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The Ending is Absurd, and Very Poorly Done

posted by JackSchirmer on - last edited - Viewed by 715 users

The ending to Episode 5 was a hopeless bungle.

Lee's great "sacrifice", chaining himself to the radiator, is a preposterous mistake completely at odd with The Walking Dead universe. Worse, it's no sacrifice at all. First, it's unimaginable that Clem, if she even survives the city (and recall that we forgot to, you know, actually tell her how to find Omid and Christa--oops!), won't be forever haunted by the image of zombie Lee chained to a radiator in a windowless room for all eternity. The big deal he makes, that she shouldn't shoot him, is horribly, horribly misguided. Putting down someone before they turn is extremely cathartic. It was a point of honor, pride, and closure for Carl to put down Lori in the tv series. They got it exactly right there. In the game it completely spoils the whole ending, since Clem doesn't get that closure.

Second, are you kidding me? We're left with no cutscene, no reunion with Omid and Christa where we see Clem finally escape? It's clear that TTG badly rushed the entire episode, from the incredibly brief playing time to the pointless recycling of locations, but this was the worst sort of failure--betraying a fundamental point of The Walking Dead universe. It played exactly as though the developer simply hit the wall of a deadline and had to quit without finishing.

Very, very disappointing.

51 Comments - Linear Discussion: Classic Style
  • He's probably in shock, and the first stage of grief.

  • @JackSchirmer said: The ending to Episode 5 was a hopeless bungle.

    Lee's great "sacrifice", chaining himself to the radiator, is a preposterous mistake completely at odd with The Walking Dead universe. Worse, it's no sacrifice at all. First, it's unimaginable that Clem, if she even survives the city (and recall that we forgot to, you know, actually tell her how to find Omid and Christa--oops!), won't be forever haunted by the image of zombie Lee chained to a radiator in a windowless room for all eternity. The big deal he makes, that she shouldn't shoot him, is horribly, horribly misguided. Putting down someone before they turn is extremely cathartic. It was a point of honor, pride, and closure for Carl to put down Lori in the tv series. They got it exactly right there. In the game it completely spoils the whole ending, since Clem doesn't get that closure.

    Second, are you kidding me? We're left with no cutscene, no reunion with Omid and Christa where we see Clem finally escape? It's clear that TTG badly rushed the entire episode, from the incredibly brief playing time to the pointless recycling of locations, but this was the worst sort of failure--betraying a fundamental point of The Walking Dead universe. It played exactly as though the developer simply hit the wall of a deadline and had to quit without finishing.

    Very, very disappointing.

    watch after the credits and you'll see a short teaser epilogue that will lead to season 2

  • It could have been executed better, but the handcuffing was obviously meant to be poetic.

    Lee starts the game handcuffed, next to the corpse of a law enforcer, who e then had to kill
    He ends the game handcuffed, next to the corpse of a law enforcer, who his protege had to kill

    regardless of the scenario its clear they were keeping this part in.

  • @JackSchirmer said: First, it's unimaginable that Clem, if she even survives the city (and recall that we forgot to, you know, actually tell her how to find Omid and Christa--oops!), won't be forever haunted by the image of zombie Lee chained to a radiator in a windowless room for all eternity.

    You do realize that people have gone through much worse with their loved ones in the comics, yeah? Traumatic things happen in this series.

  • the ending was amazing and very emotional.

    where are these trolls coming from? quantic dream i bet.

  • @CharmingBirch said: LOL.

    Everyone's entitled to their opinion. I think they did an amazing job. By far the best game I have played this year, possibly one of the best in the past few years.

    Play more games, then. Play two.

  • @Snake Liquid said: I like how the original poster doesn't realize that he made the choice to tell Clementine to leave him, when he could have made the choice to have her shoot him and put him out of his misery. Even if you did choose for her to not shoot him, it's not a terrible ending at all. The Lee's that don't want Clem to shoot him don't want her to have to experience taking a life. Especially not someone she clearly and obviously adored so much and right after having seen her parents as walkers.

    Oh and by the way, my Lee told Clementine to make her way out of the city and back to the train where Christa and Omid are waiting. He even asked her if she remembered the way back and she said yes. Then, he asked her to shoot him.

    The ending was fantastic in my opinion. And it was ALWAYS going to end with Clem in a field alone. That was the picture we were presented with for the locked Episode 5 way back when Episode 1 was first released.

    Er, not in the PC version you didn't. Sorry, I'm not taking the heat for TTG's inability to cross platforms.

  • @JackSchirmer said: Er, not in the PC version you didn't. Sorry, I'm not taking the heat for TTG's inability to cross platforms.

    Uh.. I have the PC version. It seems that you're just wrong. Get over it.

  • @K0t0 said: It could have been executed better, but the handcuffing was obviously meant to be poetic.

    Lee starts the game handcuffed, next to the corpse of a law enforcer, who e then had to kill
    He ends the game handcuffed, next to the corpse of a law enforcer, who his protege had to kill

    regardless of the scenario its clear they were keeping this part in.

    Repeating an extremely minor theme is not 'poetic'. Sorry.

  • @Dildor said: OP is mad that Clementine doesn't shoot Lee, and that there is no cutscene afterwards with Clem showing what happens.

    Read for comprehension. I objected to the lack of closure, the inability of Lee to relay even basic survival information, and the inability to obey one of the fundamental emotional rules of The Walking Dead universe: you don't leave your people as zombies.

    But by all means, make stuff up when you can't follow the argument.

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