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Old 02/23/2013, 02:32 pm   #21
Jaded X Gamer
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I think we can agree that both the parents being together and the Stranger can be chalked up to the hasty writing in episode V. There was no reason not to have inserted the parents into their own separate scene; perhaps in one of the rooms in the (strangely deserted) hotel. Would've added more to it.

Now, let me know if you know any better (as with Chuck), but is there any particular reason for the shift in focus from Clem's parents to the Stranger, beyond his sinister 'you're here soon' message and his later kidnap of Clem? It seemed to me that the majority of the story had always been heading towards finding Clem's parents (right from when you first meet her), which is often clarified and reiterated. Given that Clem and Lee are the central focus, and that Lee's family are done and dusted before the end of episode I, this is logical. However, the story suddenly shifts to the Stranger and her parents become an afterthought - a five second cut scene, shambling together amongst a horde of walkers. Even the aftermath is awful, with Clem supposedly dragging Lee somewhere safe

--- this is completely off topic, but relates. I've seen people criticise animations such as the car battery in the bag and the blowtorch in the back pocket, but these were largely animation based while Clem dragging Lee wasn't just an artistic error; it was a real suspension of belief ---

I know what you're driving at, but what I'm really saying is that it worked better not having this happen. Duck might not be a character you really cared about, but he was important in the story and within the group. His death really is an emotional scene, not least because it encompasses Katja's suicide. I can't help but feel a lot of that poignancy would be lost if you went from choosing who should do it to his reanimation and a subsequent QT event. My Lee was one of the 5% of Lee's who never got a bullet in his head, but a reanimated character such as Lee would also have cheapened the emotional impact somewhat. Can't think of any other character they could have done it with, given that you're out of the pharmacy very soon after saving Carley/Doug.

It would be good to see the shoe on the other foot; but you'd really need to see real, impacting, determinable, choice for that to actually work.
I think you misunderstand me when I said I wanted to see a scene where someone we knows comes back. Or maybe I misspoke when I said there wasn't enough angst over loved ones becoming zombies. I wasn't suggesting the scene with Duck or Larry or Lee or anyone should have been changed to accommodate that, I wouldn't want them changed. I was just saying I'd like there to be a scene where that happens, but the ones where it didn't happen were done for a reason and I agree, there were done masterfully.

But I still think one instance of seeing that happen, seeing someone you got to know for a while and grew to like now shambling around as a zombie, helps drive home the idea that everyone ends up as the dead eventually. I feel there were a few moments where it would have been a natural fit. Specifically the pharmacy in episode three, not episode one. Where that zombie in the helicopter pilot gear attacks, it feels like the could have just as easily been a zombie model of Carley or Doug. That or that zombie at the end of the sewers could have been a zombie Chuck instead of finding Chuck on the ground already dead. In both cases I think they could have added a little emotional impact to what is, as of now, just another zombie attack.

As for the shift between Clem's parents and the Stranger, it feels like there was kind of a missing connection they were driving at. Specifically the Stranger said he had Clem's parents so that's why she probably ran off to him. I think maybe they were expecting the audience to just accept Clem's parents were probably dead by this point and that people were already focused on Lee being Clem's foster parent, and didn't anticipate some people would still earnestly want to find them so late in the game. So the "shift" was actually challenging your claim as Clem's parent, but for people who hadn't given up on finding her actual parents, it would seem jarring.

I've seen a lot of playthroughs where people assumed that straight from the answering machine message that Clem's parents were dead. I guess I was one of the few deluded fools who hoped maybe the mother was still alive. We don't hear her die and there was gun fire, so somebody was fighting back. She was a doctor, she certainly would be valuable to a group of survivors if she didn't die. So I still wanted to find some sign of her parents even after Crawford but I don't think the story was written to anticipate that, I think they assumed with the boat ready and with the time you already spent with Clem most people were ready to just move on.

I guess you could chalk it up to Lee himself already believing he was a father to Clementine. If you pick the "Walk away" option for Vernon he becomes furious. I was actually considering his offer. I figured maybe Lee and Clem could both stay with Vernon. That way we could stay in Savannah and maybe find out what happened to Clem's parents and there be enough room for everyone on Kenny's boat. (I've been wary of boats in ZA's ever since the remake of Dawn of the Dead. )

Still, if the point was for Lee to give up on finding Clem's parents and that's why she runs off to the Stranger who lied and said he had them, I think it could have been made more clearly. Like the option to finally tell Clem about what you heard on the answering machine or point out the obvious that it's been months and even if they were alive they likely moved elsewhere. She could argue against that, clearly in denial about the possibility of them being dead, and that'd make her running off with the stranger a little more clear. Instead the scene we got kinda sounds like Lee can't look for Clem's parents because of inconvenient timing, what with the boat nearly being ready.

And for the record, I'm probably one of the few people who liked Duck from the beginning. An annoying energetic ten year old made things feel like normal. It took me forever to finally pull the trigger on him.
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Old 02/23/2013, 03:13 pm   #22
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I guess you could chalk it up to Lee himself already believing he was a father to Clementine. If you pick the "Walk away" option for Vernon he becomes furious. I was actually considering his offer. I figured maybe Lee and Clem could both stay with Vernon. That way we could stay in Savannah and maybe find out what happened to Clem's parents and there be enough room for everyone on Kenny's boat. (I've been wary of boats in ZA's ever since the remake of Dawn of the Dead. )

Still, if the point was for Lee to give up on finding Clem's parents and that's why she runs off to the Stranger who lied and said he had them, I think it could have been made more clearly. Like the option to finally tell Clem about what you heard on the answering machine or point out the obvious that it's been months and even if they were alive they likely moved elsewhere. She could argue against that, clearly in denial about the possibility of them being dead, and that'd make her running off with the stranger a little more clear. Instead the scene we got kinda sounds like Lee can't look for Clem's parents because of inconvenient timing, what with the boat nearly being ready.

And for the record, I'm probably one of the few people who liked Duck from the beginning. An annoying energetic ten year old made things feel like normal. It took me forever to finally pull the trigger on him.
Will reply to the rest another time.

The added lines and intonation with the dialogue was often like this. I also chose the walk away option with Vernon, and then a telling off or something similar, which I expected to be a gentle chiding with explanations, but was almost Lee smashing his head through a wall. Completely missed my intention. In all honesty, it was only in gentler/reassuring moments - i.e. consoling and almost all words with Clem - that the options were better than I anticipated; the extra words were soothing and the intonation was just right. Other times, it missed the mark.

I thought the parents thing would make a difference at some point, given how it was such a plot point early on. Like you say, it might've been a foregone conclusion, but given that it comes up so many times, I'd have thought the reassurances would count for something. Then again, the answer messages were at the point where I thought I could decide for my Lee; such as with the police officer, where I believed his thinking I was innocent and me essentially corroborating meant that is what I was (setting a brief back story), only to later find out that Lee apparently did do it and there was no option to deny it that wasn't a 'lie'.

Seems like telltale overlooked it somewhat. With the furor over Lee's bite and the rush to get Clem back, it was like her parents' plot line was shoehorned in again. As such, there was no real explanation either way, and then a bone - of sorts - thrown, as "yep, see, they're dead. told you".

I didn't dislike him the way I disliked Carl (in the t.v. series), but he was something of an accessory, who arguably contributed to Hershel's son's demise (by sitting there, not getting out the way etc); though this ultimately fell on Kenny's shoulders. After this point, he didn't make a nuisance of himself and took on some character and relevance, and so was quite believable and restored something of that sense of 'normality', I agree.

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Old 02/23/2013, 04:15 pm   #23
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I think we can agree that both the parents being together and the Stranger can be chalked up to the hasty writing in episode V. There was no reason not to have inserted the parents into their own separate scene; perhaps in one of the rooms in the (strangely deserted) hotel. Would've added more to it.

Now, let me know if you know any better (as with Chuck), but is there any particular reason for the shift in focus from Clem's parents to the Stranger, beyond his sinister 'you're here soon' message and his later kidnap of Clem? It seemed to me that the majority of the story had always been heading towards finding Clem's parents (right from when you first meet her), which is often clarified and reiterated. Given that Clem and Lee are the central focus, and that Lee's family are done and dusted before the end of episode I, this is logical. However, the story suddenly shifts to the Stranger and her parents become an afterthought - a five second cut scene, shambling together amongst a horde of walkers. Even the aftermath is awful, with Clem supposedly dragging Lee somewhere safe

--- this is completely off topic, but relates. I've seen people criticise animations such as the car battery in the bag and the blowtorch in the back pocket, but these were largely animation based while Clem dragging Lee wasn't just an artistic error; it was a real suspension of belief ---

I know what you're driving at, but what I'm really saying is that it worked better not having this happen. Duck might not be a character you really cared about, but he was important in the story and within the group. His death really is an emotional scene, not least because it encompasses Katja's suicide. I can't help but feel a lot of that poignancy would be lost if you went from choosing who should do it to his reanimation and a subsequent QT event. My Lee was one of the 5% of Lee's who never got a bullet in his head, but a reanimated character such as Lee would also have cheapened the emotional impact somewhat. Can't think of any other character they could have done it with, given that you're out of the pharmacy very soon after saving Carley/Doug.

It would be good to see the shoe on the other foot; but you'd really need to see real, impacting, determinable, choice for that to actually work.
The hotel is deserted most likely because of three reasons. 1.) Crawford's killing of walkers etc. probably dragged them out into the street. 2.) The bells would have easily caused the walkers to clear buildings. 3.) The noise from the train?

As for other characters, you could find Carley/Doug inside the drugstore when you go for supplies. In ep 5, when the house gets overrun, just how Brie breached, so could an undead Ben if he died in ep 4. Or the St. Johns could have attacked the motel during the raid. If you leave Duck to die, maybe find him amongst the hoard at the train. Stuff like that. I think it'd make it extremely heartwrenching. I know i wouldn't want to shoot Carley, and Ben'd make me sad.
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Old 02/23/2013, 06:56 pm   #24
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i think they put Clementine's parents in as zombies because otherwise there would be people like me thinking "I didn't see Clementine's dead parents so they are potentially are still alive" and of course for a big shocking moment.

i would like a long running rival (not necessarily evil just not in our group) i think an opposite or rival to the protagonist was a thing that was sort of missing from the first season, everyone was either bad guys or on our side, i think someone we could see was trying to do the right thing and help their group but at the cost of ours (or vise versa) could be good, a bit like vernon but not such a blatantly dick move like stealing the boat, but something like both groups trying to loot the same supplies would automatically cause conflict without either side needing to be bad guys
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Old 02/23/2013, 09:09 pm   #25
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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".
Good theory!

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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.
I agree. One of the things I really like about story driven games are the various "camp" areas between action (e.g. the camp in Dragon Age Origins, Normandy in Mass Effect etc.). It's good to get a breather and get to chat with the characters more.
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Old 02/24/2013, 05:06 am   #26
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i think they put Clementine's parents in as zombies because otherwise there would be people like me thinking "I didn't see Clementine's dead parents so they are potentially are still alive" and of course for a big shocking moment.

i would like a long running rival (not necessarily evil just not in our group) i think an opposite or rival to the protagonist was a thing that was sort of missing from the first season, everyone was either bad guys or on our side, i think someone we could see was trying to do the right thing and help their group but at the cost of ours (or vise versa) could be good, a bit like vernon but not such a blatantly dick move like stealing the boat, but something like both groups trying to loot the same supplies would automatically cause conflict without either side needing to be bad guys
Now THAT would be interesting. Good idea.
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Old 02/24/2013, 11:12 am   #27
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The hotel is deserted most likely because of three reasons. 1.) Crawford's killing of walkers etc. probably dragged them out into the street. 2.) The bells would have easily caused the walkers to clear buildings. 3.) The noise from the train?

As for other characters, you could find Carley/Doug inside the drugstore when you go for supplies. In ep 5, when the house gets overrun, just how Brie breached, so could an undead Ben if he died in ep 4. Or the St. Johns could have attacked the motel during the raid. If you leave Duck to die, maybe find him amongst the hoard at the train. Stuff like that. I think it'd make it extremely heartwrenching. I know i wouldn't want to shoot Carley, and Ben'd make me sad.
1.) What makes you think that would drag them out to the street?

The hotel isn't part of the Crawford complex, nor is it all that close to it, so I wouldn't have thought the building had been cleared. This is perhaps the only logical explanation though, as walkers in rooms/various areas of the hotel would surely still be inside otherwise.

Given that the game takes place at the beginning of the apocalypse, and at most several months have elapsed, Crawford didn't last all that long. As such, large scale plundering and clearing of buildings the size of the hotel seem unlikely, not least because of the risk factor for people who refused to take risks, and the fact that there would be better supplies to be yielded elsewhere even if they did begin that process.

2.) Only if there is a clear way out of the building: no door in the entrance foyer/broken off its hinges from the amount of walkers etc. Walkers on the third or fourth floor might hear the noise, but I don't see them shambling out of the hotel and out of the hotel before the bells stopped.

3.) Same with the above on the noise front really. The horde/parts of it evidently came up the train line and the railroad is overrun by the time the group has escaped the house, but the railroad isn't all that near the hotel, is it?

Surely the St Johns are unlikely? The walkers in the vicinity attacked during the raid, but the farm wasn't that close, not to mention the fact that Danny would've turned with a pitchfork in his belly and his leg in a trap, so wouldn't be involved either way. I don't think they were characters that would've produced any impact by becoming walkers anyway though. Perhaps someone like Carley or Doug would have been possible, yeah.
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Old 02/24/2013, 11:37 am   #28
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1.) What makes you think that would drag them out to the street?

The hotel isn't part of the Crawford complex, nor is it all that close to it, so I wouldn't have thought the building had been cleared. This is perhaps the only logical explanation though, as walkers in rooms/various areas of the hotel would surely still be inside otherwise.

Given that the game takes place at the beginning of the apocalypse, and at most several months have elapsed, Crawford didn't last all that long. As such, large scale plundering and clearing of buildings the size of the hotel seem unlikely, not least because of the risk factor for people who refused to take risks, and the fact that there would be better supplies to be yielded elsewhere even if they did begin that process.

2.) Only if there is a clear way out of the building: no door in the entrance foyer/broken off its hinges from the amount of walkers etc. Walkers on the third or fourth floor might hear the noise, but I don't see them shambling out of the hotel and out of the hotel before the bells stopped.

3.) Same with the above on the noise front really. The horde/parts of it evidently came up the train line and the railroad is overrun by the time the group has escaped the house, but the railroad isn't all that near the hotel, is it?

Surely the St Johns are unlikely? The walkers in the vicinity attacked during the raid, but the farm wasn't that close, not to mention the fact that Danny would've turned with a pitchfork in his belly and his leg in a trap, so wouldn't be involved either way. I don't think they were characters that would've produced any impact by becoming walkers anyway though. Perhaps someone like Carley or Doug would have been possible, yeah.
Did you see the writings on the walls/doors of houses? Crawford was looting through the buildings for months before Lee's group came. Molly was also ringing the bells for quite awhile. The entire town was tapped dry. There is little way either the walkers inside buildings would be killed or get drug out into the streets. Clem's parents were at the Marsh House, but there were ways outside. You know Ed was bitten, but Diana? You don't know. coulda been attacked by Ed and got killed after he chased her outside. Have you ever heard a bell from a bell tower? They aren't quiet. You can hear them from inside buildings, that's the point. Walkers would easily be attracted.

Danny would only have a pitchfork in him if you killed him. Andy could try to save him if you let him live, and he cuts him out of the trap. Danny dies of bloodloss outside the farm and kills Andy. Ding, two zombies now roaming around. They aren't far from the motel, only a walk's away. It's able to see the brothers as zombies getting lured by the bandits preparing to attack the inn. And that's how they get there. It's possible, but unlikely. Just think it'd be interesting. Or seeing them next season. Walkers can get around. They don't get tired.
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Old 02/24/2013, 12:38 pm   #29
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Did you see the writings on the walls/doors of houses? Crawford was looting through the buildings for months before Lee's group came. Molly was also ringing the bells for quite awhile. The entire town was tapped dry. There is little way either the walkers inside buildings would be killed or get drug out into the streets. Clem's parents were at the Marsh House, but there were ways outside. You know Ed was bitten, but Diana? You don't know. coulda been attacked by Ed and got killed after he chased her outside. Have you ever heard a bell from a bell tower? They aren't quiet. You can hear them from inside buildings, that's the point. Walkers would easily be attracted.

Danny would only have a pitchfork in him if you killed him. Andy could try to save him if you let him live, and he cuts him out of the trap. Danny dies of bloodloss outside the farm and kills Andy. Ding, two zombies now roaming around. They aren't far from the motel, only a walk's away. It's able to see the brothers as zombies getting lured by the bandits preparing to attack the inn. And that's how they get there. It's possible, but unlikely. Just think it'd be interesting. Or seeing them next season. Walkers can get around. They don't get tired.
I'm not debating the level of noise that they make; only the duration. I'm not convinced the noise would go on for long enough for a walker up several floors of a building to make its way towards the noise, when said noise is outside and involves negotiating corridors, stairs and doorways.

Andy is on his knees if you save him. You leave him when the walkers are about six feet away from him. Hard to believe he'd manage to get to Danny and cut him free in that time. If you kill Danny, he's still in the trap. The farm is a walk away, but it was a long walk nonetheless, and the walkers appeared very soon after the first shots.
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Old 02/24/2013, 12:44 pm   #30
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I'm not debating the level of noise that they make; only the duration. I'm not convinced the noise would go on for long enough for a walker up several floors of a building to make its way towards the noise, when said noise is outside and involves negotiating corridors, stairs and doorways.

Andy is on his knees if you save him. You leave him when the walkers are about six feet away from him. Hard to believe he'd manage to get to Danny and cut him free in that time. If you kill Danny, he's still in the trap. The farm is a walk away, but it was a long walk nonetheless, and the walkers appeared very soon after the first shots.
LOL dude walkers are drawn to not even half second gunshots from across the forest, yet you can't believe bells that go on for maybe a minute wouldn't. And yeah, maybe. Considering the guy is a psycho, you don't know. If he dies though, they can still be there. The walker escapes the booth in the store, and rips out of handcuffs, so Danny ripping his undead leg out a bear trap is plausible. It had been several weeks or so since the farm. It could happen, not saying for sure.
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Old 02/24/2013, 12:47 pm   #31
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The name itself is suppose to be ironic. The Walking Dead could simply be interpreted as, you know, the walking dead. Zombies, or even more ironic yet, walkers. Although it could also relate to the living, something Rick alluded to in the comics. Rick stated that they are the walking dead because they are essentially fucked, they are dead men walking. They're going to die at some point, could be tomorrow or even in a year, but they're going to die and what they're doing to change the world, if they so plan to, isn't going to change that.

It could, however, be interpreted that the living people who are still walking their planet are simple husks of what they once were. "Dead" if you will. Most are evil: thieves, psychotic, bigots, monsters, et cetera. Their world brought out the worst of them, or, perhaps, what they truly were inside. Even within their old society they kept that side of them in check because that's what their community demands, however the government has crumpled so they don't have to hide that side of themselves any longer.

Honestly I think that's way more interesting than any zombie. Walkers are somewhat boring and are little more than a plot device to display how people transform when given the opportunity. And I think that's what The Walking Dead is trying to convey.
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Old 02/25/2013, 06:11 pm   #32
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The Walking Dead- People arguing... and sometimes zombies show up x)
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Old 03/14/2013, 10:23 pm   #33
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Buen punto (Perdóname por lo del otro día es que me enoje de leer tantas babosadas)
Yo hable de este punto hace mucho tiempo incluso me pusieron una foto donde me lanzan por la ventana si soy yo el que predigo el número 108 y le atino en todo, se ha vuelto repetitivo incluso fantasiosos de donde sacas comida para alimentar un tigre, ¿Sabes cuanto comen los tigres por día?, como sea ya no comprare la revista , solamente el juego, es difícil de creer que la humanidad escoja siempre lo peor, nunca nos apoyamos es triste pero real, yo saque una teoría sobre el método de contagio, ondas de baja frecuencia, sean dado cuenta que todos los que se convierten en zombis están cerca de las Atenas de recepción, cuando están lejos tardan hasta más de un día en transformarse incluso más, se muestra en la serie de Televisión como el comic, mientras más cerca de un receptor se transforma casi instantáneamente, lo di a conocer públicamente para que fuera utilizado como idea para cambiar el giro del comic, porque lo dijo un cuerpo muerto por sí solo no se mueve, si le pones una carga eléctrica este funciona sea demostrado que si mandas frecuencias de bajo impacto dirigido al cerebelo (El cerebelo se encarga de las funciones motrices del cuerpo),intacto este reacciona y produce la carga eléctrica que necesita el cuerpo para moverse (el cerebro sigue muerto), es un hecho real no es cuento se ha probado científicamente, que no permitan estos experimentos en otro rollo.
Si colocaran este material le darías un giro a la historia, ya no tendrías que sacrificar personajes solamente a los villanos, y te enfocarías en los zombis como una aventura de recuperar terreno perdido, sería más humano, el comic se perdió la única esperanza es el juego darle una última oportunidad de revivir el género y a los fanáticos, el escritor no me escucho, telltales tomo dos de mis publicaciones y las mostro al público como alguien que aporto, pero no sé si tomo mi libreto, no quiero fama ni nada de eso, con que Clementine salga viva con una familia cuerda y decente o inclusive un personaje similar al mío es que me puse en el libreto como su defensor me doy por bien servido.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxGood point (sorry about the other day is that I get angry reading so many crap)
I discuss this point long ago I even got a photo of me thrown out the window if I who predict the number 108 and got it right at all, he has become stale even fantasy where you get food to feed a tiger? You know how tigers eat per day?, as already will not buy the magazine, but the game is hard to believe that humanity always choose the worst, we rely is never sad but true, I pull out a theory of the method of transmission , low frequency waves, are aware that all who become zombies are near Athens reception when away take up more than one day become even more shows in the TV series as the comic, the closer a receiver is transformed almost instantaneously, I announced publicly that it was used as an idea to change the rotation of the comic, because he said a dead body itself does not move, if you put an electric charge this works be shown that if you send low-impact frequencies led to the cerebellum (The cerebellum is responsible for motor functions of the body), it reacts and produces intact electrical charge needed by the body to move (the brain is dead), is real story is not scientifically proven, that these experiments do not allow another roll.
If you placed this material you give a twist to the story, and you would not have to sacrifice characters only villains, and you enfocarías in zombies as an adventure to recover lost ground, would be more humane, the comic was lost the only hope is the game give a last chance to revive the genre and fans, the writer did not hear me, Telltales took two of my publications and showed the audience as someone who contributed, but do not know if I take my script, I do not want fame or anything like that with that comes alive with Clementine rope and decent family or even a character like mine is that I put in the script as his counsel I give well served.

¿Porque mi foto ya no sale?

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Old 03/14/2013, 10:51 pm   #34
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I'm not debating the level of noise that they make; only the duration. I'm not convinced the noise would go on for long enough for a walker up several floors of a building to make its way towards the noise, when said noise is outside and involves negotiating corridors, stairs and doorways.

Andy is on his knees if you save him. You leave him when the walkers are about six feet away from him. Hard to believe he'd manage to get to Danny and cut him free in that time. If you kill Danny, he's still in the trap. The farm is a walk away, but it was a long walk nonetheless, and the walkers appeared very soon after the first shots.
Though this may be a bit late, the duration of the noise does not matter. It is revealed in the comic that they will follow the general direction of a noise long after it becomes quiet.
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Old 03/15/2013, 06:33 am   #35
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I see what you mean, but this is not what the Walking Dead is about, and it never was, nor I think it will be, it deals with people's feelings and minds, when world suddenly falls to shit around them, so they will focus on humans more than on the walkers, because walkers are just simple and plain, and easy to outsmart, I actually can quote Molly here "It doesn't take much to outsmart the dead, bunch of shitheads..." and that is the point, if it wasn't for the living, both Lee and Rick's groups would have the whole thing sorted out by where they are right now in their stories, I'll focus on Lee here, since this discussion is about the game.

If it wasn't for the cannibalism thing and the bandits, if the St.Johns would've been decent people, Lee's group would have been save there for a looong time, they would send two guys out to siphon for gas each day, the St.Johns would keep growing food, the fences would keep the walkers out, and 1 guy would watch the perimeter, incase one of the dead gets over the fence somehow, and they'd live in peace for a long time. But it didn't work out that way, since the living always screw things up - but they also make things interesting, if it wasn't for the bandits, the St.Johns, the stranger, Crawford et cetera, this game would not have been as interesting and exciting as it is.

Focusing on the dead only, or mostly would make things too much of a routine and simply too... easy and well... simple, killing dead, scavenging, killing dead, scavenging, that would turn out to be boring as hell.
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Old 03/15/2013, 07:38 am   #36
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Though this may be a bit late, the duration of the noise does not matter. It is revealed in the comic that they will follow the general direction of a noise long after it becomes quiet.
Thank you for the backup mate :P
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Old 03/15/2013, 09:54 am   #37
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I like having human antagonists, and when you think about it, it's more realistic that way. Zombies are slow, unintelligent, and can only kill if they get right on top of you. Once they've survived and lived in the zombie apocalypse humans would be able to set themselves up pretty nicely and be able to handle the zombies relatively easily. The more time passes, the less of a threat zombies are.

Other humans, on the other hand, are a much bigger threat. They are capable of deception, they can work in groups, they can harm you from much longer distances, etc. I still want zombies to be a real threat in S2 (and I'm sure they will be), but I'd love to see either a person or another group show up and cause problems for us.
I can second this. Walkers are stupid and predictable, and the thing that really drew me in setting The Walking Dead apart from multiple other zombie stories, is the human element.

Obviously the Walkers should still be seen as a threat, but it's the people and how they're divisively dealing with surviving that makes the conflict interesting.
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Old 03/15/2013, 11:43 am   #38
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I can second this. Walkers are stupid and predictable, and the thing that really drew me in setting The Walking Dead apart from multiple other zombie stories, is the human element.

Obviously the Walkers should still be seen as a threat, but it's the people and how they're divisively dealing with surviving that makes the conflict interesting.
I'd like somewhere in-between. I loved episode 4 mostly because of the zombie fight scenes, and the group's struggle in Crawford. However, I also loved episode 2 for it's human antogonistic behavior. For season 2, I'd like to see more zombie fight scenes similar to ep 4 or ep 5, where evading the walkers doesn't always cut it. However, I'd also love more living threats. Groups who aren't "bad" but are forced to compete with the group would cause tensions, but keep the tension level to a median. I don't expect many psychos like the governor as a group leader, but more like the Alexandria colony of the comics, and have us interact with those areas friendly or with hostilities, giving us friends that require costs, or enemies that pose bloodshed and dangers constantly. I'd even be interested in more walker-to-living interactions, where the living use the walkers against other humans, attracting them to other survivors(like Molly did accidentally to Lee an co.). That would be awesome to pull off. Maybe being friendly to a group could cause even more problems, causing you to take sides between group grudges/wars/competitions. There have to be more survivors than seen; I've been a little saddened by the game, for there seem to be a lack of humans. Yes, it is an apocalypse, but for TWD, there are many groups and small teams of survivors out there, and it is surprising for such a lack of them. Never has our group been able to keep others from joining, nor influence others to join us. I'd like that option, so I would like to see more living hindrances and benefits in the future.
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Old 03/15/2013, 01:10 pm   #39
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Something I noticed while flipping through the latest comic issue of THE WALKING DEAD is that the living tend to be a much greater threat to Rick's group than the actual zombies. Kirkman probably intended this to be ironic, but when story after story tends to be less about humans vs. zombies and more about humans just being assholes to one another, the title of the series starts becoming a little redundant.
Remember what Rick said about them being the walking dead? That might be what the title is about. Everyone has "the virus". What ever they do, other than smashing the head. They will turn.

"We are the Walking Dead."
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Old 03/15/2013, 01:13 pm   #40
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I thought the best bits were the St. John's after the dinner scene, and the bandit raid on the motel with walkers thrown in. I dunno what it is, but seeing that one walker sink his teeth into that one bandit when they first show up is always cool to watch. The human antagonists are exponentially better IMO, if done correctly. Humans are far more unpredictable than zombies. They can use their wits, and any weapons they find. What is more dangerous, a few walkers roaming around in front of your barricade, or some psycho with a rifle perched in a tree lining up his sights on your melon? So long as the human antagonists become evil purely for the sake of evil, and begin eating puppies and kicking orphans around just 'cause, then I say bring on more.
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