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...so where the heck WAS Clementine at the game's end?

posted by Robert Morgan on - last edited - Viewed by 645 users

You can give Clem a variety of different advice or directions while you're dying - train, boat, whatever - but no matter what, the final scene always shows her in a location that doesn't seem to be anywhere near the places you tell Clem to go.

If I have one complaint about THE WALKING DEAD video game, it's the sense that most of the narrative is "scripted" and fixed by the developers. You choose one character's life over another, only to watch them die later on. You can't stop Vernon's betrayal. You can't stop the group from stealing the supplies in the stranger's car. You can't save Duck from being bitten. You can't save yourself from being bitten. You can't prevent Lee from dying on a cold floor inside an abandoned jewellery store. And you can't see Clem in any other environment at the end except the one that the programmers personally decided would be best for the story.

At the very least, I wish Telltale had done a little with the background to indicate Clem was somewhere close to the location I told her to go; maybe some seagulls flying over the horizon to show you're close to the shore, or the dim outline of a train in the distance...just one or two details to suggest that maybe a few of my choices had some effect by the conclusion.

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  • @Robert Morgan said: You can give Clem a variety of different advice or directions while you're dying - train, boat, whatever - but no matter what, the final scene always shows her in a location that doesn't seem to be anywhere near the places you tell Clem to go.

    If I have one complaint about THE WALKING DEAD video game, it's the sense that most of the narrative is "scripted" and fixed by the developers. You choose one character's life over another, only to watch them die later on. You can't stop Vernon's betrayal. You can't stop the group from stealing the supplies in the stranger's car. You can't save Duck from being bitten. You can't save yourself from being bitten. You can't prevent Lee from dying on a cold floor inside an abandoned jewellery store. And you can't see Clem in any other environment at the end except the one that the programmers personally decided would be best for the story.

    At the very least, I wish Telltale had done a little with the background to indicate Clem was somewhere close to the location I told her to go; maybe some seagulls flying over the horizon to show you're close to the shore, or the dim outline of a train in the distance...just one or two details to suggest that maybe a few of my choices had some effect by the conclusion.

    It's a FATE. Can you change the fate? No one can change the fate...

  • @zev_zev said: It's a FATE. Can you change the fate? No one can change the fate...

    ...Except Fate.
    DUN DUN DUN!

  • Fate has spoken to me.
    It says she's in the US of A

  • @zev_zev said: It's a FATE. Can you change the fate? No one can change the fate...

    Except fate is bullshit. There is no scientific proof of fate existing.

  • Well to be honest, I don't know about the shore, but I know they kind of showed a cut scene that made it look like the train was swamped with zombies. Clem had already been near the harbor with Lee when they first met Molly, and even though she was focused on Lee, I'm sure she would have seen that there were no boats. She maybe assumed that the shore would be the same (or maybe even tried it and found that it was either swarmed or there were no boats).
    Sometimes plans don't work out.
    But also keep in mind that sometimes they showed previews that weren't quite true, or were at least misleading. I vaguely remember seeing what looked like Christa shoot herself. I wish I could remember which preview that was for. In any case, that certainly didn't happen in the game (at least not yet).
    Maybe it was just to signify that Clem would be somewhere, alone, with no options of 'quick' or 'safe' travel, having to make the choice of whether or not to trust a new group of people.

  • @Desmodus87 said: Well to be honest, I don't know about the shore, but I know they kind of showed a cut scene that made it look like the train was swamped with zombies. Clem had already been near the harbor with Lee when they first met Molly, and even though she was focused on Lee, I'm sure she would have seen that there were no boats. She maybe assumed that the shore would be the same (or maybe even tried it and found that it was either swarmed or there were no boats).
    Sometimes plans don't work out.
    But also keep in mind that sometimes they showed previews that weren't quite true, or were at least misleading. I vaguely remember seeing what looked like Christa shoot herself. I wish I could remember which preview that was for. In any case, that certainly didn't happen in the game (at least not yet).
    Maybe it was just to signify that Clem would be somewhere, alone, with no options of 'quick' or 'safe' travel, having to make the choice of whether or not to trust a new group of people.

    I guess that's the best way to look at it. I just can't help comparing the game designers to the gods of Greek mythology, pre-ordaining the lives of characters we've come to love to an inescapable doom. (Yeah, I know I'm thinking about this way too much. Maybe that just shows how successful the game was at keeping me invested on an emotional level. On the other hand, that also proves the people at Telltale are pretty damn sadistic.) :( ;)

  • @anonymau5 said: Except fate is bullshit. There is no scientific proof of fate existing.

    Well, this is a game with zombies. Fate can certainly exist in TWD universe, as it is not our own.

    We see at the beginning of episode 5 that the "herd" of walkers is pouring in from the train, so it's only logical to assume that if Clem did indeed go there, it was swarming with walkers and thus far too dangerous. The same can probably be said for the shoreline.

    If you tell Omid & Christa to look for you immediately(and tell Clem the same), there's only a certain amount of time you should spend searching an undead-filled city for companions before it becomes too dangerous. At some point you need to decide that they're dead or gone, and leave the city to protect yourself(especially if you're inexperienced with self survival like Clem).

    We can assume that the scene we see after the credits takes place after she goes to whatever we tell her to, sees the area is surrounded by thousands of walkers, and decides to leave the city.

  • First off, I srsly want to know How did Clementine get passed that crowd of Walkers after she left the building....Secondly...I remember Lee asking her if she knew her way, and she said "Yes"...But how did she get to the middle of no were in a field?! xD

  • @Cherish said: First off, I srsly want to know How did Clementine get passed that crowd of Walkers after she left the building....Secondly...I remember Lee asking her if she knew her way, and she said "Yes"...But how did she get to the middle of no were in a field?! xD

    she [insert your imagination here] to get past the walkers and end up in that field

    @Cherish said: It's a FATE. Can you change the fate? No one can change the fate...

    there is no fate but what we make, but judgement day is inevitable

    fate is complicated

  • Clem.used the roof system like Lee, she is little so can sneak plus the muck was still on her. Infact she had blood from a walker she beat with a baseball bat on her.
    Clem decides for herself to get out the city and ends up in a field.
    Lee went through that map with her remember. How else could she find lee by the front looking for a boat

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