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Played the whole time for nothing

posted by Against--Me! on - last edited - Viewed by 678 users

*edit* I shouldn't say for nothing, the whole season was pretty damn awesome, I guess I just expected a little more at the end.

So let me say first I was definitely very disappointed in how the episode ended, and i'm not sure if I just
played through this one faster but it seemed so much shorter then the other episodes. Anyway, as I finished and it was telling me how my decisions compared to other people's decisions all I could see was,

Enter choice one here
Enter description here

Enter Choice two here
Enter description... etc, so I have no idea what the decisions even were. Had I thought at the moment, I could have came here and asked you guys what they were, but its too late for that now.

EDIT 2** I just realized you can go back and check your stats. Would anyone be so kind as to type out for me the choices in order 1-5 with anything i'd need to know to help me figure out how my decisions related to others.

As well as what I said above the percentage bar says "You and 49% of players result 1:1"

28 Comments - Linear Discussion: Classic Style
  • @Against--Me! said:
    As well as what I said above the percentage bar says "You and 49% of players result 1:1"

    I have the same problem. Had it in Episode 4 too. Very annoying.

  • @PerttuLaulaa said: May be Kenny did not died, he was only "lost" after he jumped in to that dead trap.

    He did die. At the end it gives you a summary of major events with each character. Under "Kenny" it says he died in an alley in Atlanta.

  • @bwat47 said: If you play episode 5, and after the end all you think is "zomg my choices didn't change everything" than you missed the entire point of this game.

    I think you assign too much credit to the development team. From a practical standpoint, it would have been much more costly and time consuming for them to change game outcomes based on choices the player makes.

    For example, if you merely make two choices five different times that each generate different endings, then you must script, voice act, and code 2^5=32 unique endings. It's not any more complicated than that.

  • I love it when people say 'It's not any more complicated than that'.

    Brain surgery? It's just finding the right bit and making an incision. It's not really more complicated than that!

    Providing soup as part of a soup kitchen is really easy! You just make soup and give it to people. I mean, what could be easier, huh?

    I mean, no one needs to be paid or have to resource manage any of this. It all just happens.

    That's gripe one out of the way.

    Gripe two - dramatic irony / emotional engagement.

    The Walking Dead is an adventure game. Well, at least it is in terms of a product to be sold. But it has a storyline that isn't: Run here, pick up some coloured keys, solve a puzzle, fight some mutant plant zombies. I'm not defending some of the plot points, but I am going to state that I think some people do not seem capable of grasping the point of a story having dramatic irony and/or emotional engagement.

    Example: In episode 4, if you save Ben he proclaims that he will prove everyone wrong and do something good.
    Pro tip: just because a character says that, does not automatically mean that it will happen. And there's dramatic pay-off to be had in that.

    When I saved Ben I felt great and that something I've done just might pay off. And when Ben and Kenny had their big, emotional outburst at the beginning of episode 5 I thought that his moment of truth was almost upon me.

    Then he falls off a roof, puts everyone in danger and ends up getting Kenny killed. Ben was never destined to become great but Western media tends to push us towards the guy who redeems himself at the last minute to save everyone. Think the drunk, older guy in Independence Day who kamikazes into the mothership or anyone in a disaster movie who fits the role of 'redeemed in time to save mankind' role.

    I happened to like The Walking Dead for not falling into that trap. Instead I think it's a great tragedy - it has all the components for a Shakespearean bloodbath, including Clem as the true innocent who survives everything to fight another day.

    Lastly, this is a story and not real-life. Even the greatest stories are full of holes if you poke at them hard enough. Worried that the herd could not have come all that way from Macon to Savannah? Relax, the herd is a plot element designed to create an element of terror - it represents the notion that no matter how far and how hard you try to run and escape (shambling) death, it will eventually catch up with you.

  • @mlmayo said: He did die. At the end it gives you a summary of major events with each character. Under "Kenny" it says he died in an alley in Atlanta.

    I did not saw that. I was may be in shock after that ending. But maaaan, that sucks. :(

  • It never said he died, it said he was "lost" in an alley way in Savannah. TTG went to great lengths to make Kenny's fate ambiguous, but also imply that he didn't make it without the player actually knowing for certain. From all the evidence in the game, the best conclusion we can come up with is that he MIGHT have survived, but is MOST LIKELY dead. I, personally, am of the thought that he didn't make it but that doesn't mean he is dead without question.

  • Yeah, I had the same problem with the choices myself. My saves were corrupted.

  • Sigh... I'm not sure it was me expecting more... It was me more expecting closure and happiness to such an awesome game... Instead it's sadness and depression I feel for the characters ... How the hell does a game pull this off? HOW? Telltale, TELL US YOUR SECRETS.

    I just don't know what to do with my life after playing this game... It just makes me so sad just thinking about it... Having this desktop background probably DOES NOT help... ;_;

    YeDY8.jpg

  • "As an answer to your second post: This was the first time i broke my principles, reloading and not regreting, but as it turned out it didnt change anything so i f.. up my own experience for nothing."

    If you were still buying this whole 'choices matter!' nonsense, friend, you did kinda get what you deserved.

    "My only complaint besides it being short was lack of closure. It should have shown Clem finding Christa and Omid at the train at the very least so it can sit a little easier."

    Yup--it was a terrible blunder. You spend the rest of eternity chained to a radiator in order to spare Clem exactly nothing (you think she won't be horribly aware that you turned, chained to a radiator, forever?), and don't even get the catharsis of a reunion.

    "The game wasn't about your choices making "mechanical" differences in the ending, and I'm glad they didn't. The choices weren't meant to literally change the outcomes, they have to do with how Lee deals with the other characters, how they deal with him, what Lee is willing to do, what kind of person becomes, and his bond with clementine."

    Congratulations on the most meaningless post ever written. Nothing you do made any difference at all in the story--your choices simply didn't matter--but your claim is that your choices mattered. Swell. If you don't have any choices, then, no, they DON'T "have to do with how Lee deals with the other characters", because THEY ALWAYS DEAL WITH HIM THE SAME WAY.

    How much is TTG paying you to post this kind of nonsense?

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