with visible outlines and other "drawing artifacts" and at first does not seem quite to fit the setting. Especially the clothes look as compared to the very handsome faces more like concept art.
Nevertheless prevents the graphics (after a short) by no means an immersion in the world and gives the game the probably intended comic book touch.
At the sound, there is nothing to complain about, the music is just as great, always fits, never exaggerated maudlin or the like. There is no German localization. But this is also not necessary since the English speaker on the one hand are consistently good and there are subtitles for distress.
The controls are classic. Move with the left stick to the right, the focus is moved cross (similar to a crosshair to investigate things). The four buttons are used to interact. That the shoulder buttons or L3 / R3 not be used, I am sorry; because you would surely be able to make more out of it at least for the QuickTime events (see eg God of War). The camera is fixed constantly, which can be very annoying from time to time, but if you want a little more look around. So the radius of action is partly very limited. This is also one of the main shortcomings of the game. In many sections of the running paths are either strictly defined (so you can only run forward) or at least so limited that you can go only one way (there is no exploration is possible).
An example: You want to a free area of the back of a biter (in the game: Walker) Stalking. Now the character moves only when you push the left stick forward, and runs straight. A movement to the side is not possible. This is not even necessary, since the Walker eh not turn or otherwise acts. So you go up to him and press X to him then off. At such a place I felt very limited, because at this point (in stark contrast to, for example dialogues) no freedom of choice or even a freedom exists.
Better I would have found it at this point, if free movement to the left and right are possible and necessary because of Walker every now and again turns to one side and then you have to dodge the other, while approaching him. This would not have been so exciting and sobering limiting that you talked dramatically how someone feels, the only doing what was a nicety applied from the game.
There are of course other sections in which one can move more freely and interact, but they are mostly static story-wise, so the story goes further only if you have done something specific.
For this reason I call this game as an interactive series. The story is great and you can it through his style of play (ie decisions) strongly influence. But the real playful freedom is practically non-existent.
All in all, this game has a lot of fun. Above all, it has a high replay value because you can realize different take certain decisions, to see the new course. The end, which I had, was insanely good and I'm very excited about the second season.
PS: The DLC 400 days told me not to quite. There are five very very short episodes, and in the end a kind of small final, which I have not quite understood (without revealing too much). The episodes themselves were very pressed by the short length and heard abruptly on. I can not find the DLC worth mentioning.