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Originally Posted by double_u
It's kinda like Star Trek where all shit in the universe is always thrown at Enterprise to the point people should wonder, "Man, wtf is up with their bad luck?"
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I have a theory on that actually. I think the Enterprise is the Federation's ship specifically marked for galaxy threatening disasters. The Federation doesn't actually tell the people on it that, but I think they always staff it with what they think are their very best troops and equipment and any time anything slightly dangerous happens they send the Enterprise and just tell them it's a "routine assignment".
Every other ship is off doing boring routine stuff like charting stars or surveying comets, but anytime one of them sees anything remotely suspicious, they high-tail it out of there and the Federation reassigns the Enterprise without telling them they think something is up. They just say "You're the only ship in range." Notice like every time another Federation ship is in these situations it always gets wiped out?
I think it's really obvious in Star Trek V when the newly made Enterprise doesn't even work and they still send it on assignment. They can't pull the no ship in range excuse since they’re still in star dock so they say "There aren't any ships in range...with an experienced crew." The Enterprise is the Federation’s go to solution for everything wrong in the universe. That's why several generations later a completely different crew in a completely different Enterprise end up in the same situation as the original every week.
Anyways, on topic. Speaking for only the game, I don't think you have non-stop bad luck as much as that's what was focused on. There's apparently three months where no one was bitten or died and another few weeks after with bandit attacks where no one was killed either. It's just you always rejoin the story right before something bad happens.
I think that could have been reigned in a little with just a few more spots to breath. One of my favorite parts in the game was actually just in the drug store in the first episode where you get to walk around and talk to people. Same at Hershel's farm. I get as the story moves closer to a conclusion there would naturally be less of that, but I think there could have been a few more parts like that.
Specifically at the end of episode three, it would have been cool if like at the end of the first episode, you walked through the train and just got a feel for everyone. Especially since the group changed so drastically in that episode. Another good time for that would be after you first get into the manor in episode four. You're kinda railroaded towards the attic and then Kenny wants to go after the boat. Would have been nice if there was a beat where you could talk a little to everyone in between, instead of just Christa, Omid and Clem briefly.
As for the dead thing, you're pretty much right that there simply isn't a lot you can do a lot with them and in something longer than a movie it's even harder to keep them interesting to an audience, so human conflict often trumps them for anything story focused in the zombie genre.
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.
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Originally Posted by Rock114
I like humans being the antagonists. Personally, I'd like a "Governor" type character to be the main antagonist of Season 2, someone we know is actively trying to kill us/take what we have. Not like the walkie dude who we only got a few bits of before the very end, but someone who we have seen, know who they are, and know that they want us dead.
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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.
Spoilers for the comic.
The time when some of Rick's crew rob the Wal-Mart near Woodbury and kill some of their people in process, under different circumstances, might have made an interesting moral gray area our "heroes" could have entered. Could have created for some interesting conflict about where you draw the line between survival and humanity. But at this point the Governor has already established himself as so ludicrously irredeemably evil that it just boils down to good guys fighting bad guys.
I actually found the conflict between Rick's people and the prisoners more interesting. The one guy was a psycho, but the rest of them weren't and they had been staying there for months when all these other people come in, take over and some of them treat them like shit and hurl accusations at them. I wish that had actually gone on a little longer, I felt there was some potential there for some interesting conflict. Maybe have the prisoners try to get people not happy with Rick to come over to there side while the covertly plan a revolt.
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.