Something went wrong. Try again later

Giant Bomb News

106 Comments

Faces of Death, Part 4: Around Every Corner

Nick Herman and Gary Whitta discuss the creative choices behind the monstrous choices presented to players in The Walking Dead's last epsiode, and the surprising ways players responded.

(If you have not played The Walking Dead up through episode four, do not read this. Spoilers abound!)

It’s almost over. After Jurassic Park, few could have predicted Telltale Games would have come up swinging as hard as it did with The Walking Dead, but few games have proved as emotionally affecting as the harsh journey of survival for Lee and Clementine in a world gone totally mad.

If you’ve been following along the past few months, I’ve been chatting with various members of The Walking Dead team at Telltale as each episode closes, and the new one approaches. There is (sadly) only one episode left, and episode three was one hell of a tough act to follow. The final moments with Kenny’s son, Duck, will be remembered by players long after this season has come to a close.

The huge reaction to episode three prompted the designers of episode four, Around Every Corner, to head in a different direction.

Clementine has been relatively safe, but will Telltale leave her off limits in the next episode?
Clementine has been relatively safe, but will Telltale leave her off limits in the next episode?

“We’ve stuck to a lot of the things that we were doing in one, two, and three just because of production reasons," said episode director Nick Herman. “And with four, we wanted to give some new experiences to the player. You’re alone with Lee for the first time, there’s some sneaking around, and there’s this big mystery about the episode--it’s really compelling. If you look at the season as a whole, you look at the structure of everything, and one, three, and five have the critical things that have to happen, and two and four allowed the player to do something different.”

Episode four was penned by a familiar face to Giant Bomb fans: Gary Whitta. Though Whitta has been a story consultant for the entire season, he actually wrote the script this time.

“Each episode has its own energy,” said Whitta. “Episode one feels like a pilot, which is almost what it is. Episode two was a cool, creepy, self-contained horror movie. Three is the all-out emotional drama. Four is the action thriller, where we allowed ourselves to cut loose and do a few things we think the players [needed]. We put them through such an emotional meat grinder in episode three.”

In previous entries, we’ve specifically focused on the influence players have with death in the series. There’s not as much of that in episode four, so I decided to walk through each of the main stats that Telltale was tracking (and continues to at www.walkingdeadstats.com) and make that the focus of our conversation. That, of course, still includes plenty of death talk, including how Whitta and Herman convinced some of you to finally cut ties with Ben.

We’ll return to talk about the final episode of The Walking Dead, No Time Left, in the next few weeks. Telltale has not announced a formal release date for the last episode, but it’s coming soon. From what I've heard it, it's...damn.

GB: It seemed like this decision was framed to echo a choice you recently had at the end of episode three. You have the dynamic between Lee and Kenny and someone of similar build and age to Duck. You’re given the chance--again--to be the person who takes care of this situation or allow Kenny to do it. I chose to take care of it myself again, but was honestly surprised more people didn’t view this as a cathartic moment for Kenny, and actually have him do it.

Herman: I didn’t have any expectations for that. When we were building that moment, we knew it was going to be close to some of the moments in three. We put more time into the moment after that--Kenny recovering from whatever happened in the attic, and burying the kid with his dog. Getting a chance to put the kid to rest. I don’t know. I wasn’t really surprised by what people did in the attic.

Whitta: I think it’s one of the more interesting choices in the game, in that we talked about how we try to present these morally ambiguous choices [and] this choice is ambiguous. Not necessarily from a moral standpoint, but it really depends on how the player interprets what the choice means. It’s very easy to look at it in terms as you said it--an emotional echo of the dark choice in three. You feel like you’re protecting Kenny by taking care of this and not putting him through that horror again. But at least 25% of people assumed that it meant the other interpretation, which is to say that you’re actually helping Kenny by helping him get back on the horse, and by taking this action, you’re helping him. In a way, it is cathartic and it is therapeutic and it helps him deal with the horror of what happened to Duck. People that played that choice through and had Kenny do it, you’ll notice that it actually plays through in a very sympathetic way. It’s not about Lee giving Kenny the gun and saying “I can’t do this, you’ve got to do it, I don’t care about your feelings.” It’s “you need to do this for yourself, this is something that can help you.” That’s certainly what we intended, and if I don’t know if everybody saw it that way, but people that did make that choice did understand that both choices could be perceived as protective of Kenny in their own way.

Herman: And you can walk out of the room. That’s an option that people don’t know they have.

GB: Wait, really?

Herman: Yeah!

Whitta: People don’t know you can do that, and that’s a choice that we worked with to make sure all the hot spots are visible, and you can just walk out of the attic trap door, which is probably the only “bad” choice there.

Herman: Even then, though, Lee looks back up to Kenny and says “let’s go, man, let’s get out of here. We don’t have to do this.” Kenny wants to stay and wants to handle it.

Whitta: Basically, if you leave, Christa goes up there and takes care of it and brings the body down and says “you didn’t want to face this, you can at least bury the kid.” It’s interesting in the sense that it’s the scene in the game that got revamped the most. This was actually originally a tension-type scene--the kid was crawling towards you and you had the moment where you had to make a choice before the boy could maybe grab you and bite you.

Herman: It was a sad scene. You were trying to pick him up, and he was falling apart in your hands. It was really gross.

Whitta: In the end, we felt it worked better as an emotional echo. It was less about tension, and more about tragedy. We really, really overhauled that scene, we took the timer off, we really wanted players to sit in that moment and think about what the choice meant to either take care of it yourself or give it to Kenny to do. When we listen to people play through and listen to their commentaries, it definitely is one of the harder [choices], all the way up to having to bury the kid. It’s one of the darker moments in the episode.

In an earlier version of this scene, players had even more buttons to press for the burial.
In an earlier version of this scene, players had even more buttons to press for the burial.

GB: It seems like it would have been very easy to make the scene where you have to bury the kid and have button prompts to fill up the dirt--that could have easily been a cut-scene.

Herman: It got toned down a little bit after playtesting. It was much more involved, many more clicks. [laughs]

Whitta: It used to be one click to do the dirt, and then another to dump it, and it was too laborious. We had to scale it back.

Herman: We always wanted the player to feel like they were involved with the act of burying this kid. In hindsight, I wish we could turn it down a bit--it seems like it might go on for a bit too long. It’s just so dark, and especially when you’re putting the kid in his grave with his dog, it’s just a boy and his dog. It’s so sad. It’s a good transition into the next scene with Kenny, and it just had to go there.

Whitta: Again, I think if we had it over again, we may have scaled it back a little bit even more. Having the player do it makes it slightly more grim, and, in a way, worked. Right at the moment the player is saying “okay, I’m done shoveling dirt,” we hit them with what I think is the best jump scare in the game. In terms of pacing that out, it actually worked out pretty well.

GB: The game is certainly, up to that point, creepy and unnerving, but that was probably the first time the game managed to get me with a jump scare. As a horror aficionado, jump scares take a lot to get me, but to your credit, you did.

Whitta: Yeah. It’s interesting to talk to someone like yourself, who I know is a big fan of horror. I’m very strongly of the opinion that jump scares are the cheapest and easiest and laziest way to get a reaction out of an audience. We use them a few times, but we ration them. We have a few good ones, but especially when they’re bogus ones--a cat jumps landing on a ledge or something--and there’s a big sound to go with it, it’s just a forced alarm. What’s interesting is the most effective one in the game is the one outside the fence there. It’s just a quiet moment, and it’s very clever that Nick directed it. You go to that shot the first time, he bends down, and there’s nothing there. The second time, there is something there. I think it’s directed very, very well to get the right reaction.

GB: When you have the chance to rationalize with Vernon or threaten him, this wasn’t a decision where someone can die as a consequence. This is a moment where you don’t have Clementine at your side. Based on my own experience of how I’ve played, when people don’t have Clementine at their side, they indulge in their darker side a little bit. I wasn’t surprised when the stat choice here split more-or-less 50/50.

Whitta: It’s interesting, actually. Once you get separated and go down into the sewers, that’s actually the first time in the entire game that you’re completely on your own and separated from the rest of the group since you met Clementine in the beginning of episode one. We deliberately separated them, obviously. It’s interesting what you say about people feeling better about maybe acting a bit more renegade when they feel like Clems not around. A lot of players are still afraid that Clem might still be there. [laughs] When you killed that St. John brother in episode two and Clem was there...

Herman: That scarred people.

Your seemingly inconsequential interaction with Vernon has huge impacts on the whole episode.
Your seemingly inconsequential interaction with Vernon has huge impacts on the whole episode.

Whitta: It instilled a fear in them that we might pull that trick on them again! It would give them license to do something bad, and people are constantly looking over their shoulder to see if Clem might be watching them. They felt fairly safe in this instance, and they were definitively separated from her. If you do choose to threaten Vernon, it does lead to some of the more fun Lee stuff in the game. He gets to act like a total bad ass, and probably the most bad tough guy character in the game up until that point. You can definitely have some fun with it.

I think most players, obviously, are going to, again, try and reason and try to be the good guy. What I think is interesting, as well, is not all the choices in the game are telegraphed. Sometimes when you have a long timer and a binary choice, it’s very obvious that you’re being faced with one of the five big choices in the game. With Vernon, whether or not you chose to threaten or lie to him, isn’t really telegraphed. You don’t necessarily know it’s one of the most important choices until the game is over. I think that’s something we might want to do more of in the future. We don’t always make it clear to you that this is a very consequential choice. You may not realize that until after the fact.

Herman: It just reinforces the fact that everything you do in this game, everything you say, we’re tracking. We can make decisions on them, and people should always be on edge about what they say, even if Clementine isn’t around. It’s important what the people around you think. They have an effect on your life, as you see at the end of episode four. It’s not just the big choices that add up in the game, it’s how you’ve treated these people this entire journey, and it comes back to you.

Whitta: It’s just an opportunity for the player to roleplay. “This is the kind of character I want to be. I’m not necessarily going to be thinking about consequence.” But just making their own internal moral choice about how they want to treat people.

GB: In that situation, there’s no rationale way to say Clementine would have been stalking you into those sewers. Even if it’s not the idea that Clementine is watching, it’s that ever since that moment, you see people err on the side of trying to be the good guy. Somehow, this is going to come back to haunt you in a way you can’t expect because that moment with Clementine set this expectation.

Whitta: Absolutely. One of the interesting things about doing an episodic game is seeing how people have reacted to previous episodes, as we’re continuing to make the latest ones. One of the big things that we learned was that in a world with these morally ambiguous choices, people really tend to urge towards taking the righteous path, the heroic protagonist. In a game like Mass Effect, you’re given these morally unambiguous renegade and paragon choices, and a lot of people choose renegade because it’s fun and delicious to be the anti-hero. But in a game like this, where it feels emotionally more grounded, more shades of gray, people don’t find playing the bad guy as much fun. The game feels more realistic to them, and they want to act the way they would in real-life, and everybody wants to feel like they would be the good guy.

GB: When you have the choice of whether or not to bring Clementine with you, or to leave her at the house, that split about 75/25. When I’ve talked to Sean Vanaman and Jake Rodkin in the past, it’s not that every decision needs to be 50/50, but the goal is to err towards presenting an argument that gives people two reasonable options, even if more people trend towards one. With this decision, do you feel it going 75/25 was because it was an unwinnable argument about why Clementine should be left in this house with this guy dying?

Whitta: What I’ve learned is that the raw number doesn’t always tell you the whole story. Again, I watched a lot of playthroughs--a lot. It was fascinating to me to see how people reacted, and when that timer comes up, and they’re given that choice to leave Clementine or bring her with, a lot of people pause the game at that moment because they agonize a lot over that choice. Even though three-quarters of people went one way, one-quarter went the other, if you look at the actual decision making process, it’s a much more difficult choice than the numbers suggest. And it’s been really interesting to go onto forums, and probably only second only to Ben, it’s been the most contentious choice in terms of the ongoing discussion. You talk to people that left Clem behind, and they have what they believe are very, very solid, very well thought out, reasoned arguments for why you left her behind. No matter what you chose, you can’t possibly believe that anyone else would have done the other thing. [laughs] It’s by far the most polarizing choice. Even on Ben, they can say “well, I understand why you would save him.” If you talked to people about Clementine, whatever they chose, they’re convinced that’s the only choice and the other choice is madness. I actually think that choice worked out really well.

Herman: I wish more people had left Clem because when you’re with Molly in the hallway, if you don’t bring Clem, you’re responsible for saving her life, and just I like that being a thing. And Molly can be left behind. You can shoot her, you can miss, and let her just get taken down.

Whitta: It’s the only choice in the game where I want to nudge people one way or the other. If you take Clem, you get is my personal favorite moment in the game, which is Clem saving Molly. It’s really, really tough, and we did put a lot of work into it, always trying to weight the scale. How can we make a convincing argument to the player for keeping her here? How can we make a convincing argument for leaving? We have Clem bring up the idea that Amid could turn, right? And maybe bite her. A lot of people are worried about the guy outside the door, the guy outside the fence--he might come back. Eventually, what I think weighted it to the majority for people bringing her was that people ultimately feel that even in a more dangerous situation, Clementine is always safest with Lee, with the player.

No Caption Provided

GB: Anytime Clementine comes up, given that she is this Kryptonite for the player, it really ups the stakes. There can be a diminishing impact of that, if every time she is put into danger, there is actually no consequence. As designers, you have only so many times you can play that card before the player starts to catch on. How do you balance against the impact you can get from involving her without getting players to think “oh, well, they’re not going to do anything”?

Whitta: In four, she’s not in danger that often. Earlier, she’s not in mortal danger that many times. As a larger idea of Clem, I think you’re right. We are constantly aware of how potent a character she has become. People are so emotionally attached to her, they care about her so much. I’ve genuinely never seen anything like it in video games. We are very aware of not wanting to overplay that and be aware of the fact that with Clementine, a little bit goes a long way as an emotional totem, as a way to make the player afraid for her. You’re right that it’s pretty easy to overdo it.

Herman: Just as people started to catch on that we might be using her as a card, we took her away, right? [laughs] Keeping it fresh! [laughs]

Whitta: That’s really the trump card that we play at the end of four. We take her out of your own ability to protect her entirely, and the episode ends with her in the wind, and you know you can’t protect her anymore, which is why people hated us so much at the end of the episode. Rightly so. One of the things that comes up often is when we’re dealing with a story problem and “how can we make this more interesting?” someone will eventually say “let’s put Clem in the room” or “let’s take Clem out of the room.” We’re very aware that can sometimes be a storytelling or emotional crux to tip the scales either way, and we want to save those moments for when they’re the most potent, when they’re the most appropriate. Otherwise, you can overuse her in a number of different ways, and you’re right, you could get into a world of diminishing returns.

Whitta: I think the one that we spent the most time agonizing over was Ben. The attic boy and Ben were the two that we spent the most time on. Ben was the one that we were most worried about. We’ve put a lot of work into this idea that there are no black-and-white moral decisions in this game, everything is gray, and as a result we get these 50/50 splits whenever possible. Dropping or saving Ben was the most morally unambiguous choice presented to players so far. We’re deep enough into the season now to know that most players want to be the good guy, and they’re not going to kill anyone unnecessarily, they’re trying to play the righteous, paragon-type path. When we playtested that episode, nobody dropped Ben. We were zero-for-nine on people dropping Ben, and we went “This is broken, we’ve got to find ways to convince people to drop Ben, basically.” [laughs] Otherwise, it won’t be interesting. [pause] Not to convince people to drop him, but to make it a more difficult choice.

Herman: Without making Ben a villain, though. That was something I was worried about.

Whitta: I think Ben is really interesting in that he’s not the typical antagonistic threat to the group. If you look at someone like Merle in the TV show, it’s very easy to understand why people don’t like him or don’t want him to be in the group--he’s a douchebag. He’s a threat to the group, he’s a danger. When you’ve got someone like Ben, who’s just a good natured kid that wants to help but he’s just kind of an [idiot], he’s constantly putting people in danger despite his good intentions. That’s a much more difficult question. What do you with a guy like that? Do you cut him loose for the good of the group, or do you say “We’re going to buck it up and be a group and absorb him and try to help, be a bit more charitable about it.”

After the playtest where nobody dropped him, we went back and looked at what we could do try and move the needle back towards the center. Having him abandon Clem, for example, in the street in the opening scene, that’s something we added back in. That ended up being a huge motivator for players. That was the straw that broke the camel’s back for Ben in many ways. We actually went back and re-recorded a lot of Ben’d dialogue to make him a lot more assertive, a lot less whiny. We totally redid all of the dialogue with him in the sequence in the bell tower to make it--again, try to make arguments for dropping him and saving him that felt really strong, and letting players decide. In the end, the 2/3rd to 1/3rd split we got was better than I hoped. Given, again, we expected most people to try and do the right thing. We got 33, 34% of the players to drop him, I think is pretty impressive.

GB: I chose to not be a monster and to not drop him.

Group: [laughs]

GB: For me, it was a consequence of an earlier choice to bring Clementine along with to gather the equipment. There’s a specific moment in the group conversation where you can give Clementine a vote, and she comes to Ben’s defense. Clementine has this ability to disable the player--it’s Kryptonite. Because she came to his defense, I’m pretty sure that’s what rang true when I was given this moment to let him go, and had that moment not occurred, I don’t know if I would have made that same decision.

Whitta: I don’t think it’s a coincidence at all that taking Clem to Crawford and saving Ben are both the majority choices. I think one very much leads into the other. What we’ve learned, especially in episode two when Clem saw you kill one of the St. John brothers, is that people are very worried about how their actions reflect on Clem. They want to protect Clem, not just physically, but emotionally, and she is the moral compass in the game. I watched a lot of those Let’s Play videos, and they’re incredibly instructive because you see how people act in these moments in real-time. You hear their thought process live as they’re playing the game. When that discussion came up to vote Ben out, people who brought Clem were all ready to vote against him, and then Clementine registered her vote, and you heard “oh, shit, now I can’t vote against him!” Because they’re so concerned with how Clementine views Lee and the moral choices she’s exposed to. If you brought Clem, you were most likely to save Ben, basically.

GB: When Lee is bitten by a zombie, I have to imagine this was a plot point established internally pretty early. The entire episode is framed around this big moment that changes everything that’s happened before it, and frames everything for what’s to occur in episode five. How did you approach how that scene played out, when to reveal it, and whether anything significantly changed?

Whitta: This one actually didn’t change that much.

Herman: We knew this from the beginning. Gary had always been saying “we want to keep saying ‘Clementine stay close to me, stay close to me.’” And, then, when she’s so far away from you, there’s this huge “oh my god, what do we do now?” [moment]. We knew this was going to be at the end of the episode, so we had the moment earlier in the episode where you’re looking for her and she’s missing, and it’s this little bit of a fake out but also a little bit of a foreshadowing of what’s to going to happen at the end. We were always playing towards it.

Whitta: In a way, it’s a double cliffhanger. Obviously, you have the one element in that Lee’s been bitten, and what does that mean? Again, it’s been very interesting to see players have fits over that, digging up old quotes from Robert Kirkman about whether a bite is always fatal. [laughs] People are really holding onto the idea that Lee might be the chosen one or immune or that they could cut the arm off and that would save him. Other people are saying “deal with, deal with it. He’s gonna die.” Some people have made their peace with it, other people are still in denial over [it]. Did we effectively kill Lee at the end of episode four? You’ll have to wait until episode five to find out, I guess.

People certainly had a very strong reaction to it. The other side being that Clem ends up in danger, and basically out of the game at this point. When we did the first start of that, when you come back from the sewers, and she’s gone and people are freaking out until they find her in the boathouse, that’s when I felt like that moment was going to work. Any time that Clem’s whereabouts are unknown, even for a brief time, players start to panic. The fact that we ended an episode that way, with her in danger and you have to wait until the whole next episode to see what’s going to happen, that, more than the bite, might be why people are freaking out so much. I think a lot of people are holding on to the notion that Lee is salvageable. I’m not saying he is or he isn’t, but it’s been very interesting to see people argue over what it really means.

This moment elicited a loud
This moment elicited a loud "oh, fuck no."

GB: I think that tells you the moment was effective--people are trying to rationalize something that’s completely crazy. It tells you that people have come to really care about this character, and will do all they can, including digging up quotes about the fiction, to justify this personal narrative that they want to play out, even if all the evidence in front of them points in the complete opposite direction.

Whitta: It’s very satisfying, it feels like we’ve done our jobs, that players love Lee. I said to Sean Vanaman earlier in the week--and I’m not blowing my own trumpet here, this is all about what Sean and Jake and the rest of the guys did--I genuinely think with Lee and Clementine, they’ve created video game icons. They are now going to live on in the pantheon of great video game characters of all time. I’ve never seen an emotional reaction to video game characters like I’ve seen to Lee and Clementine. And that’s why people are freaking out so much, that we’ve jeopardized both of them so heineously at the end of episode four. We don’t know if either of them are going to survive. Watching people panic is very satisfying because it means we’ve done our job in making players fall in love with those characters.

In term of the choice, the only choice in the game that I wasn’t satisfied with was the bite. Going back, I would have done it slightly differently. Talking about the 50/50? Sean Vanaman doesn’t actually believe in the 50/50 mantra, and I don’t anymore, either. I kind of do believe in 50/50, but in a different way. If you can get in the middle 50, so 75/25 each way, as long as you’re in that middle 50%, I think you’re okay. This is the only choice in the episode that fell outside of that, it was 80/20.

Herman: What bums me out about it is that if you show the bite, Christa and Omid come no matter what. That blows away some of the “let’s reflect on how you treated people and they’ll make that decision based on that.” Which makes sense when we were designing it, it’s just now seeing what the stats are like...

Whitta: In this part of the episode, that scene at the end, there’s at least eight different outcomes to that scene, and there’s multiple ways to get to each of those eight outcomes. It was a nightmarish scene.

GB: I can’t imagine what the script looked like.

Whitta: It was awful. It was even worse in episode five because all those outcomes have to be dealt with in episode five, and the opening act of episode five is so radically different, based on who you brought with you. It’s going to be really, really interesting to see all those play out.

The one thing that I would have done...I think most people assumed that Kenny and Christa and Omid are basically good people that are on your side, and showing them the bite wouldn’t necessarily have a negative repercussion. Hiding it might because they know, in the world of the Walking Dead, it’s going to come back soon or later, and you may as well be honest about it now. If there was a character like Larry still in the group, who you can imagine might make an argument to cast you out for being bitten, people might have been more afraid to show it. And, again, playtesting doesn’t always tell you everything. In playtesting, it was 50/50. But you don’t know until you get it out into the world what the real stat’s going to be, and so I was slightly disappointed that more people didn’t hide it. If we were doing it over, we might have rearranged some elements to make a better argument for hiding the bite.

Herman: Another thing that might have played into that is that when you hide the bite, you get a chance to show it again. That shot us in the foot.

Whitta: The other mistake we made is that it’s the only choice in the game that you get two chances at. I don’t even remember now why we did it.

Herman: It was because it felt like a natural thing to do. If you said “no, I want to hide the bite,” and then someone came along and said “Lee, you’re my best friend, you tell me everything,” you would have the opportunity to say “look, dude, I hid this from you earlier, but here’s the bite.” That’s what happened.

Whitta: The one thing that would have pushed the stat back into my comfort zone--again, Telltale tracks everything, we know how many people revealed the bite on the first opportunity, how many people revealed it on the second--and it was a statistically significant number of people that revealed it on the second opportunity. I think two things were happening. People either had more time to think about their decision and second guessed themselves, or they saw the fact that we gave them a second choice and somehow felt the game was trying to push towards doing that, that it was the right choice. In retrospect, if I could put one band-aid on it right now, I would take away the second opportunity to reveal the bite.

No Caption Provided

GB: Part of the reason people feel so strongly about what occurs in that moment is that the series, has done a pretty brilliant job of, at times, giving players influence and agency over the actions occurring. But at the same time, constantly taking that away from the player. It’s a fairly linear game, but the choices make it feel like a much more non-linear. When Lee is bitten, there was no QTE, no dialogue choice. There was nothing the player could have done differently, and that’s an instance where the story is going in a specific direction, and the player has no real impact on whether that could or could not have occurred. People are upset because it’s happening to Lee, not that it’s cheap and the game is putting something in a cut-scene that I would normally would have had influence over.

Herman: We were pretty worried about how people were going to take that. We were worried about what you were just saying was going to be a problem. If people were saying “what the hell? I didn’t want to do that. I had no control over that!” So there’s actually two things you can click on. You can click on the walky talky, or you can click on the trash where the zombie is. We wanted to throw that in just because if people rewound, we didn’t want to force them to one spot, so we gave them another option to catch the zombie no matter what.

Whitta: A lot of the game is, as many works of art I guess, are smoke-and-mirrors. We’re creating an illusion of a choice there that isn’t really there, but ultimately players often come away feeling like something different could have happened, and that’s good enough for them. A story point as consequential as that was always going to be the critical path. I don’t think we ever could have the player choose to be bitten or not and have different directions based on that because it’s part of the ultimate story that we want to tell. Nobody complained too much about feeling that they couldn’t control the bite, they accepted that as part of the story. Players complained a lot about not being able to save Doug or Carley in episode three, but as Nick has talked about before, it’s interesting when you give a player agency, they often assume that means they should be masters of the universe, and they should have control over everything that happens. When they don’t, the game is cheating somehow.

But the reality is that in The Walking Dead and in real-life, you don’t have control. You’re not the master of the universe, you’re not the master of your destiny. Shit happens, and you don’t always have a say in it. When someone just pulls out a gun and blows someone’s brain out too quickly for you to react, that’s just something you have to deal with it. You’re often powerless. That’s an easy thing to do in linear storytelling, but when you give players a choice, you have to ration those moments so they don’t feel like they have agency taken away from them.

Patrick Klepek on Google+

106 Comments

Avatar image for mrgtd
MrGtD

487

Forum Posts

98

Wiki Points

0

Followers

Reviews: 0

User Lists: 9

Edited By MrGtD

@Dberg said:

@ChrisTilton said:

The game seemed to establish that you become a zombie if you die (sans dying by shot to the head), not if you become bitten. I guess you do become a zombie also if you've been bitten? I don't remember the game establishing that, so I was very confused as to why being bitten at the end was a big deal.

The bite kills you because zombie-magic-poison. Then you come back because you're dead.

Well, it's not because zombies have special poison. It's because zombies are fucking disgusting and ridden with bacteria and disease. A bite or a scratch is like 20 different kinds of infections.

Avatar image for indieslaw
indieslaw

580

Forum Posts

141

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By indieslaw

Kenny should have come with me. I'm still bitter.

Avatar image for likeametaphor
LikeaMetaphor

61

Forum Posts

1

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By LikeaMetaphor

I thought the initial conversation with Vernon was, frankly, bullshit. There were choices that referred to you being in a group of survivors when a man with a gun is concerned about you being with a certain group of survivors. I didn't want to pick any choices that might have escalated the situation; it seemed to me that all the immediately truthful options would've escalated the situation.

I was okay taking Doug over the other chick, even though it gave me absolutely no payoff. I've been fine with action scenes that are purposefully designed to fuck you over if you try to act quickly (mostly the sewer scene, where "get zombie off me" defaults to gun). I am not fine with an ambiguous choice that I felt had multiple interpretations - as the developers are keen to have, as per the attic scene - that appears to significantly impact how my story will conclude. When Vernon confronted me about having lied to him, I was honestly confused at what point I had lied to him.

It's a game, and everything can't be accounted for, but still. The Walking Dead has been an exercise in how much I can enjoy a story I sometimes control, and very often strays away from my intended choice or version of Lee.

Avatar image for elwoodan
Elwoodan

1098

Forum Posts

1008

Wiki Points

0

Followers

Reviews: 1

User Lists: 2

Edited By Elwoodan

Dropping Ben was a no-brainer. He had been a problem for a long time; got Carley killed, nearly got Clem killed, and then, nearly killed the whole group when he pulled the axe out of that door. It was his time to go.

Avatar image for flawless988
flawless988

61

Forum Posts

1

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By flawless988

@ShaggE said:

@Klei said:

Telltale wouldn't have the balls to allow Clementine to get killed. That's for sure.

I thought the same thing until Duck turned. Now I'm not so sure. So much for the (admittedly increasingly shaky these days) "kids are safe" rule.

I still am astounded that Telltale made a child sidekick that doesn't cause the yearly vasectomy statistic to increase. When Clem first showed up in Ep. 1, my initial response was "Oh, for fuck's sake...", and now she's my favorite character.

Don't forget the kid that starves in the attic

Avatar image for thedeadcomedian
TheDeadComedian

325

Forum Posts

1263

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Edited By TheDeadComedian

@Swifdemon: Same. Plus I was scared about conflict with him and Kenny, since he told Kenny that Duck and Katjaa were his fault. I figured it would be better if he felt he redeemed himself. Plus he was a goddamn accident time bomb.

AND I LIKED CARLEY. DICK.

Avatar image for special_k
Special_K

138

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Special_K

I was surprised at how lopsided that bite reveal was. I'm not sure how revealing the bite does anything to help save Clementine, and that was my ultimate concern. It seemed like it would only open up the opportunity for the group to abandon me. My logic is apparently flawed because now it's just me and Ben.

Avatar image for zeik
Zeik

5434

Forum Posts

2

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Zeik

I swear, Whitta practically stole that last paragraph from me. It was almost word for word what I said to someone awhile back when they were complaining about how the games don't give you complete control. Nice to know I'm on the same page as the writers.

Avatar image for laiv162560asse
Laiv162560asse

488

Forum Posts

4

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Laiv162560asse

This is the only canon playthrough.

Avatar image for foxillusion
Foxillusion

154

Forum Posts

978

Wiki Points

0

Followers

Reviews: 1

User Lists: 7

Edited By Foxillusion

The bite reveal has got to be one of the most shocking moments in games, for me. I couldn't believe it.

Avatar image for dezztroy
Dezztroy

1084

Forum Posts

131

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Dezztroy

If only they would actually release their digital product which has no physical distribution whatsoever in a timely manner.

Avatar image for jack_daniels
jack_daniels

1619

Forum Posts

281

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Edited By jack_daniels

Faces of Death... wow thats a blast from the past. I remember that from like 10th grade. Crazy Crazy shit.

Avatar image for cthomer5000
cthomer5000

1422

Forum Posts

31

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By cthomer5000

@Dezztroy said:

If only they would actually release their digital product which has no physical distribution whatsoever in a timely manner.

I genuinely feel the wait between episodes has enhanced my love for this game. I'm practically fist-pumping on release day because i'm anticipating it so much. If you played the whole game (all 5 eps) in one weekend, i don't think it would have nearly the impact it has when you're playing it over the course of 6 months.

It's nice to have an 'event' game like this to break up my regular gameplay.

Avatar image for epicvandal
EpicVandal

98

Forum Posts

8

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By EpicVandal

I hated Duck and Kenny... Episode 3 was nice for me and made me laugh... i think that defines me as a terrible person. I shot Duck not to save Kenny the trouble but because I wanted the pleasure of doing it myself... looking back at it now though it would have been more traumatic to foce Kenny to do it. I found Episodes 2 and 4 to be the best ones for me.

Avatar image for zeik
Zeik

5434

Forum Posts

2

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Zeik

@Dezztroy:

I'm not sure why you're comparing it to games that having physical releases. How many non-episodic games have a development cycle that are anything like Telltale's adventure games? Unlike physical releases, they're not done working on the game when the first episode is out. We'd be waiting a hell of a lot longer if they also had to send them out for manufacturing.

Avatar image for bourbon_warrior
Bourbon_Warrior

4569

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By Bourbon_Warrior

@Klei said:

Telltale wouldn't have the balls to allow Clementine to get killed. That's for sure.

.....This is a series that a mans kid turned into a Zombie had you shoot him in the head before he had fully turned then had his mother shoot her self in the head, don't underestimate Telltale.

Also I killed Ben, maybe it was because I had played episode 3 the night before and remembered everything from it. Ben was dealing with the bandits that lead to the confrontation that got Duck bitten, he wouldn't fess up which made Lilly lose her marbles and shoot Carly which made me leave her on the side of the road, Duck turned infected which made me have to shoot him which made Katja shoot herself. I find it funny that Gary thought they had to give people reasons to get rid of Ben considered Episode 3 was pretty much that reason in a nutshell, then in Episode 4 he cowered away from zombies that almost got Clementine killed, removed the axe in the school that got Brenda bitten and Molly killed (I think). I don't see how any sane person could let him live and I hope you get punished for it in Episode 5 by Ben getting someone else in your party killed by his stupidity.

Avatar image for probablytuna
probablytuna

5010

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By probablytuna

The only thing I didn't like about the end of Episode 4 was when I asked Kenny if he's got my back and at first he was all sympathetic but the next line completely flipped and was basically "you didn't have my back for a few times before so fuck you you're on your own". It always sticks out to me when there's this complete shift in the tone of their voice in video game characters that takes me out of the experience. SO LOOKING FORWARD TO THE END.

Avatar image for djjoejoe
DJJoeJoe

1433

Forum Posts

508

Wiki Points

0

Followers

Reviews: 1

User Lists: 19

Edited By DJJoeJoe

@probablytuna said:

The only thing I didn't like about the end of Episode 4 was when I asked Kenny if he's got my back and at first he was all sympathetic but the next line completely flipped and was basically "you didn't have my back for a few times before so fuck you you're on your own". It always sticks out to me when there's this complete shift in the tone of their voice in video game characters that takes me out of the experience. SO LOOKING FORWARD TO THE END.

Yea, and the ONE time I didn't have his 'back' was more than completely logical. I forget the exact situation but I'm always doing the 'best' thing at any one time and I felt totally justified and Kenny in that moment was getting too irrational at that time, I think just before his big lose? I forget. I don't think 'fuck kenny' for saying that, I think 'why is the game not handling this shift more smoothly.. cause it's almost robotic'. Whatever... Video Games you guys... fuckin' video games.

I've already actually teared up more than a handful of times during this game, I'll take things as they lay.

Avatar image for sonicboyster
SonicBoyster

508

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By SonicBoyster

I love these articles but episode 4 felt incredibly weak to me, no matter how you try to talk around the numbers (75/25 isn't telling the whole story! The decision is harder than we can prove!). Ben telling you there's no time, but if you choose to save him magically now there is time, leaving through a door you can't return through in the high school at one point only to return through that door in a cutscene, a shoot sequence in the beginning that doesn't allow you to actually shoot all of the zombies, intentionally misleading you about the situation so that Chuck can save the day, a scene with Vernon where you are forced to take the gun out of the man's hand or get shot trying to be peaceful. What a crock of shit decision that was. How about Clementine magically showing up everywhere? The forced 'emotional' sequence with the zombie boy. Meh. Meh!! This episode nearly killed the magic for me and I was totally wrapped up for the first three. I'll dismiss this as a filler episode and move forward. They can't all be winners.

Avatar image for gildermershina
Gildermershina

411

Forum Posts

361

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

Edited By Gildermershina

The boy in the attic, that was really hard for me to pull the trigger on. I knew I didn't want Kenny to do it, and I knew it had to be done, but when it came to actually doing it, fuck...

The stuff with Ben, I don't care if Ben is a complete fuck-up (he's kind of indirectly responsible for most of the main character deaths from ep3 on), I'm not dropping a kid down a hole to get eaten by zombies. He needs to live with the mistakes he made, and learn to survive, or at the very least die trying. He was asking for the easier way out. I hope Lee saving him makes him realise no matter what he's done, he can redeem himself.

Or he could fuck up again and get Clem hurt. And it would be the last thing he ever did.

Avatar image for teh_destroyer
teh_destroyer

3700

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 2

Edited By teh_destroyer

I hope when its all said and done you guys will sit in the office and play through the 5 episode via live stream, that would be kinda rad.

Avatar image for innovacious
Innovacious

264

Forum Posts

146

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By Innovacious

After Jurassic Park, few could have predicted Telltale Games would have come up swinging as hard as it did with The Walking Dead

I guess you never played anything else Telltale did? 3 Seasons of Sam & Max, Strongbad, 2 Puzzle Agent games, Tales of Monkey Island, Hector, Back to the Future and Poker Night, just to name a few off the top of my head. They had bad games before Jurassic Park too but there was enough good there to not lose hope.

Avatar image for gizmo
Gizmo

5467

Forum Posts

329

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

Edited By Gizmo

28th November is the release date.

Avatar image for asmo917
asmo917

949

Forum Posts

437

Wiki Points

0

Followers

Reviews: 3

User Lists: 12

Edited By asmo917

@tehWabbit: I came clean, and everyone who survived has joined Team Clementine. Now, if you'll excise me, I have to go shoot myself in the head for using the phrase "Team Clementine."

Avatar image for asmo917
asmo917

949

Forum Posts

437

Wiki Points

0

Followers

Reviews: 3

User Lists: 12

Edited By asmo917

@dagonhydra: My thoughts exactly on Ben. He was a fuck-up, he'd put the group at risk, and showed cowardice in defending Clem. I had a brief exchange with Mr. Whitta on twitter when I was about halfway through Episode 4 saying I hoped he let me kill Ben or have him killed in a truly horrible way. He was either appalled or pretended to be - probably the later.

Bravo, Gary. Bra-fucking-vo.

Avatar image for max_cherry
Max_Cherry

1700

Forum Posts

176

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Max_Cherry

I figured out that Lee was going to get bitten as soon as I started playing the game for four reasons: 1. He's a condemned man. 2. It's what I would do if I was the writer. 3. The last episode is called "No Time Left"! C'mon! 4. I found Lee reminiscent of The main Character in "Night of the living dead", and he died in the end. For me the only question was whether he get's bit at the end of episode 4 or the beginning of episode 5. That conspicuous cardboard box made it clear. And yes, Lee will die in the end. It's the best way to end it.

Avatar image for kirepdx
KirePDX

105

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By KirePDX

@SonicBoyster: I absolutely agree that it's the weakest of the episodes so far (and hopefully ever); but it still had some good moments. I think it was in the Tested.com OctoberKast when the IdleThumbs crew was on, which includes Jake Rodkin and Sean Vanamen, that Whitta acknowledged that he kept on writing the script as a movie and forgot about the player interactivity.

I think that pops up in a few spots, like how they structured the whole setup with that doctor zombie and somehow completely skipped the part of how Lee gets back into the school. They clearly wanted to tell the story about that doctor, and probably wrote themselves into a corner.

All that said, it's still a pretty good story; and I'm looking forward to the finale.

I'm with the general group that says Lee has to die, and I think that Clementine kills him. My biggest question is:

  1. Do we play as Clementine to kill Lee?
Avatar image for ravenlight
Ravenlight

8057

Forum Posts

12306

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Edited By Ravenlight

These interviews are great. I love reading about why the people designed the games made the decisions they did in development.

Avatar image for spiritof
Spiritof

2471

Forum Posts

28754

Wiki Points

0

Followers

Reviews: 25

User Lists: 27

Edited By Spiritof

I'm gonna miss these articles after Ep. 5 is out in the wild, almost as much as I'm gonna miss Lee.

Avatar image for hubrisranger
HubrisRanger

524

Forum Posts

412

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By HubrisRanger

Fun fact: You can let Ben die without even having to worry about the whole "drop him or not" issue.

Additional fun fact: Until I read this article, I didn't even know about the "drop him or not" issue. Sorry Ben, but one fuck up too many and you're zombie bait.

Avatar image for bigsteve1983
BigSteve1983

76

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

Edited By BigSteve1983

@Klei said:

Telltale wouldn't have the balls to allow Clementine to get killed. That's for sure.

I don't know this is the walking dead IP we're talking about. If anyone has read the comics and even seen the show, it's a series where well bad shit happens.

I think there will be an option to see Clem probably die, however you have to have completely balls up the whole play through via the five episodes.

And regarding Ben, I let the drop. He screwed up so much it was a case of "First chance to kill him I'll take it".

Avatar image for joey_ravn
JoeyRavn

5290

Forum Posts

792

Wiki Points

0

Followers

Reviews: 2

User Lists: 3

Edited By JoeyRavn

I finished it a couple hours ago. After hearing so much about this episode on the Bombcast, I must admit I approached it with some second thoughts about it. But, man. It was the best one yet, easily. I don't think I've been so involved with the characters of a video game in a very long time. And that ending... wasn't expecting it, at all.

Avatar image for xpgamer7
xpgamer7

2488

Forum Posts

148

Wiki Points

0

Followers

Reviews: 12

User Lists: 5

Edited By xpgamer7

I really loved the whole mystery of the town itself, but the choices never felt like they had the power they needed to. Still the only point I really disliked was the scene where you talk to Clementine about the boat plan. Nothing had shown me it was a good idea, but every choice indicated that your character felt that way. It was the only time I felt like I had truly no control not because it was too sudden or a situation that I couldn't control but because of the game. Otherwise there was also the scene where you're manically looking for Clementine while Kenny is drinking and Ben is being a jerk to you despite the increasingly manic scene. I know it was supposed to drive you away from Ben but it didn't feel like him. It felt close, but not him. It was still a good episode, but the past episodes felt like they had much more power behind their choices and didn't really betray the characters or bottleneck you into interpretations like they do here. Again these are small instances, but it's a game that relies on a continuous stream of small influences.

Avatar image for mumrik
Mumrik

1136

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Mumrik

@S1XTYN1N3 said:

Woah. This is the longest article ever written about any game on this site. Still not sure I can be bothered to try it.

Well, if you read this, you don't really have to.

Avatar image for klumzee
KlUMZeE

328

Forum Posts

359

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

Edited By KlUMZeE

I've loved this series so much! Brilliant storytelling! I'm dying to play episode 5, I really hope it's ready soon.

Avatar image for kevin_cogneto
Kevin_Cogneto

1886

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Kevin_Cogneto

@Innovacious said:

After Jurassic Park, few could have predicted Telltale Games would have come up swinging as hard as it did with The Walking Dead

I guess you never played anything else Telltale did? 3 Seasons of Sam & Max, Strongbad, 2 Puzzle Agent games, Tales of Monkey Island, Hector, Back to the Future and Poker Night, just to name a few off the top of my head. They had bad games before Jurassic Park too but there was enough good there to not lose hope.

Sure, but all of those are very traditional adventure games (well except Poker Night, which is just poker with jokes), and Telltale had absolutely zero track record when it came to pushing beyond the boundaries of that very limited box they'd always worked within. And regardless of genre, all those are all nice little games, but none were as significant an achievement as Walking Dead is. They're not even in the same ballpark.

Avatar image for zeik
Zeik

5434

Forum Posts

2

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Zeik

@Kevin_Cogneto said:

And regardless of genre, all those are all nice little games, but none were as significant an achievement as Walking Dead is. They're not even in the same ballpark.

This is where I start to think people are overpraising The Walking Dead. I wouldn't argue that it's their best work yet, but I don't feel it's that much better than some of their other releases. This game is simply the culmination of everything they've done until now, and while I've really enjoyed it, it's not magic in bottle.

Avatar image for yodasdarkside
Yodasdarkside

353

Forum Posts

2

Wiki Points

0

Followers

Reviews: 5

User Lists: 5

Edited By Yodasdarkside

Couple of things.

I am enjoying the game, much more than I thought I would. I was looking forward to it a great deal, mainly because I like the show, and the hype was generally good. However, I have failed to enjoy Telltale games as a whole. Sam and Max was the biggest let-down of my gaming experiences. After hearing for ages about how funny they were, how clever, how cool - I was ready to forgive ancient game mechanics and have a good time.

It never materialised. The dialogue failed to raise even a smile, and the gameplay was as mildewed and creaky as I had feared. Clunky movement, unclear progress, and a really tired, forced script. I was bummed. When I got Jurassic Park free with PS Plus, I decided to give it a go, as I love the movies. Guess what? In no way does that game deserve the scathing criticism it got, particularly from Giantbomb staff, who uncharacteristically savaged it. It captures the atmosphere of the movies perfectly, the dinosaur animation is brilliant, and it told a decent, Hollywood-action style story.

So I gave Walking Dead a go as well, but the demo was a disappointment and gave me no motivation to buy the game at all, I have to say mainly because I find that giant cross-hair incredibly intrusive, and breaks the illusion at all times. (I was also annoyed that you can't invert it, but got used to that). If I hadn't gotten the first two episodes free (again with Plus), I would not be playing it now, and it 's not the epic story driving me along. Sadly, it's 'easy platinum'. It's good, but facile. I agree it has obviously taken the scriptwriters an enormously long task to accommodate every player choice, but the direct thread of the narrative is as linear as FF12; your choices are just decoration.

I'll be glad when I'm done episode 5, can delete the game from my hard drive and hopefully the group circle-jerk that is the Giant Bomb coverage of this game, something you hardly ever find here, will be over.

Avatar image for raven10
Raven10

2427

Forum Posts

376

Wiki Points

0

Followers

Reviews: 27

User Lists: 5

Edited By Raven10

Two things. One, I killed Ben. He got Carly shot and nearly got Clem killed. Kenny had said we could not fit everyone on the boat and I wouldn't have wanted Ben on there in the first place, so I let him drop. Two, if Clementine dies in the fifth episode I'm going to be bawling for hours. I can accept Lee dying. I assumed it was going to happen since the beginning so I readied myself for it. But if Clem dies I'll be devastated.

Avatar image for lukeweizer
Lukeweizer

3304

Forum Posts

24753

Wiki Points

0

Followers

Reviews: 1

User Lists: 2

Edited By Lukeweizer

Did anyone else NOT bring Clem to gather supplies and was left to save Molly but NOT able to shoot the zombie? I reloaded the sequence about 3 times and directly shot the zombie (or at least I thought) twice, but it didn't trigger and I ended up "leaving her behind". Are you even able to shoot the zombie attacking her?

Avatar image for cikame
cikame

4473

Forum Posts

10

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By cikame

Lee getting bitten was just another very bad event in a series bursting at the seams with very bad events, i've become numb to it now and i'm finding it hard to care about a universe where good things can't happen.

Avatar image for zitosilva
zitosilva

1897

Forum Posts

805

Wiki Points

0

Followers

Reviews: 1

User Lists: 3

Edited By zitosilva

There's one thing I particularly loved in episode 4, that can only be seen if you take Clementine with you and it doesn't involve a choice. When you take her, she stays put in a classroom, and if you look around you'll see Lee describe that there's a shelf with paper and some crayons.

This little description reminded me how, not long ago (in episode 2, I believe), Clem was just a little child, complaining how bored she was, and mentioning that drawing is the only thing she could do. When I was reminded of that, it was shocking to see how her character had naturally grown and changed after the events have witnessed. She's no longer the child you rescued. She's part of the group, and she desperatly wants to help everyone else as best as she can. This was a great moment.

Avatar image for jimi
jimi

1148

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 12

Edited By jimi

I don't understand why people chose to save Ben. Like yeah ok great you saved a guy who almost got the whole group murdered multiple times and was the direct cause of at least 3 character deaths all so he can not board the hypothetical boat. Great decision.

I guessed Lee was going to be bitten pretty early on. Now it just remains to be seen if they want to crush everyone's soul by killing Clementine.

Avatar image for jakebalsagna
JakeBalsagna

20

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By JakeBalsagna

Well I guess it's time to catch up!

Avatar image for tourgen
tourgen

4568

Forum Posts

645

Wiki Points

0

Followers

Reviews: 4

User Lists: 11

Edited By tourgen

episode 4 was terrible. Molly was one dimension and uninteresting, dropping from the sky like batman and never making mistakes or showing any internal conflict with her decisions. The Crawford stuff was uninteresting and predictable while being preachy and oh-so-tidy and morally convenient at the same time.

and just the mechanics - someone doesn't know how a hydraulic lift works. Seriously, cutting a pressurized hydraulic line? Go try that writers. Please. OK maybe some of you are dumb enough to try, so just go to youtube and search for "hydraulic injection accident" or "hydraulic line safety".

and the typical 120lb person catching a 200lb person by the wrist and pulling them up. WOW. so god damned dumb. that kind of ignorance of how the world actually works really pulls me at of the moment and the story.

Avatar image for ashogo
ashogo

952

Forum Posts

2820

Wiki Points

0

Followers

Reviews: 1

User Lists: 3

Edited By ashogo

@Yodasdarkside said:

I'll be glad when I'm done episode 5, can delete the game from my hard drive and hopefully the group circle-jerk that is the Giant Bomb coverage of this game, something you hardly ever find here, will be over.

I'm not getting your point here. Because a lot of people really love this game that you don't as much, their praises are somehow unworthy? Giant Bomb circle jerk, really?

Avatar image for hizang
Hizang

9475

Forum Posts

8249

Wiki Points

0

Followers

Reviews: 22

User Lists: 15

Edited By Hizang

Great interview, now that I rethink the dead boy, I wish I would have made Kenny deal with it. I chose to do it myself, only because I thought I was doing the best thing for Kenny,

Avatar image for foolishchaos
FoolishChaos

515

Forum Posts

2

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By FoolishChaos

Put me in with the crowd who initially chose to hide the bite, and then showed the group when they approached. I think it was a good thing, because it reflected very well what I wanted to do at those moments. Initially I was very much in panic mode, and decided to hide it because I was scared. When they approached and started talking I immediately started to regret it and wanted to come clean. I think this is very human. To lie when confronted suddenly, but then come clean after you are given a chance to clear your head.

In a game where you want the choices to come when the players aren't too clear on the right decision, I can understand why this can be viewed as a failure, but this isn't a choice that cant be logically rectified/changed later. If I wasn't given the chance to spill the beans on the bite later on, I would be more frustrated that the game wasn't giving me the option. Which is not something I've come across in the game yet. Sometimes you play a game and think "why can't I just say this really obvious thing?". The walking dead is not that game, and its why I'm enjoying it so much.

@Jimi said:

I don't understand why people chose to save Ben. Like yeah ok great you saved a guy who almost got the whole group murdered multiple times and was the direct cause of at least 3 character deaths all so he can not board the hypothetical boat. Great decision.

For me I almost let him go, right after voting that he not get on the boat. But then I reflected on how I felt about the community we were taught to hate the whole episode. A group of survivors who would sooner kill the weak rather than let them slow them down. It was a little too bothered about how hypocritical I would be if I let Ben go just because he was a bit weak, a bit of an idiot.

Avatar image for joby
Joby

13

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Joby

Sad that an accomplished writer like Whitta would use a word like [idiot] and simultaneously proud of our evolution as a species that editors chose to remove it for him.

Avatar image for hayamo
Hayamo

77

Forum Posts

14

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

Edited By Hayamo

I'm a terrible person and let Ben fall... I felt so bad afterwards, but I stuck to my guns and let it happen.