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Another half-assed "Your choices matter, really!" game from Telltale.

posted by GreenFX on - last edited - Viewed by 14.6K users

Takes you guys all year to start giving us new WD episodes, yet we get perhaps the most linear game on the market when it arrives.

I can't believe you have got away with fraudulently telling players that their choices matter, let alone making such a short episode which sugar coated the most generic plot yet.

You could have used this opportunity to do something revolutionary, instead we get the most predictable sequel in the world which is just an awkward mess to play.

The decision to make us play as Clementine is the most limiting thing you could have done, there's two choices that gave you with gameplay: cut out fight sequences altogether, or give a little girl some incredibly realistic strength.

I see you picked the dumb option.

If you're going to force us down a specific path, make the plot GOOD.

The animations still suck, the exploring is slow, the choices are meaningless, action sequences have poor button response so that players have to redo things to extend gameplay time.

It sucks, you deserve that 6/10 from GameSpot. I wondered why it was so cheap for a season pass, now I know that you're self aware of your own failure to make something fun; you're cashing in already.

Edit: more complaints and grievances:

As a user mentioned below, the whole campfire "puzzle" what the hell was that? You could have made the areas MUCH bigger too, could have made the camp bigger and allowed us to find certain objects that could have been used to make things easier later in the game.. Nope!
It's not rocket science, this is one of the least challenging games i've played in my life.

An infant could beat this game.

Try and get in the house!

Pro tip: walk to the furthest away entrance to the house, we want this to take you as long as possible, then press A

You could have allowed us to get out the shed without a hammer for instance, have us walk around then THINK... Hmmm.. I need something to get under the house, if we missed it the first time.. We backtrack to the shed and pick up the hammer, THOSE are the sort of things you should be doing to extend the playtime, not giving us action sequences that we have to repeat 3 times to beat.

..and the zombie thing in the shed was so stupid, since when have you seen a zombie get down on it's stomach and crawl through a hole, despite how dumb that was.. It was extremely predictable, I could have written a better plot if you gave me half an hour.

This doesn't do the first season justice at all, which at times had intelligent puzzle solving and a plot with many twists and turns. Now we get "Guess who everybody! They're not dead!"

No replay value. At. All.

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    Butt-head BANNED

    At least next wolf among us will be cool. Visiting strip club, watching tits and kicking ugly pimp's ass.

  • it's not as great as season 1 episode 1 clem and lee relationships was just too good to replace but its good

  • RE different endings, choice and consequence and branching paths (I'm going to talk about the choose your own adventure books here):

    I don't think that until you've decided to write a branching narrative yourself (and games will be even harder, because you have the coding, graphics etc. to design), you don't really realise how much work goes into creating a truly branching narrative. That said, I do get irritated with companies that claim to branching paths and don't. It's false marketing, but these days, I really don't take any notice of it. Regardless, Telltale have said they want to try and include more branching paths this season. You can take that with a grain of salt, or you can believe them. Myself, I'm of the opinion that things will likely not be different and I'm playing the game for the story. If branching paths are included? Then great, it's a bonus. As far as playing the game for anything other than the story and getting to pick choices, I think you'd better look elsewhere if that's what you want, because Telltale makes, it seems now, interactive stories and that's it.

    So, choose your own adventure books? People remember them?

    They have multiple endings. Sometimes as high as 36? They have quite a lot of decision points. So, if those books can implement a branching narrative and make choices matter, why can't Telltale and game development companies in general?

    The answer's simple. The choose your own adventure books, from what I remember, have choices lead to deaths or early ends, meaning your read-through can be very short. This means they can give you choices, but at the same time, they close the different paths off by leading you to a bad ending.

    Imagine this. You start with the first scene. At the end of the scene, you give 2 - 3 choices, each leading to a different section in the book. Ideally, those choices should really matter and make for quite a different reading experience. But for each choice, you need to write a different story. So, with those 2 - 3 choices, the story can go in 2 - 3 directions. Now then, when you've written the scenes for those choices, you'll likely have to include more choices for the ending of those scenes. You see how things can easily become an unmanageable mess?

    This is why you make choices, but still find that things go down pretty much the same path with just the occasional difference here and there (most games make the differences count at the end I guess) while relationships can change as well as the odd dialog line. So, imagine what I said above and then apply it to games where you need graphics, animations, coding and the writing of different paths. It's hard enough writing a choose your adventure book without cheap death endings as it is.

    Again though, I understand the frustration of companies claiming they have branching paths when they don't. My advice is to just take that sort of stuff with a grain of salt. I did like the small details that changed in season 1 though, with characters doing small things such as shaking their head at Lee, depending on what's happened in the past.

    Anyway, I would really like to see someone do a genuine branching narrative where things don't return to the same path so that things are manageable. I'll try it eventually myself, but . . . it's just a lot of work. Even the Choice of Games, if you know of them for tablets and such, bring things back to the same narrative thread.

    And this is something I was mapping out myself, for one of the Tin Man games adventure books, An Assassin in Orlandes:

    Alt text

    There are, at least, 517 sections in that book. I've mapped out 72 of them (not entirely, meaning all links haven't been filled), and you're not seeing everything I've mapped in that image. The bit at the top, where it looks like there be two distinct paths, you can bet any money that'll end up on the same path as the longer one eventually. (the sections with an orange circle means I haven't mapped everything yet for that section)

    Hopefully it helps show the amount of work that goes into these things anyway and why you shouldn't expect wildly different paths for any games that promise branching. Like I said again though, I understand the frustrations. I just know I wouldn't promise it if I couldn't deliver.

  • There were only two occasions in the game when I really felt as if I was being forced along a path by the game developers. The first was Clem leaving her gun behind in the bathroom for the young punk to steal, and the second was leaving the shed to search for medical supplies. The former is especially maddening, as Clem's mistake causes a popular character from season 1 to be murdered. "This is the story we're going to tell, and we're not going to let you deviate from it" is never a good attitude to take with video games. Just look at MASS EFFECT 3.

  • Actually, your choices really do matter this time around. I was really surprised how at the end you get to save everyone or make a sacrifice which wasn't the case back in S01, back then you get to choose between 1 character or the other which wasn't that great. It didn't present you the choice to either save all which is what makes replayability a great option, at least for me.

  • As I read through this thread I have a few points:

    1) The game is supposed to be more of a "movie" than a "game" in my opinion which is why the game seems linear.

    2) I wish the game was a bit more "challenging" and by challenging I mean more stimulating. In point and click games its hard to make a game more difficult because you either know what to do or not and just walk around clicking things.

    3) We can all agree we wish the choices we make were most impactful and influencing. Unfortuantely I don't see that happening. As I mention din another thread the decision between Nick and Pete are a perfect step in creating this. Hopefully if you choose Pete he will live...hopefully.

    4) As others have said it is only episode 1, can't really make an assessment yet.

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    This picture is you, GreenFX. Look, I know it's frustrating, but for god's sake, tone down the butthurt. Wait until the season's over - then we can all rage against the heavens. Deal?

  • if you hate the game so much why the fuck did you create this discussion and why the hell are you even on the forums get the hell off

      • Really? You're entitled to your opinion but you've honestly said all you have to say. No need be an elitist prick and attack someones grammar. English isn't a first language for everyone, in fact there are several people on this forum from other countries.
        So please, kindly fuck off and come back with something interesting to talk about.

  • This is like judging a book by it's cover.

  • Everyone is enitled to their own opinion, give this guy props, hes actually speaking his mind without being blunt and an ass about it. I personally love the game/story.

This discussion has been closed.