So I recently finished Walking Dead Season 2 as my Uni Break just started last week, so I didn't get to post on the thread a while back.
I was happy with the story we got this season. At first it was a bit odd to me that they killed of Carver, who looked like the Big Bad for the season, in Episode 3.
But I liked what they gave us instead of that story line with Kenny's decent into madness after reliving the loss he suffered in Season 1, and focusing on Clementine's relationship with Jane, a big sister figure, and existing relationship with Kenny, a father figure. It was sad seeing Kenny fall into the darkness within himself and become more and more alienated to the group, to the point where he couldn't be redeemed.
I think the story line focusing on Clementine's relationships was a lot more interesting and emotionally impacting rather than giving us something cliche and similar to season 3 and 4 of the TV show with the Carver story line.
Anyway I think Telltale needs to do two things, to improve the difficult choices:
1. Have a penalty for Clementine whenever she takes physical risks:
Whenever the option came up to take a physical risk to helps someone I had no hesitation in taking it, whether it was running up to Carver and getting taken hostage in the Lodge or jumping in the Ice to help Luke, I knew that as the main character I couldn't die so I could take as many risks as I wanted. So I took all the options to hurt myself to protect others and the only penalty was some bruises on Clementine.
Telltale could implement a variable like 'Clementine's Stamina', taking risks like running up to Carver in the Lodge or staying in the trailer to get Sarah moving would deplete this value, and it would only recover partially when Clementine rested in the story. This variable would affect my ability to help people in the future choices, locking me out of options to save people, for instance maybe I couldn't jump in the ice to save Luke if I took to much damage in the previous episodes.
2. Actually have to story significantly change in response to our choices:
Choices weren't meaningless in the game, they changed what people said to you and how they felt about you. But It would be good if choices affected events themselves. In Season 1 every choice felt meaningful and that it would have a huge impact, but when we beat Season 1 most of us realised we still followed a critical path, our choices never deviated from that critical path too far.
So when you play Season 2, knowing that we're never going to deviate too far from the critical path affects decisions you make. For example in episode 2 when you have the choice to give yourself up or sneak away to Kenny. I chose to give my self up thinking that Carver would kill Carlos if I didn't, but part of that decision was made thinking that I was probably going to be captured anyway since being captured was part of the critical path.
Telltale needs to come up with some way to make our choices significant and work with the episodic content structure. Perhaps episode 3 could play out differently if we chose to give ourselves up or run away, we could have the start of the current episode 3 for the choice of giving ourselves up, and have a scene where Kenny, Clementine and Luke break into Carver's fortress at the start of Episode 3 and then episode 3 plays out normally if we ran away.
I still like Season 2, I thought it was on par with Season 1, they were both great, they just focusing on different ideas and characterization. However I think Telltale could make the tough decisions even harder with those changes.
So what are your thoughts on those suggestions and in Season 2 in general?
I was happy with the story we got this season. At first it was a bit odd to me that they killed of Carver, who looked like the Big Bad for the season, in Episode 3.
But I liked what they gave us instead of that story line with Kenny's decent into madness after reliving the loss he suffered in Season 1, and focusing on Clementine's relationship with Jane, a big sister figure, and existing relationship with Kenny, a father figure. It was sad seeing Kenny fall into the darkness within himself and become more and more alienated to the group, to the point where he couldn't be redeemed.
I think the story line focusing on Clementine's relationships was a lot more interesting and emotionally impacting rather than giving us something cliche and similar to season 3 and 4 of the TV show with the Carver story line.
Anyway I think Telltale needs to do two things, to improve the difficult choices:
1. Have a penalty for Clementine whenever she takes physical risks:
Whenever the option came up to take a physical risk to helps someone I had no hesitation in taking it, whether it was running up to Carver and getting taken hostage in the Lodge or jumping in the Ice to help Luke, I knew that as the main character I couldn't die so I could take as many risks as I wanted. So I took all the options to hurt myself to protect others and the only penalty was some bruises on Clementine.
Telltale could implement a variable like 'Clementine's Stamina', taking risks like running up to Carver in the Lodge or staying in the trailer to get Sarah moving would deplete this value, and it would only recover partially when Clementine rested in the story. This variable would affect my ability to help people in the future choices, locking me out of options to save people, for instance maybe I couldn't jump in the ice to save Luke if I took to much damage in the previous episodes.
2. Actually have to story significantly change in response to our choices:
Choices weren't meaningless in the game, they changed what people said to you and how they felt about you. But It would be good if choices affected events themselves. In Season 1 every choice felt meaningful and that it would have a huge impact, but when we beat Season 1 most of us realised we still followed a critical path, our choices never deviated from that critical path too far.
So when you play Season 2, knowing that we're never going to deviate too far from the critical path affects decisions you make. For example in episode 2 when you have the choice to give yourself up or sneak away to Kenny. I chose to give my self up thinking that Carver would kill Carlos if I didn't, but part of that decision was made thinking that I was probably going to be captured anyway since being captured was part of the critical path.
Telltale needs to come up with some way to make our choices significant and work with the episodic content structure. Perhaps episode 3 could play out differently if we chose to give ourselves up or run away, we could have the start of the current episode 3 for the choice of giving ourselves up, and have a scene where Kenny, Clementine and Luke break into Carver's fortress at the start of Episode 3 and then episode 3 plays out normally if we ran away.
I still like Season 2, I thought it was on par with Season 1, they were both great, they just focusing on different ideas and characterization. However I think Telltale could make the tough decisions even harder with those changes.
So what are your thoughts on those suggestions and in Season 2 in general?