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Old 02/23/2013, 01:06 pm   #16
zjs
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Join Date: Feb 2013
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Quote:
Originally Posted by Jaded X Gamer View Post
I feel one undead element missing from the Walking Dead game is there wasn't really much of the angst involved with seeing people you know come back as zombies. At least not people you liked anyways. There's the Clementine nightmare, but it's just a nightmare. Duck is either shot or left behind before he turns. You see Brie come back, but I don't think many of us really liked her all that much.

The drug store in episode three seemed like a really natural place to have a moment like that. Instead of the helicopter pilot guy it should have been a zombified Doug or Carley (whichever got left behind). Then when you get back to the motor inn you could talk to whichever one survived about what you saw.

Honestly the governor just annoyed me. He's so ridiculously over the top he might as well have been wearing a sandwich board sign that read "I am a bad guy! LOL!" I know there are horrible people out there, but I feel that having someone so transparently evil actually kinda kills the drama and in these kinds of stories I find some moral conflict is more interesting than the traditional good/evil dichotomy.

I actually liked the stranger because he does have some kind of legitimate grievance. He ballooned that out into a crazy revenge fantasy that really only made sense to him, but it did start with something that was effectively a rock and a hard place decision. Imagine if it was flipped flopped. If someone stole all your supplies, you go after them, kill a bunch of them only to realize they were just a bunch of starving people with kids who didn't know what else to do.
Lee's brother? Clementine's parents?

On that point: why didn't Chuck reanimate? You find him half eaten in the sewers.

It works very well when it relates to losing someone. The finale draws a lot of its emotion from losing Lee to turning; the scene with Duck draws its emotions from the same base and the scene in the meat locker is so charged because of it. I think telltale are actually more skilful in using this sadness/expectation to tell the story, without resorting to the funfair ghost train style of 'shock horror' that results from the actual turning. I mean, all it adds is a "totally unexpected" change in which the character scrambles away before being forced to brutally kill the new walker.

I agree on The Governor. His character, in the t.v. series at least, is antagonistic almost for the sake of it. Every action is ludicrously over the top. An injured stranger? CUT OFF HIS HEAD AND KEEP IT IN A JAR. A group of seemingly friendly, militarily trained men? PUMP ALL OF OUR AMMO INTO EACH OF THEM BEFORE EVEN TRYING TO TALK etc. However much anyone tries to justify it with the 'he was just making sure they didn't attack' baloney; the only justifiable response is that he's deranged and almost comically over the top. Not killing the injured man and then speaking to his unit would've - I'm almost certain - yielded many more well trained members of Woodbury. Instead, the guys are completely ambushed and surrounded so there's no threat, and yet they shoot without even bothering to talk to them.

This was why Kenny wasn't my 'bro' so much as he was a very effective storytelling tool and one of the best character arcs. He follows a 'protect my family at all costs' path, becoming more and more pragmatic and willing to get his hands dirty, and loses them all despite this, causing him to re-evaluate himself and his choices. It's what Shane's character in the series should have been and started out as, before he went full evil.

The supplies weren't really the crux of it though. That he was more of a lunatic, and not too dissimilar to the woman in the camp who saw themselves as Clem's protector was the meat of it, really. The supplies were a nice attempt to tie it in, and shocked me a lot at first with the reveal, but they were more of a secondary grievance to his paranoid delusions.
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