1. Christa is unlikely, because she still believes that she is alive.search_rip said:the frigging dog dude :S right on the feelings... also the "I thought you were dead" could be 1) Crista 2) Nick or Pete depending of your choice in this episode 3) Kenny (is a looong shot, he surely is dead) or 4) remember "what's her name" from season 1? the girl Lee ditched in the road after the shoot out scene at the Motel...
Because the last time Clem sees her, she was alive. In the preview Clemy is too surprised and rather "unhappy" to see "someone still alive". Judging from her reaction she's surprised to see that person not dead.Lil_Rimmy said:I can't believe anyone didn't think of this:
Molly.
That occurred to me. (I thought Molly was pretty great too.)Lil_Rimmy said:I can't believe anyone didn't think of this:
Molly.
I actually rather liked her as a character and her way of surviving was actually really cool. Swinging on her snow-pick and shit, staying OFF THE GROUND. Really cool. She's one of the few survivors left in the game that are alive and are not with Clem, that would cause a "I thought you were dead" reaction.
That girl seems wrong, man. She seems too coddled and frankly I don't trust those eyes.senordesol said:3. I was chummy with Sarah. Anything that didn't put a smile on her face was counter-productive when lurking in a house full of people who would otherwise kill me on the spot. I poured whatever honeyed words needed to be poured to complete my task.
Aside from the fact that exposed and in unfamiliar territory is neither the (literal) fucking time nor place; can't we keep it in our pants long enough to make sure the 10-year-old girl doesn't have to clear a cramped, unfamiliar bathroom (that could have a zombie in every stall for all we know) all by herself? I mean that's fairly basic.Skyweir said:It is pretty obvious from the way they talk that Christa and Omid are planning a short "adult" moment in the other bathroom. Clem is trusted to take care of herself for 10 minutes, seems pretty resonable.senordesol said:he whole bus stop bathroom thing for instance...was everyone taking crazy pills!? Why split up and go into different bathrooms? What does that accomplish beside 1) increase your chance of ambush by 100%? and 2) weaken your ability to deal with threats?
The other stuff did not bother me, but in a game there will always be things you cannot chose to do. Nothing anyone did in the game seemed overly stupid to me, but I would for instance never think to get a dish for the dog (since I know nothing about dogs, and Clem presumably also did not think about it). If I was Clem, I would not have befriended the dog at all, or poured peroxide directly into the wound when I had a rag available, and so on. These are not choices that is presented to you though. Most games will always prevent you from doing anything you wish, and if it does not then the narrative will always suffer greatly.
I take the opposite view. People can be very careless even at times they shouldn't be. We text and drive. We don't double check answers. We don't look where we're going. More often accidents happen not because of stupidity, but in our over familiarity with the task we get conditioned to run on auto pilot. Armchair quarterbacking mistakes always comes off as arrogant, like you never made an error on the job, or just said the wrong thing to someone without thinking. Expecting flawless foresight and perfect decisions takes the humanity out of the characters. It can be an easily abused crutch by writers to be sure, but in life, careless mistakes happen, so they can't be avoided in fiction. I mean, if I needed a plot reason, lack of nutrition and sleep doesn't do much for cognitive functions for people to whom survival has been a "learn as you go" endeavor, so I'd honestly be more surprised by people not making obvious mistakes.senordesol said:Aside from the fact that exposed and in unfamiliar territory is neither the (literal) fucking time nor place; can't we keep it in our pants long enough to make sure the 10-year-old girl doesn't have to clear a cramped, unfamiliar bathroom (that could have a zombie in every stall for all we know) all by herself? I mean that's fairly basic.Skyweir said:It is pretty obvious from the way they talk that Christa and Omid are planning a short "adult" moment in the other bathroom. Clem is trusted to take care of herself for 10 minutes, seems pretty resonable.senordesol said:he whole bus stop bathroom thing for instance...was everyone taking crazy pills!? Why split up and go into different bathrooms? What does that accomplish beside 1) increase your chance of ambush by 100%? and 2) weaken your ability to deal with threats?
The other stuff did not bother me, but in a game there will always be things you cannot chose to do. Nothing anyone did in the game seemed overly stupid to me, but I would for instance never think to get a dish for the dog (since I know nothing about dogs, and Clem presumably also did not think about it). If I was Clem, I would not have befriended the dog at all, or poured peroxide directly into the wound when I had a rag available, and so on. These are not choices that is presented to you though. Most games will always prevent you from doing anything you wish, and if it does not then the narrative will always suffer greatly.
Again, I totally *get* that there are some things you're just not going to be able to do for the sake of moving the story along. The dog *had* to attack Clementine in order to tell this particular story and a game designer can only allow for so many particular outcomes; I get it. I just wish the outcomes they accounted for were...smarter.
My point is: it's just immensely frustrating to see something I recognized as a potential issue -before it became an issue- turn around and bite me in the ass because the game (that has an emphasis on making meaningful decisions) decided that I couldn't make the very obvious decision to pre-empt the problem. It'd be fine if it was stuff I had no way of accounting for, or -in an attempt to execute my oh-so-clever- plan- something went horribly wrong. But my main issue with TWD (the show included) is that no one seems to give more than 10 seconds of fore-thought to what it is they're doing.
I mean the cabin-folk posted no sentries to watch over the house (even though they seem to know or suspect someone is after them...not to mention having a scared and desperate little girl locked away in a flimsy tool shed. Not to mention, oh yeah, ZOMBIES!) They sent no patrols in the house. They didn't even keep their oh-so-valuable medical supplies they were so damned reticent to part with under lock-and-key...it's been more than a YEAR and a HALF, people! This stuff is not hard.
I don't know if this is 10 years of Scouting talking, or the fact that I come from a strong military family; but some of the 'mistakes' I'm seeing in TWD are not so much 'texting while driving' and more 'forgetting to put your pants on before leaving the house'.Redd the Sock said:I take the opposite view. People can be very careless even at times they shouldn't be. We text and drive. We don't double check answers. We don't look where we're going. More often accidents happen not because of stupidity, but in our over familiarity with the task we get conditioned to run on auto pilot. Armchair quarterbacking mistakes always comes off as arrogant, like you never made an error on the job, or just said the wrong thing to someone without thinking. Expecting flawless foresight and perfect decisions takes the humanity out of the characters. It can be an easily abused crutch by writers to be sure, but in life, careless mistakes happen, so they can't be avoided in fiction. I mean, if I needed a plot reason, lack of nutrition and sleep doesn't do much for cognitive functions for people to whom survival has been a "learn as you go" endeavor, so I'd honestly be more surprised by people not making obvious mistakes.senordesol said:Aside from the fact that exposed and in unfamiliar territory is neither the (literal) fucking time nor place; can't we keep it in our pants long enough to make sure the 10-year-old girl doesn't have to clear a cramped, unfamiliar bathroom (that could have a zombie in every stall for all we know) all by herself? I mean that's fairly basic.Skyweir said:It is pretty obvious from the way they talk that Christa and Omid are planning a short "adult" moment in the other bathroom. Clem is trusted to take care of herself for 10 minutes, seems pretty resonable.senordesol said:he whole bus stop bathroom thing for instance...was everyone taking crazy pills!? Why split up and go into different bathrooms? What does that accomplish beside 1) increase your chance of ambush by 100%? and 2) weaken your ability to deal with threats?
The other stuff did not bother me, but in a game there will always be things you cannot chose to do. Nothing anyone did in the game seemed overly stupid to me, but I would for instance never think to get a dish for the dog (since I know nothing about dogs, and Clem presumably also did not think about it). If I was Clem, I would not have befriended the dog at all, or poured peroxide directly into the wound when I had a rag available, and so on. These are not choices that is presented to you though. Most games will always prevent you from doing anything you wish, and if it does not then the narrative will always suffer greatly.
Again, I totally *get* that there are some things you're just not going to be able to do for the sake of moving the story along. The dog *had* to attack Clementine in order to tell this particular story and a game designer can only allow for so many particular outcomes; I get it. I just wish the outcomes they accounted for were...smarter.
My point is: it's just immensely frustrating to see something I recognized as a potential issue -before it became an issue- turn around and bite me in the ass because the game (that has an emphasis on making meaningful decisions) decided that I couldn't make the very obvious decision to pre-empt the problem. It'd be fine if it was stuff I had no way of accounting for, or -in an attempt to execute my oh-so-clever- plan- something went horribly wrong. But my main issue with TWD (the show included) is that no one seems to give more than 10 seconds of fore-thought to what it is they're doing.
I mean the cabin-folk posted no sentries to watch over the house (even though they seem to know or suspect someone is after them...not to mention having a scared and desperate little girl locked away in a flimsy tool shed. Not to mention, oh yeah, ZOMBIES!) They sent no patrols in the house. They didn't even keep their oh-so-valuable medical supplies they were so damned reticent to part with under lock-and-key...it's been more than a YEAR and a HALF, people! This stuff is not hard.
I don't know... She's one of those character's who hasn't died yet (no matter the decision) and other than her 1 episode appearance didn't she feel a little inconsequential? I'm putting my bet on her. She just seems to fit the role of returning character too well.Zhukov said:That occurred to me. (I thought Molly was pretty great too.)Lil_Rimmy said:I can't believe anyone didn't think of this:
Molly.
I actually rather liked her as a character and her way of surviving was actually really cool. Swinging on her snow-pick and shit, staying OFF THE GROUND. Really cool. She's one of the few survivors left in the game that are alive and are not with Clem, that would cause a "I thought you were dead" reaction.
However, Clementine has no real reason to think Molly would be dead. Last we saw she was heading off on her own, by her own choice, and generally doing fine. Sure, she could well be dead given the setting, but not in a OMG-I-thought-you-were-dead kind of way.
There's one pretty funny thing they imported from season 1.hazabaza1 said:Yes, there's an import feature. As of yet it seems to have made not much difference to individual games, but it might do some more in the future.Zenn3k said:So I'm not reading the thread, but I have a question for those of you playing.
Does Season 2 use any of the choices from Season 1?
I'm switching platforms to play Season 2 and wanna know if I should wait for a deal and re-buy Season 1 and play it again first before starting Season 2 or if it doesn't matter.
Please quote me so I get a notification of your reply, thank you.
Someone trying to keep Clementine alive is purposely trying to be a dick? Huh?idarkphoenixi said:I could have snuck away and left Christa to those bandits and I could have left the dog to die horribly but really, whose going to do those things unless they're purposely trying to be a dick?
I was frustrated by the early bathroom bits too, but the dog part was completely convincing for me - she'd played with the dog (if you did), the dog sat for her, and she's a kid - I can imagine someone in that situation feeding the dog from her hand and then trying to get the can back.senordesol said:You don't compete for food with predator animals -particularly hungry ones. You just...don't. Even if you have a pet dog, you don't take away his bone once you've given it to him.
I'll concede that. Despite the fact that I was screaming at the screen for her to use the frisbee; Clementine, as a child, does deserve a bit of a pass on some things. But it really doesn't excuse anyone else.Raikas said:I was frustrated by the early bathroom bits too, but the dog part was completely convincing for me - she'd played with the dog (if you did), the dog sat for her, and she's a kid - I can imagine someone in that situation feeding the dog from her hand and then trying to get the can back.senordesol said:You don't compete for food with predator animals -particularly hungry ones. You just...don't. Even if you have a pet dog, you don't take away his bone once you've given it to him.
I have a dog that came through animal services - he was removed from an owner that had been starving him, so the dog was very food aggressive for several months. At the time my 9-year-old nephew was staying with us every other weekend, and every single time the dog ate we had to remind him not to go near the dog until he finished eating - the disconnect between a dog that's friendly and well-behaved in one situation and aggressive in another is a hard thing for kids to get if they're not raised around animals.