User Avatar Image

Why the hell wouldn't you let Clementine shoot ****?

posted by Chrizza on - last edited - Viewed by 14.8K users
Letting her live with the thought that Lee turned into a walker because she didn't do anything is by far more disturbing than letting her kill him.
103 Comments - Linear Discussion: Classic Style
  • she's seen enough shit to know she sometimes MUST do the hard decisions in my first playthrough she saw me: stealing supplies, helping to kill larry, leaving lilly behind, heard i let Ben die in the belltower and that I shot Duck, and so on also no matter what choices you made she went through the human slaughterhouse to open that meat locker door, that girl's seen way to much allready... she exactly knows sometimes you gotta do what you gotta do so in my first playthrough i made her kill me... as i saw how hard that was for her i regret that decision, on my second playthrough i was a better idol and also didn't let her shoot me because i figured that girl went through enough pain allready anymore could screw her up completly, because if you teach her to feel nothing by killing too many people she might get used to it and become a bandit or shoot everyone on sight, that's NOT what i want her to become, i want her to be nice, but also calm and self-confident and that scene where she touched lee's hand before leaving was worth becoming a walker... anyways i told her to only shoot people if 100% necessary and to save ammo, cause you don't find that shit "around every corner" *loool* yeah that's my reasons and my decision
  • She said she didn't want me to turn, so I told her she has to shoot Lee.
    It makes her stronger, and she'd be better off with the thought of being able to put him out of his misery rather than just leaving him to turn.
    I don't want her to be afraid when she sets off on her own.
  • I couldn't let her kill someone after the stranger. She can't become a psycho like Carl.
  • dubesor;731231 said:
    I didn't let her shoot me. For logic reasons.

    think about it...
    #1 I am handcuffed to the heater anyway, so I am no threat at all.
    #2 shooting me doesn't personally help me, I am dead either way.
    #3 Noise. Clem shooting makes noise. And as everyone knows noise attracts walkers - unnecessary danger for Clem
    #4 wasting bullets - ammo is rare these days. Why waste a bullet? Rather save it for a crucial situation.

    these were my reason to just leave me handcuffed to the heater.
    no reason to shoot me at all. there's the most logical explanation to "why the hell wouldn't you".
    Being a walker is a fate worse than death why would you wanna be a walker. noise really were inside it not really gonna matter conserve ammo is another thin most of the game we have infinite ammo until episode 5 and its not like that bullets gonna matter it plus for all we know that could have been a full clip.
  • Galdis;750844 said:
    She has to be able to put people down.

    The fainting during the opening sequence really made me think that the zombies were still somewhat alive in there. Lee basically started roaming around like one. Point is, I put myself in Lee's shoes: I didn't want to find out what being a zombie was like, and the opening sequence really had me questioning whether I would really be dead or stuck to my mortal coil by a thread once I turned.
  • I just really didn't want Lee to become a walker. That would be even worse than just dying.
  • Both options have ups and downs, but in my mind, leaving Lee is better for her in the long run.

    A lot of people have stated pragmatism as their reason for taking the "leave him" option, which is perfectly valid. I have a bit to add to that. Mercy, while a good thing to give out in an apocalyptic setting, is a luxury. There is a time and place for mercy killing. That is, when there is no immediate danger. Clem didn't have that luxury. Thousands of walkers were just outside the door. One hears the gunshot, starts pounding on the door, other walkers hear that noise and join in. Eventually, the door breaks. I think Clem had enough time to pull the trigger and get the heck out of Dodge, but the risk isn't worth it. When mercy and survival odds are in competition, survival should always win.

    Now, I hold this view because I wouldn't really have any fear of becoming a walker in that specific situation. The terror invoked by zombies lies more with the whole getting eaten alive thing for me. A small bite, like Lee's, would be much easier for me to handle. More to the point, Lee is in the middle of a large horde of walkers. He's handcuffed to a radiator in a jewelry store (a place with no practical survival items worth infiltrating said horde), and the front door is locked. No sane human survivor is going to go in there and zombie Lee isn't getting out, so there is no worry about hurting someone. An insane person might go in, but they would just die by some other walker's teeth.

    That and the whole bit about suffering as a walker doesn't make any sense to me. You're dead. Your vital functions stop. As seen in the TV series (haven't read the comics, so if anyone knows of any contradictory information, please correct me), the only thing that restarts is the part of the brain that controls movement. There is no thought, no feeling. Your mind is not there to suffer.

    If for some reason, zombie Lee would be a threat to Clem, then yes, I would have told her to shoot him for her own survival. But, we know that isn't what happened. Clem had an easy way out. At that point, she had to think about what would give her the best chances of surviving. +1 bullet count and silent movement is better than -1 pangs of guilt (sorry, hardcore RPG stat cruncher here). It's not like she wouldn't know what happened to Lee. Throughout the game, I made sure to point out that just knowing is closure enough. We were looking for her parents to find out what happened, not to kill their zombie corpses. But above all of that, we were looking for a boat in order to continue surviving.

    Survival > Closure > Mercy. That was my final lesson to Clem, even if that wasn't actually a choice the game would understand. That is why I prefer to tell her to leave me.
  • Clementine already had killed a man who in some way she had feelings for

    We need to remember she had befriended the Stranger and she couldn't waste another bullet or kill another friend

    Lee wasn't a threat to any one he had one arm which was handcuffed to a radiator
  • I make decisions as I actually would, in which case things like ammunition count matter. The round she wastes on Lee is one that could be used to put down an actual threat or get food. Even with a full magazine, that means she's only got like ten - fifteen rounds to work with.

    As pointed out, there's also thousands of walkers outside. Even if they can't get in, they can keep her from leaving, and as we know from the kid in the attic, Clem ain't winning the waiting game.

    Being a walker isn't a fate worse than death, it is death. The only difference is that the corpse keeps moving.
  • Here's what I don't get. I've watched lots and lots of LPs of the game on YouTube now and many of them ask Clem to shoot Lee. In only one of these was Lee not handcuffed. It's possible to have Clem put the cuffs on the walker guard instead — but it works about as well as you'd expect.

    None of the players I've watched had Kenny shoot either Duck or Fievel. The reason given in each? Mercy. "No parent should have to do that," being the most often-chosen line at the Duck killing scene.

    Here are the official stats as of the time I'm posting this:
    • 79.2 percent killed Duck
    • 74.9 percent shot Fievel
    • 69.2 had Clem shoot Lee
    To the people who followed this pattern I have to ask "Why?"

    Why does it make sense to spare grown-up Kenny that trauma but not little Clem? Is it just that the genre has programmed us to believe that someone has to shoot any character before they get zombified and Clem is the only one left at that point?

    That's what I don't understand.
This discussion has been closed.