The Walking Dead Season 2-Episode 1: *UNBLOCKED SPOILERS INBOUND*

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search_rip

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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...
 

Exterminas

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Obviously Christa survived and is going to appear in Episode 2.

The Screen at the end of Episode one spelled: "Saved Christa?" not "Attempted to save" or something similar.
 

Kaimax

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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...
1. Christa is unlikely, because she still believes that she is alive.
2. Nah, she's way to "gapy-mouth surprised" for 2 people she just recently met
4. as you mean Lily is very unlikely, because Clemy knows well that she was alive when she was ditched/ditched you. People who said "I thought you were dead" to other people is because she really think they are dead.


The possible candidates are people who's death was "not shown".
-Kenny (though I hate it if he was still alive)
-Andrew/Danny St. John
 

Lil_Rimmy

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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. Christa does not count, or at least I hope not. Clem shows all the signs of hoping/thinking Christa is still alive. She isn't really "dead" in Clem's eyes. She'd be excited, but she wouldn't open-mouth-exclaim "I thought you were dead!" like she did.

Yes, the other one is Lily, and I don't doubt she is very likely. The main problem is that I will hate how Telltale will handle it. No matter how they handle it, if they do not include the option to blow her brains out, it's wrong. That mother-fucker killed Carly, just as Lee and her were looking to date (go out? become bf/gf? You can't really... DATE someone in the zombie apocalypse. Stupid wording.)

And Clem was totally watching through binoculars and as such knows exactly what happened shut up Lily must die a painful death.
 

Kaimax

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Lil_Rimmy said:
I can't believe anyone didn't think of this:
Molly.
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.
 

Zhukov

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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 occurred to me. (I thought Molly was pretty great too.)

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.
 

Sack of Cheese

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Just finished the game. The shed scene was brutal I can't believe they made us do it. Telltale, you animals!!

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.
That girl seems wrong, man. She seems too coddled and frankly I don't trust those eyes.
 

Casual Shinji

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I really liked it, but it felt cut short. Not only did the moment where it end seem very inappropriate and not much of a cliffhanger. But we only just met this group of people, and I don't feel the game gave me enough time to get to know them enough to really care where this arc is going.

But yeah it was really good. A stroke of genuis on Telltale's part for subverting my expectation regarding the dog. I was totally expecting him to be my post-apocalypse buddy for the better part of this series. Also dogs and the apocalypse go together like peanut butter and bread. But no, he seemed sweet enough, but as soon as he saw food his wild side took over and he turned on Clem. Utter brilliance!

The moment I made a pinky promise to Sarah though, I just knew it was going to hold some disaterous consequence later on.

And could you use that vice in the shed when stitching up your arm just to hold it in place or something? Somehow I think that's an option I missed.
 

senordesol

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Skyweir said:
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?
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.

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.
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.

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.
 

Redd the Sock

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senordesol said:
Skyweir said:
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?
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.

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.
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.

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 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

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Redd the Sock said:
senordesol said:
Skyweir said:
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?
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.

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.
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.

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 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.
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'.

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.

If there are people or things outside of your perimeter that want to kill you; you put people on watch so...you know...you can see them coming and deal with it.

I understand what you're getting at with the notion of over-familiarity; but I'd contend that in this universe there appears to be a distinct absence of familiarity. For example: there was a licence plate at the campsite. Basic logic would seem to dictate that in a world chock full of creatures hell-bent on biting you to death; a thin metal plate strapped -to say, your arm- to put between you and the Teeth of Doom makes a lot of fucking sense. That's not arrogance or 'Arm-chair quarterbacking' that's...basic human intelligence.

Humans have had a long, sordid history of overcoming problems. Bandits in the country-side? Build and patrol a wall around your town. Don't feel like going into battle with nothing more than a tunic? Build some weapons and armor. Disease wracking the population? Maybe stop shitting in the water supply.

Also there's natural selection to consider -i.e.: the dumb ones don't tend to last very long. The folks who *don't* get into the habit of maintaining a vigil, who *don't* clear every new building they come across, who *don't* take basic steps to protect themselves against everyday hazards: get fucking killed.

I'm not expecting survivalist genius levels of foresight; but the obvious calls should be available.
 

Legendairy314

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Zhukov said:
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 occurred to me. (I thought Molly was pretty great too.)

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.
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.
 

Amaror

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hazabaza1 said:
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.
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.
There's one pretty funny thing they imported from season 1.
In season 1, i can't remember when exactly, at one time in a normal dialogue wheel there was an option that made you swear in front of clementine.
Now when you chose to swear, when clementine drops the bottle of water in the beginning she will say: "Oh, shit!"
When you didn't chose to swear, she will say:"Oh, shoot!" Nothing major, but still a cool little thing.
 

Tuesday Night Fever

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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?
Someone trying to keep Clementine alive is purposely trying to be a dick? Huh?

Christa was captured. She was unarmed, and completely surrounded by armed men (some with firearms). You're a small child with... a rock... and you're up against multiple armed opponents who are all significantly larger and stronger than you. The odds are massively stacked against Clementine in that situation, regardless of your choice. The only difference the choice makes is that sneaking away is the one that, assuming you don't already know the results, is the one with the highest likelihood of Clementine surviving (not to mention it's the one that Christa clearly wants you to take, since she's telling the bandits she's alone to protect you). Let's face it, Clementine is lucky to have survived that scenario as-is. If walkers hadn't shown up when they did, Clementine probably would have lost that fight. And she definitely would have lost it if more than one guy had gone to chase her down, which is much more likely to happen if you take the option to distract them (assuming you don't already know what the result is). So in the Christa situation, sneaking away, in my opinion, is actually the only smart choice if you're looking to stay alive - especially since Christa is trying her damnedest to convince the men that she's alone so that you can escape.

As for the dog, putting it out of its misery is a completely unnecessary risk. Wounded animals act defensively, especially when around strangers that they perceive as possible threats. Clementine tried to take food away from it when it was starving, so it saw her as a threat. With how close you have to get to put it out of its misery, you're just asking to be mauled a second time.
 

Raikas

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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 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.

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.
 

senordesol

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Raikas said:
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 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.

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.
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.

I guess that's why I don't really *get* horror movies or media in general. To me, a bunch of stupid, panicky people getting bumped off isn't scary...it's expected...and kind of funny. The things that truly scare me, that compel me to sympathize with characters rather than guffaw at their demise, is when they think, plan, and execute...and then -despite all that- it all goes to shit anyway. Just when I think they might actually have a chance...that's when I'm the most vulnerable -horror wise. "Best laid plans" and all that...