"Historically-accurate models of Jerusalem and Damascus....Leap of Faith into a bale of hay....break line of sight....Wailing Wall...." I'll always associate Jade Raymond with these soundbites circa 2007.
Funny you mention this mission. First time through I got like 18/20 kills, mostly from freeing the caged caragors in the area. But it didn't reset the area after the initial attempt -- all the caragor cages were now empty and there were less enemies to kill. Then I realized the two minute timer doesn't start till the 1st kill. So my plan was to have a guard notice me on purpose so he could sound the alarm for reinforcements. I was running through the stronghold like crazy, vaulting over everyone and not killing anyone until I had this massive train of orcs chasing me. It looked like Pac-Man Championship Edition.
Whoa, what a downer of an ending if you end up alone with AJ, back to square one..it's like the end of an indie movie. I got the Wellington ending which was more satisfying but I respect the nihilism of Alex's ending.
Alex brings up a good point with the absence of a "wound" option during the final confrontation. While I still enjoyed this season, it just becomes more apparent how Telltale's dependence on forced, binary choices are limiting the potential of their storylines/games. Not to mention the fake-binary choices that lead to the outcomes of Sarah and Luke. Why even waste valuable development time putting a choice there if their deaths are inevitable? The seasons are relatively cheap, especially on sale, but part of me wishes they make a $60 game with a shit ton of choices and branching paths. Until that happens we'll just be along for the ride and funneled into a forced path. But I don't see that happening anytime soon as Telltale are spreading themselves too thin concurrently developing Borderlands, Game Of Thrones, Wolf Among Us, Walking Dead, Grey's Anatomy: The Adventure Game, etc, etc, etc