Telltale's The Walking Dead: Season 2 needs a lot more interactivity [possible spoilers ahead]

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zombiejoe

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Sep 2, 2009
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I really like Telltale's The Walking Dead series. I'm not here to just bash it, or claim that it's not a game, but I've got some grievances.

I enjoy each episode of the series they put out, but could we please have a little more interaction?

When I say "interaction", I mean to say I desire to have just a little more control of things. I want to be able to walk around more, and have more opportunity to interact with the world. I also want the game to challenge me just a little more, either through puzzles or through more tense action scenes that don't always rely on quick time events or pushing the right button on your cursor.

Let's look at Episode 3 for example. I won't go too far into spoilers, but you've been warned.

In the episode, Clem does a lot of things. You don't.

Why can't I pick the berries when I'm sent to cut berries? Why can't I can't I load the bullets into the magazines? The best way to immerse someone in a video game, be it for the purposes of getting a theme across, is to actually have the player play through the scenario. Clem is being sent all around to do work against her will, but you don't feel that. All you do is choose dialog options, which are well done and do immerse you in the story. But that's all they immerse you in. It gets to a point where it does make you feel as if you're playing more of an interactive movie then a game.

Telltale is great at making you feel like you're entering a tense situation, but is poor at making it follow through. There are moments where Clem must sneak around, yet there is zero actual risk of being caught. Unless, of course, the game wants you to be caught. There is even a moment later in the game where your group stresses the importance that you do a certain thing in a very specific way, and they even offer to tell you the steps again. But is this an actual puzzle? Will people die if I mess up? No, because the entire scene is either done through cutscenes or through very linear design.

People bashed Season 1 for its somewhat simplistic puzzles, but at least it had puzzles. After going through dialog, and getting yourself immersed in the characters, you were now expected to use your wits to make it through a situation. This usually is not the case in Season 2. The game tells you exactly what to do for each challenge, and most action scenes are easy to think through too, killing immersion.

But that's just my view. I still love the series, I just really wish Telltale would give the player a little more control, a little more trust that they can make it through a harder moment.

What do you all think?
 

DudeistBelieve

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Honestly, the moment they set about me doing the magazine's and later the blueberries, I really thought there was going to be a minigame or something and I almost groaned. So much of this game is on the rails, a stupid minigame would only serve to pad out the content.

And you're right, once you realize theres lack of a chance to fuck up it does kill the immersion... but thats why this is the type of game you gotta walk into with no spoilers.
 

zombiejoe

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SaneAmongInsane said:
Honestly, the moment they set about me doing the magazine's and later the blueberries, I really thought there was going to be a minigame or something and I almost groaned. So much of this game is on the rails, a stupid minigame would only serve to pad out the content.

And you're right, once you realize theres lack of a chance to fuck up it does kill the immersion... but thats why this is the type of game you gotta walk into with no spoilers.
I would have gladly taken a mini-game if it meant being able to interact just a little bit more. Sometimes it feels like the game is just rushing you through each and every moment, without much downtime to just do something.

And yes, it is best played with no spoilers, but the moment you realize that you could not have failed, it just leaves a sour taste.
 

DudeistBelieve

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Sep 9, 2010
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zombiejoe said:
SaneAmongInsane said:
Honestly, the moment they set about me doing the magazine's and later the blueberries, I really thought there was going to be a minigame or something and I almost groaned. So much of this game is on the rails, a stupid minigame would only serve to pad out the content.

And you're right, once you realize theres lack of a chance to fuck up it does kill the immersion... but thats why this is the type of game you gotta walk into with no spoilers.
I would have gladly taken a mini-game if it meant being able to interact just a little bit more. Sometimes it feels like the game is just rushing you through each and every moment, without much downtime to just do something.

And yes, it is best played with no spoilers, but the moment you realize that you could not have failed, it just leaves a sour taste.
Well only in the case that I couldn't save Prismo. I pretty much just accept that it is what it is.

But I'm replaying season 1 for a lets play just now and mmmyyyyy God in ways it's so fucking tedious. Unbuckling the handcuffs and whatnot and having to do each and every action, especially when I know it doesn't mean anything...

and the puzzles are usually more tedious then satisfying in anyway. If anything it's just like I was reading a good book and suddenly the game rips it out of my hands and I have to walk across the room to pick it up and continue.
 

zombiejoe

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SaneAmongInsane said:
zombiejoe said:
SaneAmongInsane said:
Honestly, the moment they set about me doing the magazine's and later the blueberries, I really thought there was going to be a minigame or something and I almost groaned. So much of this game is on the rails, a stupid minigame would only serve to pad out the content.

And you're right, once you realize theres lack of a chance to fuck up it does kill the immersion... but thats why this is the type of game you gotta walk into with no spoilers.
I would have gladly taken a mini-game if it meant being able to interact just a little bit more. Sometimes it feels like the game is just rushing you through each and every moment, without much downtime to just do something.

And yes, it is best played with no spoilers, but the moment you realize that you could not have failed, it just leaves a sour taste.
Well only in the case that I couldn't save Prismo. I pretty much just accept that it is what it is.

But I'm replaying season 1 for a lets play just now and mmmyyyyy God in ways it's so fucking tedious. Unbuckling the handcuffs and whatnot and having to do each and every action, especially when I know it doesn't mean anything...

and the puzzles are usually more tedious then satisfying in anyway. If anything it's just like I was reading a good book and suddenly the game rips it out of my hands and I have to walk across the room to pick it up and continue.
Exactly. Like reading a good book. But I want to play a good game.

Not saying it's not a good game, it is, but I really do think that Telltale can find a better way to combine their gameplay and story.

But hey, to each his own. Can't wait for the next episode.
 

Bashfluff

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This game is not about the menial tasks that you do, but the choices that you make. As far as this episode goes, I liked the choices you were able to make. Telltale has ramped up the amount of choices that you get to make as a player that don't affect the game as a whole. They affect you. And I think that's a smart move. We all know that if a character dies in one episode and you can prevent it, we all know they're going to die in some future episode. When I looked at the forums on Steam after Season 2 was released, that was all everyone talked about.

No matter what, that choice isn't meaningful.
 

Ubiquitous Duck

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I think I agree that I was a bit bemused that you didn't have to do the chores yourself.

I had no desire to do them, but I assumed that it would be in someway controlled by you. It did feel a bit strange and removed the 'chore' aspect of the chores.

I don't know if I agree on the puzzles though. They always just felt like pointless padding. Sort of a semi-point and click adventure style game, but with no complexity and just a walking-to-each-point-and-clicking exercise. So I really don't miss those.

I don't see where puzzles fit into the idea of the game or the narrative. I don't really see why Clem would have to solve puzzles in many if any instances, so forcing them into the game, just for a gameplay mechanic, I'm not for.