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Episode 3 ruined everything

posted by falcon168 on - last edited - Viewed by 3K users

The first time I'm not looking forward to new release at all. If it comes out, I'll play, if not, I'm not bothered. Well done TTG! episode 3 ruined everthing and also appeared everything about that fake choice making.

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  • Then you prolly sided against him one too many times. In my game Kenny was depressed of course but harbourned no ill will towards Lee, toher than what is normally expected after losing one's family.

  • Epiosde 3 Choices do matter because they reflect on who lives and dies

  • @GamingDragon316 said: Epiosde 3 Choices do matter because they reflect on who lives and dies

    I give up. If you want to hail thos game as perfect then go on ahead, but you aren't really giving real feedback. I love this game, but I see room for improvement.

  • Have you ever played an adventure game before TWD Xeboiz?

  • @LokiHavok said: Have you ever played an adventure game before TWD Xeboiz?

    Plenty, but the one closest to this would probably be blade runner. This game has it as a main feature to be changed by decisions made however which makes it less like a traditional adventure game.

    A few examples of adv. Games would be:
    Monkey island (series)
    Day of the living tentacle
    Blade runner
    Phantasmogoria (1and2 although 2sucks)
    Etc.

  • @martymcfly said: The emotions you felt. A character that died - and meant something to me - might have meant something completely different to you, or even been a different character entirely. In my save, I feel like I have protected Clementine every step of the way - did you? If these small nuances aren't enough for you then of course that's fine, but I think it's a shame because they are what make The Walking Dead - at least for me personally - so special.

    I agree. I made three different save slots and I thought it was really cool the different things that happened.

    -Fighting Kenny/Talking it out with him

    -Shooting Duck yourself/Letting Kenny shoot him

    -Doug dies/Carly dies (you feel different about each death)

    -Multiple ways to raise Clementine. (Morals/Whatever for survival/etc)

    -Multiple ways to make your Lee

    -Siding with Kenny/Lilly

    -Telling the group about your secret/ not telling anyone/only telling selected people

    -& much more

    I think I'm the only one who appreciates these different choices and changes, since I see people bitch about the choices not mattering. I thought it was really cool the different things that play out which make this game that much more special.

  • @Xebioz said: Plenty, but the one closest to this would probably be blade runner. This game has it as a main feature to be changed by decisions made however which makes it less like a traditional adventure game.

    A few examples of adv. Games would be:
    Monkey island (series)
    Day of the living tentacle
    Blade runner
    Phantasmogoria (1and2 although 2sucks)
    Etc.


    Well then you know more than most about how these types of games are formatted and executed. To expect a plethora of branching storylines is really beyond the scope a traditional graphic adventure game.

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    CTP

    @LokiHavok said: Well then you know more than most about how these types of games are formatted and executed. To expect a plethora of branching storylines is really beyond the scope a traditional graphic adventure game.

    I don't think anyone expected a "plethora" of branching storylines, but from the advertising ("Your actions and choices will affect how your story plays out across the entire series.") I would at least expect a handful of those and certainly differences in the survior group at the end of EP3.

    Also, I completely disagree with your statement that branching storylines are beyond the scope of a traditional graphic adventure game. Did you ever play "Indiana Jones and the Fate of Atlantis"? That's a great example, don't you think?
    I think adventures are one of the most suitable game types to host a branching story. It may be more complicated than an interactive movie but certainly easier than a RPG.
    Admittedly, it is a lot of work but if TTG is not willing to put this effort in their games they should at least not advertise it. I'd be happy with a linear adventure TWD...

    CTP

  • @SonnyN18 said: I'm tired of everyone complaining about Carley/Doug's death and the supposed lack of choices in the game.

    Carley/Doug were most likely close to Lee, with the former even hinting at a romance. Lilly had been strained since day one, and Larry's death only served to make her more paranoid. It's fitting that she would snap and try to take control of something, because she had nothing left, and kill someone. I tried to stay neutral throughout episode 2 and decided against killing Larry and thought I had a good grasp of what was right and wrong. I made decisions that, while may not have been the best for survival, helped me keep my humanity intact. I had allies, especially in Carley, who I shared a mutual trust and bond with. Episode 3 throws all of that for a loop and Carley/Doug's death as well as Chuck's words of wisdom served as a lesson that Lee has to do whatever it takes to protect the ones he loves. I found myself in episode 3 making more pragmatic and sometimes harsh decisions for the sake of survival. Carley's death pushed me over the edge and made me decide that whoever would try to fuck with me would get left behind.

    Now, ask yourselves, what other game makes a player go through an emotional journey like that? For what purpose would being a God-like character who can control every situation and save everybody he wants towards a happy ending serve? I am kind of pissed at the TV show for keeping Shane and Daryl as long as they did just because the characters were popular. Just about everybody who died in season 2 were arguably the least popular characters. At the end of Episode 3 of the game, I was left with people I had bad blood with or just flat out didn't trust. The safety is gone. This is the zombie apocalypse.

    Lee foreshadowed somewhat the events and themes of episode 3 when reflecting on Hershel's farm with Kenny at the pharmacy: "You didn't have a choice. You think you do when you look back on it, but in a moment? When things are really out of control? You don't have any choice."

    Especially in episode 3, we'll find that a lot of the time, the story will be driven by the plot, and that means things will be out of your control. People will die, but that doesn't mean you should take a fatalist approach to life. What's important is what you do with the situations put in front of you and the time you have with the people you're with. You will grow as a person, and in this case, things will definitely resonate with Clementine. Just because someone dies doesn't mean that everything you did with them was for nothing. This game IS about choice, but not control. In the zombie apocalypse, not everything will be driven by characters, and not everything will be fair, and it shouldn't be. Carley/Doug's death was tragic, but it was not written for pure shock value. You have to react to what happened. How mad are you? You spent three episodes building a relationship with these people and now that they're gone, what will you do? Are you willing to abandon Lilly? What does this mean for your decision-making in the future? When you find out that Ben was responsible, what do you plan to do with him? That's what matters.

    My (Lee's) relationship with Carley changed me. This was someone I spent three episodes building a trust with, and who was a constant ally through all my troubles and supported me. Her death enraged me, but I wasn't mad at the game. I was mad at Lilly, I eventually got mad at Ben, but I was also mad at myself for not doing what it took to keep my loved ones safe. Don't tell me my decision to save her in episode 1 didn't matter. She was an ally who was killed senselessly and I would from that point forward would make sure it wouldn't happen again. I decided I would be honest about my past with everyone in the group. I decided not to hide anything from Omid and Christa because I felt that would make Carley, Clementine, and even old Hershel proud. THAT'S my choice.

    If you want to look at it from a technical perspective, there's no conceivable way for the story to accommodate EVERY SINGLE permutation players want. In a story that spans five episodes, things will get harder to stay coherent and Telltale is doing a commendable job with providing a compelling narrative at the same time as providing players with as much choice as they can. If players were given a free roam of the plot, the story would fall apart eventually. Take Skyrim, for example. For the most part, a player has near complete control of how they want to handle a quest, at the cost of a compelling narrative. Mass Effect also understands the need for a coherent plot and even though it gives players choice, certain things WILL happen. Just because certain outcomes are inevitable does NOT mean there is an illusion of choice. The Walking Dead has done a better job, in my opinion, in making choice matter than Mass Effect or Dragon Age. I've played several scenes over again dozens of times and the amount of difference your choices make is staggering. In no way was this created lazily, so give the writers a break.

    You have a choice, and although it may not matter in the long run, it matters NOW.

    This

  • I think the choices you do are more of psychologically nature and I love that.

    Why have so many people choosed to let the last maneater live? I killed both because if one live he will just continue to eat human flesh and kill people for food.

    Why did so many people stop to punsh him after the camera changed position and you saw that everybody is looking at you?


    Everybody in this thread is more or less right. The decisions you make does not influence the story a lot but as said I love this psychologically decisions a lot. Shot her/him, safe him/her fight him/her....

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