The halfway point for the series places the protagonists in some very interesting situations. Mira is trying to get into Margaery's good graces while avoiding a murder accusation. Asher prepares to do a deal with Daenerys so he can go home with an army of sellswords. Gared finds out that one of his new friends is about to defect to the North while he contemplates doing the same to help out the house. Meanwhile, Rodrik prepares to finally take a stand against the Whitehills occupying his kingdom. With the buildup to some tense moments, we begin the fourth episode, Sons of Winter.
You start off this episode in control of Gared, who, despite his own protests and those of others, is sentenced to death for killing the brother who murdered his family in the game's first episode. His fate is seemingly sealed when he finds a means of escape that allows him to explore more of the land beyond The Wall, so he can find the secret his uncle told him about a few episodes ago.
As in the second episode, Gared's tale is pretty dull. As far as story progression goes, the tale is at a standstill once he escapes. His journey into the forest doesn't really develop into anything substantial, and while a secret from one of your companions is revealed, it only serves as a bridge to something that won't occur until the next episode.
What makes Gared's episode more tolerable this time around is the amount of interactivity. There are traditional adventure elements, like grabbing objects, but you'll quickly get thrown into a stealth section that is both tense and satisfying. Later on, you get into a nice battle and a small exploration section. It still feels like a buffer between the more exciting parts, but at least you're doing more than clicking through dialogue choices.
Asher's story picks up where it left off, and he comes face-to-face with Daenerys. After a standoff of sorts, you agree to help her band of sellswords free the slaves at Mereen before being given the chance at your reward of sellswords. From there, your mission is to get rid of the guards at the watchtowers, so the slaves can be liberated.
The highlight of his tale comes from his companion, Beshka. For the first time, you get a good chunk of her backstory, including the reason why she detests the city of Mereen. That revelation also plays a big part later in a scene that is just as tough as previous episodes in terms of finding the desired decision-making path. The small section before the fighting occurs gives her lots of character and some nuance that people have come to expect from all of the series' secondary characters.
Much like previous episodes, Asher's sections are filled with action. There are a few parts where you try to avoid guard detection, but most of your time is spent in stealth combat or direct fighting. The level of interaction you have during these fights is the same, but there's more of it this time around, and it still feels rather satisfying to take down enemies with a silent stab. Just like in previous episodes, his segments are the most exciting, and this episode is a good example as to why.
Rodrik's story returns to Ironwood, but things are less gloomy this time. Determined not to lay down for Griff and the Boltons, the new lord decides to fight back despite his crippled state. He gets help from an unlikely source, and after cowering for so long, he takes control of the situation. His decision later leads to an unexpected meeting that might remind you of a similar event earlier in the series.
Of all of the stories in this episode, this is the one that is the most exciting because of payoff. Though there isn't much here in terms of action, you'll finally be able to get some vindication for all of the turmoil you had put up with in the prior three episodes. Though you might choose to show some restraint, there is some satisfaction in being able to turn things your way. While a good deal of that glee comes from violent actions, you also display some cunning during a rather tense moment. It is a balanced approach that sets up for a tense moment that could take place in the next episode — one that finally makes players appreciate what's been going on at Ironwood.
Finally, we come to Mira's story in King's Landing. Thanks to the stable boy, Tom, you've learned that Lord Whitehill is actively trying to destroy your family through economic means. While the information is useful, you'll need to find out who is working against you. The coronation of the new king provides a good opportunity for this, but only if you can find a way in to the festivities.
As in the first episode, Mira's tale is a good display of craftiness at work. There are plenty of opportunities to talk to people, but eavesdropping for information is your main tactic. The sequences aren't too difficult, and you'll be able to solve the mystery rather easily, but the dialogue remains satisfying. Being able to smooth-talk your way into information and use your wits to your advantage is empowering, and it provides a nice change of pace from the scared girl of the previous episodes.
Game of Thrones: Episode 4 - Sons of Winter is the first episode to end with both intrigue and satisfaction. Though the stories are far from finished, there's finally a feeling that the characters have progressed in positive ways. Only Gared's tale comes off as bland this time, but the interactivity of his episode makes up for it, and you get the sense that he's closer to his promised land. With only two more episodes to go, things will pick up rather quickly, and the wait for the next episode is going to be more excruciating than ever.
Score: 8.0/10
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