Harpadarpa wrote: »
Unfortunately, that's true. I hope this whole "KENNY IS ALIVE!" thing doesn't affect telltale, like they've learned their lesson for having ambiguous deaths. Never again, now we must witness every second of it or see the corpse.
TTaing987 wrote: »
You guys are right actually.
I wouldn't say Carley's death was ambiguous though.
VentingSylar wrote: »
I genuinely laughed hard when reading this! But I do agree, I'd rather watch an ally be ripped apart than to not see a thing and leave it all to the mind... That'd mess with my head too much... Either you kill them in front of me or show me a damn body...
TeamKennyAlways wrote: »
Hi um you probably figured I turn up sooner or later. So how I think Kenny survived, I'm gonna be serious for once . In the Ben scene he could have climbed through a window, he couldn't climb down a manhole even if there was one because, Lee couldn't lift it with his bear hands he needed something to pry it open e.g Hilda. Analysis of the alleyway shows that it is a confine space, with little chance of escaping when walkers are coming from every angle, but there were buildings with possible windows or even a door. Now think about Kenny, there were never any signs of him being bitten, in this scene there were sounds of walkers eating but they could have been eating Ben's corpse.
Now the Christa scene. Analysis of the building, it's a larger area than the alleyway meaning he could avoid walkers. It's dark so it would be hard for Kenny to find a way out with no light source apart from the hole in the roof where he came from. There could have been a door, an easier way for him to escape compared to the alleyway. Now Kenny, again he was never seen being bitten by any walker, there were no sounds of walkers eating, he had at least five bullets and was able to defend himself and by time.
So Kenny could have escaped, I believe he made it out, and I won't stop believing so stop trying to convince me he's dead! *cough Harpadarpa *cough. You know this has been my most serious post yet.
TheGamingSquadMC wrote: »
well why didnt christa and omid didnt see something?
Cany0udance wrote: »
There were windows in the alley.
After re watching the Christa scene many times, I saw that there were doors leading to even darker rooms. They are hard to spot, since they blend in with he darkness.
Yertos wrote: »
I like the way they handled Kenny's death if it really happened. I would prefer deaths like this because it's more believable and realistic. Odds are if you really were in TWD, people are dying all the time and you're not always gonna witness first hand every death. Sometimes people die suddenly when you're not around. I like it this way because as a player, who normally has outside knowledge from the character, know only a what the character knows.
Example: Lee never sees Kenny die. So we as the player also never see him die. Either he survives and we don't see how because we weren't there, or he died and we never see it actually happen. Worst thing they could do is show a scene with just Kenny getting killed.
GB: With some of the choices, the consequences are pretty immediate, and someone dies in the most extreme cases. In this case, you make your choice and it’s not really clear what happens. Here, you’ve left him behind, but there’s a lot of ambiguity for the player about what the result of that choice is.
Darin: For me, that was an important part of the way we were structuring these stories. We knew were only getting 15 or 20-minute chunks, and we weren’t going to have the space to explore what happens next, although we wanted to give you enough information and enough narrative meat to really think about what it is that’s happening. What would I do in this situation? And then continue to ponder that after the chapter ends. You don’t really know where it ended up, but you have a pretty good idea where it’s heading, and you can finish the story on your own. It’s probably very similar to what would actually happen. We don’t need to give you that closure. Plus, we can leave some of it open to interpretation and allow discussion between people about what they think would happen. I think that is a really interesting thing to leave with players.
Ainsworth: It’s really interesting to watch the way people react to it. We have a certain idea about what might happen, but it’s not necessarily the canon idea until it is. It’s really interesting to hear people discuss it, and the interesting thing, too, is that life is messier than that. You make a decision, and you may not see the ramifications of it for a very long time or never. It might affect somebody else, but you might not see those ramifications. It feels a little truer to life.