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The Walking Dead's Faces of Death, Part 3

Telltalle Games breaks down the major deaths in Long Road Ahead, the surprising ways players reacted, and the conversations that shaped their decisions.

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

We’re now more than halfway through what’s hopefully the first of many seasons for The Walking Dead from Telltale Games, but even if this is the only season we ever get, it’s been a hell of a memorable one so far.

It’s been a few weeks since we spoke with Telltale about the series, in which we talked about the moments in each episode where the player is handed a decision about the death of a character. There are plenty of other weight decisions in The Walking Dead, but the moments where a life hangs in the balance tend to be ones that stick around.

With the Gary Whitta-penned episode four, Around Every Corner, not far off (no, I don’t know when, but it’s very soon), it seemed like the right time to sit down with Telltale to reflect on episode three, Long Road Ahead.

That moment with Duck is starting to come back to you now, right? Damn. Damn.

I recently chatted with project lead Jake Rodkin (co-project lead Sean Vanaman was busy with a recording session), designer Harrison Pink, and director Eric Parsons about those moments and more. The team has taken great joy in watching YouTube playthroughs of the last episode, especially when players are confronted with Carley’s death.

The panel for The Walking Dead was one of the most popular events at PAX back in August.
The panel for The Walking Dead was one of the most popular events at PAX back in August.

“Whenever a new one of those comes out,” said Rodkin, “it immediately gets sent [around] and you can see it on everyone’s computer. ‘We got another one!’ We take a fair amount of thrill watching people who are hit as hard by that one, by the deaths that are going on in this game.”

The tonal shift between episode two and three is significant. Episode two is akin to a horror film, with our heroes pitted against a suspicious foe that turns against them. In episode three, the team didn’t want to release the tension, but focused on pressing a different set of buttons. The player had much less control over who lives and died, and instead had another set of challenges.

“Arcs are beginning and ending all throughout the series,” said Pink. “[With episode three], it’s the episode where many arcs ended and some arcs began. It was a conscious decision to say ‘alright, in this episode, you won’t get any control over any of that stuff.’ But the idea that a lot of these things in world are out of Lee and the player’s control and this is just how the world is is a conscious decision for sure.”

It’s also an episode where early design decisions made became more entrenched. The Walking Dead often allows players to say nothing, usually represented with an ellipses (“...”) as a dialogue choice. When asked to make a decision about the future with Clementine, 4% of people were totally silent.

“In three, I consistently had people coming up to me and say this was the first time they just really didn’t know what to say,” said Pink. “Especially with Clementine, when she asks these really difficult things about what’s going on in the world or what we’re going to do and all sorts of stuff like that.”

One moment of Telltale catering to the whims of passive players was a moment where the player, as Lee, could choose to be engage in a fight with Kenny aboard the train. Then, for whatever reason, they could also back down. The sequence Rodkin describes next never happened to me, and, for a while, I thought he was joking.

“When you’re in the train car with Kenny and he’s trying to get you to fight him,” said Rodkin, “if you just dilly-dally and don’t confront Kenny and you just keep trying to play it down the middle, he eventually throws you out of the engine cab and back out onto the walkway. When you go back into the box car, you realize you’ve spent so long doing jack shit with Kenny that Duck has already died, turned, and killed everyone in the train, and kills you. Apparently it’s referred to as the Duckpocalypse.”

I’ll have to go back and try that, but that’s for another day. Let’s kick things off with the episode’s first big decision.

GB: When the episode opens, the first one you’re presented with is a fairly classic horror trope of “do you let this girl continue to scream and distract the zombies while you loot and plunder, or do you take her out?” This one actually ended up 60/40, so while not 50/50. The vibe I got from it was the game telling me “you should just leave here. C’mon, she’s gonna die anyway.” I’m curious how much of that was my own projection.

Rodkin: For me, I actually always got the opposite read.

Pink: Yeah, Kenny tells you to leave her.

Rodkin: At that point, especially when we were working on episode three, I had just come off of working on episode two, and kind of had gotten tired of Kenny. Kenny telling me to leave her personally made me want to say “go fuck yourself.” I don’t know if that was the intent or not in that scene, but me personally, I was feeling a little overexposed on Kenny, so him telling me to do anything made me mad at him. For us, it was a little bit of--if you put a video game crosshair on top of a character in a video game and give you a shoot button, how many people aren’t going to shoot? We’ve thought about it in terms of the dog who’s trained to sit there salivating while there’s a bone resting on its nose, and that didn’t quite play out in that way as much as we thought. It’s probably good. I think we thought everyone would shoot that girl.

Parsons: The balance we were hoping for was the instinct to pull the trigger when there’s a crosshair on a person’s head versus somebody behind you yelling “don’t do it, don’t do it, don’t do it!” I guess it got sort of close.

Pink: I remember it being somewhat different way earlier. I think it was this exact point of “if you give someone a gun, they’re going to want to shoot it in a video game.” And making sure that didn’t seem like the right [choice]. Obviously, we don’t want there to be a right or a wrong choice, but what is it that the don’t shoot her choice means? What does it mean to Lee? What does it mean to the player? We definitely sat and spun on how to make sure the not shoot her [option] actually felt like a real choice, and it wasn’t just Kenny going “don’t do it! That’s a bad thing to do! You should let her escape!” but making Kenny more pragmatic. ”If we leave her alive, this is what it will mean to us, this is what it’ll to our survival. It’s better for our survival.” But, then, Lee sort of being the more emotional side. “Well, we should put her out of her misery.” It’s the emotional versus pragmatic, which always leads to really interesting choices.

GB: When these moral quandaries come up, it seems the game’s very deliberate to make sure the characters aren’t by themselves, they’re always with someone else. It seems to serve a dual purpose. A, it’s more interesting when there are more opinions. B, it allows you guys, as designers and writers, to voice both viewpoint the player finds themselves presented with. If it was just Lee trying to figure out if he should shoot that girl, it wouldn’t be nearly as compelling if there wasn’t Kenny to the side.

Rodkin: I think if we get to a point where Lee’s going back-and-forth with himself, the game might have gone to a weird place.

In this situation, 60% of players took the shot, while the other 40% allowed her to keep living.
In this situation, 60% of players took the shot, while the other 40% allowed her to keep living.

Rodkin: I don’t remember where I read this, but it was about stores that started putting a picture of a set of eyes on the front of all their cash registers, and they noticed it reduced shoplifting.

Pink, Parsons: [laughs]

Rodkin: People act differently when they think they’re being watched, and that’s really interesting. Especially with some of the stuff we’re doing in episode four, it’s come up a lot, actually, in meetings and reviews for these things. When is someone watching you? When are you acting alone? It’s a thing that we ask ourselves a lot across these different situations of “how is the player going to feel in the game if someone is standing over their shoulder watching them do this?” versus “are they thinking there’s no one there and they’re going to get a way with it?”

In episode two, we talked about that when you kill that brother with a pitchfork, and the camera suddenly whips over and shows Clementine watching you. People feel so differently about it when they think they’re alone in the barn versus someone is there who matters.

Pink: That guilt shift is really interesting to see. Now, everyone is really paranoid that Clementine is sneaking through to watch them. Playing through episode three, there were tons of decisions where [you go] “if I’m alone, I’ll pick this, but I don’t know if Clementine is going to whip around and show me Clementine again, so I have to consider if she’s sulking in the shadows watching me do this stuff.” It’s really interesting. Even if she’s not, even the threat--well, threat is the wrong word to use. Even the idea that she could be nearby and observing this, even if the camera’s not showing it, really makes people second guess. “This the right decision for now, but I don’t want Clementine to see it, so what does it mean to Lee and me?”

GB: The second major moment is when you have the unfolding conflict between Carley, Lily, and Ben--or Doug, depending on your decisions. The shock value of that moment is pretty incredible. I turned off the notifications that tell you when a character is impacted by a decision, but I was watching the different YouTube playthroughs, and realized the game says, just before Carley gets shot, “Carley will remember that.” Then you fucking kill her! I have to imagine that was a very deliberate choice to have one last sleight of hand.

Everyone: [laughs]

Rodkin: That was kind of choice notification trolling on our part for sure. I didn’t know that was there because I also don’t often play with choice notifications on, but I was really happy. I thought that was a really good use of that system to pacify people for a half-second longer than they might have otherwise been because it goes against what was going on. It’s the weird game UI version of the Joss Whedon thing where he puts a character in the credits of Buffy the Vampire Slayer two episodes before they die.

Pink: I remember putting that in. Even with Katjaa, the stuff with her and giving her water for Duck, it says “she’ll remember that” and she’ll appreciate your kindness. I thought it would be really weird [to not have it]. It’s such an emotionally charged moment. To not be getting feedback that people are remembering would just feel dead and weird and suspicious. I don’t think I put that in there to troll everyone. I felt that if I didn’t know what the story was going to go, this is where I would put in a choice notification with Carley remembering stuff, so I tried to play it that I was ignorant of what was going to happen after 10 seconds of gameplay. You just said something really mean to Carley, and and she goes “What the fuck, Lee?” That’s true, Carley is going to remember that. I don’t think it was a “ha ha, I’m going to get the player with this!” but a thing where you’ve built the player to expect these notifications to pop up, and what that’s going to mean going into further episodes. I don’t think that was the original intent, but I’m glad that it shook out like that.

Rodkin: I’m actually really glad that it went in there. I feel like act one of the game, for people who know how these sorts of stories work, when Duck suddenly becomes a wacky crime investigator and Carley plants a kiss on your cheek, if you know what’s going on, you know these characters are going to eat it by the end of the episode because they just became nice to me. I like that the choice notification, for a lot of people, was maybe the moment where their initial suspicion was gonna be proven true.

Pink: I wonder if that’s where people all thought they could save Carley. Everyone at PAX came up to us and said “seriously, though, how do you save Carley?” Maybe that helped [make people think] “there’s gotta be a way to save her, there’s gotta be!”

45% of players abandoned Lily after she took a shot at Carley, while 55% brought her along.
45% of players abandoned Lily after she took a shot at Carley, while 55% brought her along.

GB: I was reading through the comments section of an IGN story, and there was this really long discussion over “well, they wouldn’t have put that in there unless there was some combination of dialogue choices to save her.”

Rodkin: Yes. [laughs]

GB: Another thing that struck me as interesting was how the game plays with the time mechanic. If you dilly-dally on making a choice, the game will either make a choice for you due to a timer or it’ll happen in the background as a way of surprising you. That’s what ended up getting me in the moment with Carley. I was immediately convinced that “oh, if I’d just done this a different way, I would have saved her.” Because I chose to be indifferent, this was a moment where the game said “go fuck yourself, you chose to not take a side, so we’re going to choose one for you.”

Rodkin: The Carley choice is definitely a choice where Carley--or Doug, if Doug’s alive in your playthrough--is a pretty heavy fixed point in the story. It’s a place where we had this trade-off of the mechanics of “do we support a character alive for a while, or is is more interesting to us to say Carley or Doug dead is a fixed point in the story because what’s interesting is using that as the mechanism to put the characters into a new and interesting place and move everything forward.” I’m having trouble phrasing what I’m trying to say.

GB: What happens after this, and as the setup for Duck becomes pretty obvious, you’re basically pressing reset on a lot of these characters. A bunch of the hangups they’ve had for the last two episodes no longer exist, and you can make this clean break to a new characters, new sets of challenges.

Rodkin: It’s safe to say that their short-term effects maybe had a reset hit, but I don’t think we’re wiping the slate on characters, even if it seems that way. In the course of episode three, everybody gets a pretty heavy jolt because of what happens, but over the rest of the season, a lot of that stuff--characters have time to deal with it in the context of everything else that’s happened. It may feel like in the short term that these guys got knocked pretty hard, but that’s not to say what happened earlier isn’t going to come to bear on the story later on.

For us, with Carley, we knew it was going to be a fixed point in the story, but we went out of our way, or at least tried very hard, to make sure that even though that point was going to be the same--Carley was always going to get a bullet in her head--the things that you did and the things that you said leading up to it really make that feel unique to you. Like you said, “I felt like because I was indifferent, Carley got shot.” I know that you can, then, rewind and find out “oh, because you did it a different way, Carley got shot,” we still want to make sure that moment tightens itself up around the choices that you’ve made and the way you’ve been playing so that when you get to that moment, it still feels like it’s your own, even though Carley will always eat it. She probably had it coming, not matter what!

GB: Even though my indifference made me feel like I had sacrificed Carley, my indifference continued because I refused to leave Lily on the side of the road. It felt like the game, then, was deliberately saying “well, if you’re going to continue to be indifferent, we’re going to let this bite you in the ass again because she’s going to take your van.” It’s a situation where, yeah, I can go back and look at how it can play out, but of my own playstyle, at least in the very moment, it feels real.

Rodkin: That’s very much the way we think about it when we make these. Given that we know there are some things that are going to happen no matter what, we want it to feel like “if the player did this and this and this, what is it going to mean when this happens?” Even within those fixed points, when the characters actually discuss them and contextualize them in the game, you would probably find them surprisingly different in a few places. Even though the big events don’t change, all of the flavor around them is [different]. We thought to ourselves “what would Patrick Klepek do?”

GB: As most good game developers do.

Rodkin: We tried to write just to you! But, hopefully, I could be doing this interview with a lot of different people and use that same joke and it would work.

Everyone: [laughs]

GB: I’m going to start going through every interview you’ve done in the last six months.

Rodkin: I’m going to blow your mind in episode five when Clementine turns to the screen and says “Hello, Patrick.”

Everyone: [laughs]

GB: The way the last big moment plays out is not telegraphed, but the moment Duck starts to get sick, you know where this is going. You’re not sure if this is going to play out in this episode, but you know things are going to go bad, decisions are going to have to be made. I’m curious how you guys figured to tip your hand on Duck being sick. From that point, it gets the player mind rolling in a certain direction.

Rodkin: We’ve known since before we wrote a single line of dialogue in episode one that Duck was going to get bit and die within episode three. That was one of the really, really early pieces that we had. Episode two’s lynchpin moment that we knew was there from day one was Larry getting his head bashed in a meat locker, and we knew that episode three was going to be all about everyone being super bummed and, over the course of the episode, Duck was dying. As far as within the specifics of episode three, I don’t really remember when we started figuring that out.

Pink: Honestly, the way that played out was pretty fluid. Not all the way to the end, we locked it down at some point, but there was a time [where] the amount of time that passes between the initial bite and the discovery of the bite to the group and, obviously, the event in the clearing when you have to make the decision--how all this played out was fluid, making sure it had its own place in the story. We didn’t want it to be Carley got shot in the head, oh man! Duck got bit, oh man! We definitely wanted to make sure each of those events could emotionally wrap up, and give time for Lee and the player to digest them and go “holy crap” before we smacked them over the head with another insane thing. We definitely moved them around to make sure each important thing had its due. It took a while to get right.

Parsons: It also didn’t change all that much. All those pieces were pretty well established.

Rodkin: We knew we wanted all those things to happen, but the order of...Duck gets bit, then the RV breaks down, then you discover the train, then Duck gets killed.

Parsons: I think there’s post-it notes shuffled around somewhere. [laughs]

Rodkin: When is Duck bit? And how do we present that so that it’s feels it’s something that starts pressing on your mind, but isn’t an immediate emergency, so it still feels like it’s okay for Lily to have her crazy breakdown and shoot someone. And it also feels okay to wander around and get a train going, and only once you’re on the train does Duck take his final turn. Having that order of events...we freaked out about that quite a lot over the course of development, and there were probably earlier story structures where it was just deal with Duck then deal with Lily or deal with Lily then deal with Duck. Getting all that stuff interwoven was actually a fair amount of story juggling.

Pink: We definitely had a discussion about how we allow the player to wander around a broken train while Duck is dying and feel okay. [laughs] That was definitely several days worth of a conversation.

81% of players took the gun into their own hands, while 19% of them made Kenny pull the trigger.
81% of players took the gun into their own hands, while 19% of them made Kenny pull the trigger.

GB: In terms of the actual moment, where the player can choose to take care of Duck for Kenny, was it always the intent that the player would have control over a reticule?

Rodkin: The short answer to that is no. Duck’s death is actually a scene [that] we knew from the beginning was going to be the biggest moment in the episode, or, at least, was the one we had been thinking about the longest. Actually, because of that, it meant for a really long time, it had a tendency, as a lot of moments that have been around for a long time do, to just become auto-piloted. It existed unchanged in design for almost a year. We started the story for this a ways before episode one, and it wasn’t actually until we started getting the game built we realized Lee, as a completely passive observer, was not actually all that interesting.

Pink: Originally, you do pretty much the same thing, but once they go off, you just hear it happen. Obviously, the discussions you had were mostly the same, but once the actual event happens, it was very much [that] Lee wasn’t a part of it at all.

GB: It’s handed off to a cutscene, and the player just implies everything else.

Pink: That’s how it was for a long time.

Parsons: It was also a lot more vague. Katjaa and Duck walk out into the woods, and you hear a gunshot and nothing happens for a second, and then zombie Duck walks back out.

Rodkin: That was it!

Parsons: And then Kenny gets sad and everyone gets back on the train, and that was the end of the scene. The two big critiques, now very rightfully so, were that “wow, that was way too vague, and the player has nothing to do in this scene.” So all the stuff about making the first decision of who is going to go out and do this, and the second decision about who has the gun in their hands, all came relatively late compared to the knowledge that Duck was going to die.

Rodkin: That’s a pretty good example of [where] we knew that story moment was there from day one, but how it actually plays out in detail got pretty heavily shuffled around. We’re pretty happy with how that turned out, but it’s a pretty big overhaul from what was originally just a sad cutscene moment, where you could talk to Clementine a little bit, and then Kenny cried.

GB: When I was presented with the reticule, it wasn’t as easy as “oh, okay, I guess I’ll just pull this trigger.” It was a lot different than the axe moment, where a lot of people were like “oh, hell yeah, I’m gonna chop that leg off!” At least if you’re taking the game semi-seriously, this is a moment of pause. I played the game co-op with my wife, and we sat there for a while thinking, “well, maybe if we wait long enough, he’ll turn into a zombie and we’ll feel less bad if he’s attacking us. Otherwise, yeah, he’s getting sick, but he hasn’t undergone the transformation into this evil creature.”

Rodkin: That’s actually a detail that we also talked about and went back-and-forth on a lot. Where we ended up settling was that we thought about letting Duck go to the point that he turns, but that actually came off as “can’t we spare players and let Duck turn?” And the answer is no because you’ll feel less bad because you’re killing a zombie. Where we ended up landing was that if you do wait long enough, Duck stops breathing. When he stops breathing, you still get a second to pull the trigger if you want, but if you wait too much longer, they just say “we can’t do it,” and leave, which very few people did. And then no one shoots Duck.

GB: When I was looking at the stats, it only has Lee shooting Duck or Kenny shooting Duck, and didn’t realize there was another option.

Rodkin: It’s another one where there’s a very small percentage of people who do it, but the game does support it. If you wait long enough, either Kenny or Lee says “let’s just go,” with Duck just laying there versus zombie Duck, who is now amassing a horde of zombies on his quest for world domination.

Pink: There’s a lot of people who say “I don’t like this character, I’m not going to feel bad when he goes” and to the extent of “I can’t wait to kill that kid!” But when you actually put a gun in someone’s hand and you’ve said “Kenny, I’ll do it,” a lot of people that I spoke to said “I was ‘no problem, I can handle this’ until the reticule came up and I went ‘whoa, this feels a lot different than I thought it would.’” Or they would shoot, and then walk away saying that, either right before or right after. “I thought I was totally okay doing that, but actually being presented with the reticule and this little sad boy’s face, I thought it would feel like a video game, and I felt not the way I thought I would about that.” That was always really interesting to hear.

Rodkin: I’m sure there’s always a silent contingent somewhere that doesn’t mind blowing away Duck’s face, but we hear pretty often from the people who have suspension of disbelief going on to the point that it actually matters that they’re pointing a gun at this little kid. It’s kind of cool.

Parsons: I got more confident about my ability to execute this scene after hearing feedback from episode two. The people that in episode one who said “oh, man, Larry, the first chance I get, I’m taking that guy out,” and when episode two rolls around [they said] “oh, man, I couldn’t do that.” Hearing that, I was like “okay, I think Duck’s safe.”

Patrick Klepek on Google+

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lucianotassis

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Edited By lucianotassis

Carly was destined to die from the moment in which Doug died in episone one. And Doug was destined to die from the moment in which Carly died in episode one too. The designers simply had a "problem" since episode one, because they had to design situations in that Carly/Doug would fit equally. They couldn't keep designing two versions of the same scenes every time, and I'm sure this is the reason why Carly/Doug went back to the motel with Ben in most part of episode two. Carly/Doug couldn't be made important anymore, since they could be dead from episode one. The death of one of them in episode one in fact sets the grim fate of the surviving other later, and Telltale tried its best to postpone the inevitable moment as long as they could.

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Phished0ne

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Edited By Phished0ne

This episode was the worst. I kinda saw every turn in it coming. The only one that surprised me was Carley dying, although it was so typical to kill off the romantic interest. Then it was so blegh to have the mother commit suicide instead of killing her son. I havent played 4 and 5 yet, but i think 3 was my least favorite episode because everything seemed so cliche. It was just zombie movie trope after zombie movie trope.

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Jazz_Lafayette

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Edited By Jazz_Lafayette

Honestly, I was trying to play Lee as having more of a romantic interest in Lilly than in Carley, so the kiss and Katjaa's dialogue at the train were a little bit weird. It didn't make the murder any more shocking, though. I just saw Lee as being torn up for a totally different, chilling reason. Especially after he took her on the RV anyway.

Also, I called Ben being the traitor almost immediately. He was the weak link in the group, determinedly speaking.

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winsord

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Edited By winsord

@Random45 said:

@OleMarthin said:

why would anyone bring Lily along after what she did, people are crazy:P can't wait for ep 4!

I had Doug, and she doesn't intentionally kill him like she did Carley. Doug pushed Ben out of the way and got shot instead. Pissed me off, but not enough for me to boot one of the remaining useful members of the group. Wish Ben was the one who got shot though, Doug was one of the few people left I really trusted at all.

I had Doug with me too. At that point in Episode 3, I was already getting sick and tired of Lily, and the way she was handling the situation with Ben was driving me nuts. Then she shot one of my favourite characters, and I was pissed. I left her there on the side of the road, and had no remorse at the time. Once the camper got to the train though, I had to call it quits for the night. The next day when I picked the game back up, it suddenly sunk in of, "holy crap, I just left probably one of the more resourceful members of the group to die". Don't regret leaving her there though, the way she handled the situation with Ben just made me want her gone.

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cikame

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Edited By cikame

This episode contained no suprises to me, it's like a Mafia film, after the first few times everything goes as poorly as possible you just expect it from then on.
New scene, something really bad just happened but we're past it, time to talk about it and what's coming up which will go wrong, then it goes wrong, hmm in what ways could this go even worse, then it gets worse, ugh.
I find myself caring less about the choices i make because i don't feel like i have any power to change anything. Maybe i'm just not into genres of infinite doom and despair.

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Ravenlight

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Edited By Ravenlight

I had been on Lilly's side the whole time but when that bitch shot Doug, her fate was sealed.

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Trilogy

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Edited By Trilogy

@Zippedbinders said:

You guys have fun though.

We will and we are.

Depressing fun.

Anyway, I actually had more tension at the start of episode 3 when I had to cut the dude's leg off. I stalled as long as I could, trying to break the chains free. When it came to putting Duck out of his misery, however, I knew what had to be done. I wasn't happy to do it or anything, but it wasn't this hard decision. I didn't want Kenny to have to do it and I dunno...just seemed like the right thing to do. The whole, "YOU CAN'T KILL KIDS IN VIDEO GAMES" thing is kind of stupid and at the end of the day it just stifles the creative process.

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avonsong

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Edited By avonsong

I still want it!

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treythalomew

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Edited By treythalomew

I just caught up in the episodes and reading these and want to say these are some of the best articles about video games ever. I would have loved to read something like this about all of Mass Effect but I doubt those guys are willing to divulge info like this.

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haethos

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Edited By haethos

I haven't really been following how the community reacted to Episode 3, but they lost me after that episode. I know that losing a bunch of the crew is supposed to make it hit home that nobody is safe and that you (Lee or the player) shouldn't be getting comfortable, but I thought it just made my choices in the previous episodes completely meaningless. It's the most blatant case of "the diamond" branching storyline converging that I can think of off the top of my head.

I was completely in The Walking Dead's corner before episode 3, but it completely lost me after it. I don't even think I'll finish the game--the whole experience just feels soured now.

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JazGalaxy

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Edited By JazGalaxy

I don't like the idea of them doing things like saying "we couldn't let players off the hook by letting Duck turn."

If it's a game, and decisions matter, they as the developers shouldn't be conspiring to manipulate events the way they see fit. If the reasonable effect of the rules of the world are that a sick person will turn into a zombie, they should let the player play in that world the way they choose to.

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rollingzeppelin

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Edited By rollingzeppelin

The scene with Duck was the first time a videogame has ever made my tear up. Man, such an emotional roller coaster. I think I felt worse for Katjaa, she was such a strong and good person. :(

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jeffdog

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Edited By jeffdog

Awesome read, really enjoying reading these

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Dallas_Raines

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Edited By Dallas_Raines
@SpartanHoplite

Yeah, Lily was quite unstable. Will be fun to see how she returns.

Why havent they announced release date for part 4? Its october but when?

Read the comics if you want to see what happens to her.
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Dallas_Raines

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Edited By Dallas_Raines

Fuck Lilly.

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Zippedbinders

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Edited By Zippedbinders

I guess I'm relatively alone in all of this, but reading this whole thing just kind of confirms that I don't want to play this game. This sort of dramatic story telling isn't really what I want from Telltale and I'm honestly kind of worried if they'll do anything light hearted and fun after this, given its success.

I don't know, it just doesn't feel right. You guys have fun though.

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CaptainTalon447

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I trust Kenny, he has a reasonable mindset but sometimes it takes someone to hold him back to shake him to reality

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bassman2112

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Edited By bassman2112

I'm really looking forward to the last two episodes of the game, as well as the last few of these articles (for this season, hopefully both will continue though). I really love that asks all of the questions I would personally want to ask the devs - thanks for that Patrick, this series of articles really is one of the best on the site.

This game had better be in the running for GOTY 2012 talks, and I really mean the GOTY category. It's definitely one of the most amazing experiences available for a long time =)

Edit: Also, Patrick I have a quick question. Do you think that once all the episodes have been released, you guys will put up a review of the entire season?

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super2j

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A lot of my decisions were in the minority. the only regret i had was not telling Kenny about my past. I was going to do it but the story moved forward.

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bruno0091

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Edited By bruno0091

The one real issue I had with episode 3 was that I didn't even notice Omid, the camera pans over so quickly and the lingers on Christa.

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BeBen

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Edited By BeBen

I will probably get it when it's very cheap on sale, even though i hear nothing but good things about it

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Jedted

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Edited By Jedted

Lily was a loose cannon, she couldn't handle the pressure of leadership and that made her crazy. Part of me feels bad leaving her on the side of the road but the other part thinks she got what she deserved.

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NinjaBerd

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Proud savoir of Doug, right here!

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Tennmuerti

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Edited By Tennmuerti

@patrickklepek said:

@Tennmuerti said:

Kind of disappointed that the devs thought in such gamey terms about the woman in the opening that it should be a pavlovian response of shooting when there is a crosshair versus a game telling you not to do it. And that their expectation was that most people who would shoot her would do so because that's what they are used to doing.

While you and me may be approaching the game this way, not everyone does. In the beginning of episode two, for example, they're pretty sure most people would not have chopped off the leg if the reticule hadn't been RIGHT OVER THE LEG when the scene kicked off. Unfortunately, it's something they didn't realize until after it shipped. Had it been moved a few inches to the right...

Interesting you should mention this, I actually had a similar natural reaction towards the leg situation as i did to the woman. I examined it instead of going for it straight away and it quickly became the last resort in my in my mind (chopping off the leg) as I also started hastily examining other options, stopped eventually on the chain then started whacking at it with the axe, sadly until it was too late.

My guess is however that mouse controls played some part in my own approach. I move the mouse in a much twitchier fashion then a gamepad, so it's easier for the gamepad to stay in neutral (for me anyway), in this case on the leg. But as soon as control was given I started moving the mouse around so the leg did not register as the "default" option the scene started at. Making it easier to believe that maybe another method would work.

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patrickklepek

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Edited By patrickklepek

@Tennmuerti said:

Kind of disappointed that the devs thought in such gamey terms about the woman in the opening that it should be a pavlovian response of shooting when there is a crosshair versus a game telling you not to do it. And that their expectation was that most people who would shoot her would do so because that's what they are used to doing.

While you and me may be approaching the game this way, not everyone does. In the beginning of episode two, for example, they're pretty sure most people would not have chopped off the leg if the reticule hadn't been RIGHT OVER THE LEG when the scene kicked off. Unfortunately, it's something they didn't realize until after it shipped. Had it been moved a few inches to the right...

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patrickklepek

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Edited By patrickklepek

@adam1808 said:

I am disappointed by the lack of Vanaman, last thumbs episode made it sound like he was stressing over the final two episodes. I hope it all goes well for the Telltale guys, they're doing something that games have never really attempted before.

We'll get him back for the next article, hopefully! They're crunching.

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CDUB901

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Edited By CDUB901

I too was extremely pissed at Lily for shooting Carley....just before that it seemed that Lee and Carely were going somewhere and Lee is an awesome guy so I wanted him to get his and brighten up the dark times a little, but NO! that bitch shot her!!

i instantly without hesitation left Lily there on the side of the road because of two things in my mind at the time. 1.) That bitch just shot Carley and 2.) That bitch is unstable and who knows who she might snap on next and kill, i'll be damned if she touches Clemintine!

but for some weird reason as soon as we drove off I felt bad for leaving her...like maybe she could have changed and become more stable after realizing what she had done

but nope! she just steals the van....crazy bitch

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Bumpton

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Edited By Bumpton

@thbsppsbht: Well, both the video and the article had spoiler warnings... Just sayin'.

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thbsppsbht

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Edited By thbsppsbht

i was thinking of playing this, but now the plot is sort of ruined

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deactivated-5945386c8a570

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Yeah, Lily was quite unstable. Will be fun to see how she returns.

Why havent they announced release date for part 4? Its october but when?

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Sarx

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Edited By Sarx

Duck was dead as soon as he was bitten. Shooting him afterwards was a big deal after that. I felt sorry when I saw the bite.

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Dezztroy

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Edited By Dezztroy

This can't be right.

"know if Clementine is going to whip around and show me Clementine again"

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Kyreo

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Edited By Kyreo

@Milkman said:

Carley's death was the angriest I've ever been at a video game. And I love this game for that.

Very well said. I hate how this game makes me feel at times but I love it's capacity for that.

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Metiphis

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Tennmuerti

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Edited By Tennmuerti

Kind of disappointed that the devs thought in such gamey terms about the woman in the opening that it should be a pavlovian response of shooting when there is a crosshair versus a game telling you not to do it. And that their expectation was that most people who would shoot her would do so because that's what they are used to doing.

My choice had nothing at all to do with such an assumption. I shot the woman because it was a humane thing to do, even at an extra risk to ourselves, period. Neither Kenny nor being presented with crosshairs had any effect on the decision.

The one beef I had with episode itself was by the time Carley gets shot out of nowhere and then then if you don't abandon Lilly she steals the car it was like a game screaming at me: we have to trim down the choices you made, so we are zeroing them out. So that part of the story felt like it was done for the sake of mechanics and prevention of exponential workload of branching choices rather than actual natural flow of the story. A game basically nullifying previous choices one after another, the entire episode. It happened in previous episodes mind you but not in such a rapid succession. It's simply became blindingly obvious in this one.

I made this decision, then that decision, then i chose to do something else. Dead, dead, separated. Almost everyone who is affected by your decisions no longer exists or is a factor. Even Kenny is now a moot point, as his sons death takes precedence (+booze) and I have a very strong feeling he will also cease to be a factor soon enough.

It's fast becoming apparent that the only constant character whom your choices might potentially affect in the end is Clementine. And that is yet to be truly delivered on.

Still, best episode yet!

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golguin

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Edited By golguin

@Spiritof said:

I distinctly remember thinking I could save the girl, in the opening scene. I shot one zombie in the head, and one in the chest, but then the game game cut to the scene where the zombies take her down. The game then treated me as if I left her to die. It's the only moment, so far, where I've felt like the game didn't like my third option.

Also, I've never been as furious at a video game character as I was when Lily shot Doug. I wanted to tell that bitch that I was glad her father was dead!

The thing is that there was no "saving her" because she was bit. She was yelling and drawing out more and more zombies and your choice was to either kill her and draw attention to yourself or take no shot and leave her as bait. You couldn't just stand there and snipe every zombie that was coming out.

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Balex1908

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Edited By Balex1908

Just reading the comments makes you realise how amazing this game is.

When the reticule came up I was like "Please cut away, please cut away when I pull it..." thank god they did, although it probably would have been more devastating if the camera stayed close.

I hope they have the balls at the end to piss off some of the players for making "wrong" decisions.

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Rsvaret

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Edited By Rsvaret

@Dtat: Same for me. It was quite easy to kill Duck. Really enjoying the game.

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wmoyer83

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Edited By wmoyer83

I actually liked Duck. The game made me feel like you had to comfort these kids, so I gave them food and tried to be a positive as possible around them. It really broke me down having to put the poor kid down. Now I'm afraid that I have turned Kenny into a alcoholic.

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impartialgecko

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Edited By impartialgecko

I am disappointed by the lack of Vanaman, last thumbs episode made it sound like he was stressing over the final two episodes. I hope it all goes well for the Telltale guys, they're doing something that games have never really attempted before.

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Spiritof

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Edited By Spiritof

I distinctly remember thinking I could save the girl, in the opening scene. I shot one zombie in the head, and one in the chest, but then the game game cut to the scene where the zombies take her down. The game then treated me as if I left her to die. It's the only moment, so far, where I've felt like the game didn't like my third option.

Also, I've never been as furious at a video game character as I was when Lily shot Doug. I wanted to tell that bitch that I was glad her father was dead!

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bishna

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Edited By bishna

@Encephalon said:

@joetom said:

When I had to get Kenny to stop the train, I ended up fighting him, but never hit back. It results in him beating the shit out of you until he breaks down and stops the train. Pretty powerful moment for me.

I did exactly the same thing. Way to go, you pacifist you!

Same here. In the moment I remember exactly what I was thinking; "His son is dying, he needs this". I hate Kenny with a mighty fury, but when I found myself in a fight in that situation, I gave him a break.

But I swear to god...Kenny will get his.

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Marz

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Edited By Marz

I really didn't like the way Doug (carley for others) went out.... kind of made me not want to play anymore.

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madlaughter

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Edited By madlaughter

@RecSpec said:

@eug said:

O__O

Motherfucking Game of the Year.

Holy hot hell that's amazing.

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TomA

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Edited By TomA

I think thats the longest Giantbomb article ever.

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golguin

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Edited By golguin

@RecSpec said:

@eug said:

O__O

Motherfucking Game of the Year.

Did anyone discover this before they mentioned it in the interview? I'm looking through youtube and I can't find anything.

EDIT: Didn't find it on youtube, but did find talk about it on telltale forums.

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ShadyPingu

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Edited By ShadyPingu

@joetom said:

When I had to get Kenny to stop the train, I ended up fighting him, but never hit back. It results in him beating the shit out of you until he breaks down and stops the train. Pretty powerful moment for me.

I did exactly the same thing. Way to go, you pacifist you!

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recroulette

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Edited By recroulette
@eug said:

O__O

Motherfucking Game of the Year. 
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eug

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Edited By eug

O__O

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ottoman673

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Edited By ottoman673

Fuck Lily. Bitch killed my favorite character. And i feel bad, because she wanted to talk for a minute at the beginning of the episode, but i decided to be Captain Detective with Duck right away.. so I left her.

The Duck scene got to me too. Watching Katjaa go off into the woods and then hearing the subsequent gunshot resonated inside... like I had done something wrong. When i discovered Katjaa had killed herself my stomach sank.

I should've just done it myself.

Oh... and the rage. the RAGE when that fucker ben told me he set up the deal with the bandits. I clicked the button to threaten him without hesitation. I want him dead. Now.

The emotional response this game pulls out of me is unmatched.. it's almost surprising. Between this and Journey this year, my mind has been blown at how a game can do this to an individual... wow.