Episode 3 ruined everything

135

Comments

  • edited August 2012
    Eh, would it really have been that much effort keeping Doug/Carley around? Just recording more dialogue and giving them excuses to not be involved in big setpieces, like in episode 2. Or at least make it so they can leave the group instead of dying.

    Yes, it's emotionally effective, but still, it feels pointless that both of them end up dead no matter what. I guess I'll get over it though.
  • edited August 2012
    Did someone mention Blade Runner the game?

    The game is affected by both your choices and the game's choices set before you. This gives not just the ability to make choices but also the ability to react on the fly to choices set before you. In one game you might be shooting a replicant, in another it might be a human. They may run or turn and fight. You may be able to kill a character now and save yourself a fight later. It all depends on what elements the game has set and what you choose to act upon.

    But that's a different game and neither here nor there.
  • edited August 2012
    dubesor wrote: »
    Totally wrong. I don't want infinite choices. But yes I want 1 or 2 MAJOR choices that actually matter. So far, not a single choice -after 60% of the game 3/5 episodes- mattered. Nothing had any impact. At all.

    We don't want every decision to completely branch the story and telltale having to make 50 different cutscenes etc. But at least make the player feel in 1 or 2 occasions that his choice actually DID matter. And DID change something. Because as of now there are no signs of this ever happening and that is a huge disappointment.

    Major agree! I posted about this in another thread earlier. I am not talking about total control and infinite choices but dang let SOMETHING count!

    My biggest beef at the moment is the whole pharmacy thing. Excerpts from my previous post:

    The girl at the pharmacy. (I left her for bait) What if when you left her, the story unfolded as it did and you had time to get supplies. OR If you shot her, you were unable to get supplies and had to leave without anything to save your lives. OR you save her and she comes back to the group where you find she's bitten and she turns.

    Any of those three scenarios were imminently doable, gave the player an actual impactful choice and didn't bloat the story or create long term contradictions to the main plot.

    It wouldn't have been difficult to set an if then parameter/variable regarding the obtained supplies that WOULD have made a difference in the rest of the series.

    WHAT THE HELL was the point of counting how many supplies you were able to collect? In the end, you didn't even get to keep them. So why the hell waste my time telling me how many items I picked up? THAT was Not necessary! I really thought the number and type of things I got would make a difference.....that was the biggest dog chasing tail bullshit I've experienced in a while. See, this is my problem with this choice illusion thing...they actually wasted the time to code THAT when it didn't make one whit of difference rather than code something that did.
  • edited August 2012
    cormoran wrote: »
    It seems that when some people hear "your choices matter" they expect far too much, like a game that could begin with Lee riding in the back of a cop car and ending up with Lee fighting Cthulhu in space or Lee getting drunk with pirates at the bottom of the ocean or Lee in a triple threat wrestling match against Gandalf and Darth Vader for the World Heavyweight Title at Wrestlemania or Lee winning the Tour de France eleven times in a row with two balls, no drugs and Clem in a trailer on the back depending on their choices in the game.

    The choices matter, but they don't have to matter throughout the entire game. Videogames haven't evolved far enough to allow for the millions of permutations some of you seem to want. In the end game devs have to set boundaries.

    You want complete choice? pick up a DnD rulebook and start a pen and paper roleplay.

    Gee, that'd be impressive, except for the fact that TTG can't even get my choices to carry from one episode to the next (despite their claims to the contrary). TTG are the ones who've been pumping the CHOICES MATTER!! business all along, and since they can't master the basic carryover mechanices of making choices matter, they get a failing grade in their self-professed most important subject.
  • edited August 2012
    I would disagree that choices was ever billed as the most important feature in the game. It simply one of the features that makes it different than most games. Even most adventure games.
    This is factually ludicrous. TTG is constantly pimping "CHOICE MATTERS!!" in everyone one of their ads and promos.
  • edited August 2012
    I think given the format for the game, it would be near impossible to accommodate all the choices over the term of 5 episodes for the reason I gave before: the butterfly effect. You make 1 choice that changes things per episode, hypothetically.

    • That means that in episode 1 they need to program an alternate timeline for everything in the game from that point on in episode 1. Not that bad so far, but still a lot of programming work.
    • Then in episode 2, they need to create 2 completely different paths based on your choice in episode 1 and work it into a choice in episode 2. Starting to get more muddy.
    • Then in episode 3 they now need to make 4 different paths for the game.
    Do you see how it gets to be impossible to meet their deadlines given only 1 choice per episode? Now if you are talking about cosmetic changes, like the hoodie, They did give you one of those in this episode: her hair. If you are talking about more than cosmetic changes, you are getting much more into complicated territories.


    I dont think its getting so much imposible if they just make 2 paths per episode. They can still continue with 2 paths in episode 3 where it just use your choices from ep1,2...
  • edited August 2012
    Epiosde 3 Choices do matter because they reflect on who lives and dies

    Are you fucking serious? Almost everyone dies in Episode 3, no matter what. Carley/Doug, Duck, Katjaa, and Lilly has the choice to be thrown out.

    I understand the point of some people that you can't control other people, but do you have any idea how frustrating it is to see your favourite character die without being able to do anything, and if you play through the game multiple times you have to see those scenes EVERY time?
    :mad:
  • edited August 2012
    Gee, that'd be impressive, except for the fact that TTG can't even get my choices to carry from one episode to the next (despite their claims to the contrary). TTG are the ones who've been pumping the CHOICES MATTER!! business all along, and since they can't master the basic carryover mechanices of making choices matter, they get a failing grade in their self-professed most important subject.

    Yep.

    Fix for the last 2 eps or total fail TTG.

    In ep 4, have something that matters that changes the story and ending of ep 5. Make ep 5 and ep 4 take longer to come out. Don't rush. Make SOME choices carry through properly.

    Otherwise it's just a gimmick. It's the same as any other game with different dialog options. Seeing as how the dialog options don't branch any different events to take place, they are totally redundant. Upset with the false advertising since episode 1. You could tell with the statistics % screen at the end, that nothing mattered. They just wanted to see what sort of choices people make. So it's free market research for their next series.

    Lame.

    Finished the Bone series. I'm waiting for that still. But you can't come through with that either...

    Jeff Smith deserves better
  • edited August 2012
    CTP wrote: »
    I don't think anyone expected a "plethora" of branching storylines, but from the advertising ("Your actions and choices will affect how your story plays out across the entire series.") I would at least expect a handful of those and certainly differences in the survior group at the end of EP3.

    [...]
    Admittedly, it is a lot of work but if TTG is not willing to put this effort in their games they should at least not advertise it. I'd be happy with a linear adventure TWD...

    CTP


    This.

    I was excited for episodes 2 and 3. Now, i don't know if i could be even bothered to start episode 4 because i know that my choices don't matter.

    There's no use on having something different happen if everything will be exactly the same 10 minutes later.

    "Oh, boo hoo ________ just zombified and i had to kill them, i'm so sad.. oh, are those supplies over there? what was i doing again? who's that on the floor dead over there?"

    The only character that has even seemed slightly depressed by deaths that happened in episode 3 is obviously kenny. And even he improves after a few minutes, 2 hours later he's fine and cheerful again and inviting new people into the group.

    I honestly feel that the choices you could make in resident evil 3 had more of an impact on the gameplay than the choices have had so far in TWD, a game which was advertised for that exact point.

    By now, the choices won't even matter. Kenny will be dead in the next episode and it won't even matter where you choose to go with clementine, you'll still end up in the same place.

    It doesn't even make a difference on how many supplies you've collected so far. A tiny mention of clementine being upset in the start of episode 3 over the part where you raid the car, and that's it.

    Also, it even reminds you how much your choices are supposed to matter at the start of every episode. Here we are 3 episodes later and lee still doesn't seem to be really phased by what's happened. He's barely any different now than he is at the very start of the game.

    The choices barely effect anything. You don't go anywhere new if you pick a certain option (which i understand is a lot on the developers and i wasn't really expecting to go anywhere), but you also barely have any different character personalities around you. Unless you choose exactly the right options, the characters will still either just hate you or be just okay with you.


    Finally, my last reason for disliking this episode is the way that the characters are just dealt with compared to the last 2 seasons. I'm not dissapointed because my "favourite" characters are dead, i'm dissapointed because they were all disposed of in the same episode, minutes apart from each other and all of them happened very quickly. Maybe if there was a gut-wrenching scene where lee says goodbye to doug/carley as they slowly die. Instead it's a scene that lasts for a few minutes where you spend more time being annoyed at lilly than you do seeing the actual death or mourning over it. A few minutes later it's like lee has forgotten about it.
  • edited August 2012
    Are you fucking serious? Almost everyone dies in Episode 3, no matter what. Carley/Doug, Duck, Katjaa, and Lilly has the choice to be thrown out.

    I understand the point of some people that you can't control other people, but do you have any idea how frustrating it is to see your favourite character die without being able to do anything, and if you play through the game multiple times you have to see those scenes EVERY time?
    :mad:

    That's what I really enjoyed about this episode. It makes it clear that their writers have gotten me emotionally invested enough in these characters that their fates actually have an impact. Knowing that I could be a white knight and save the people I like would take away a lot from this game. This is "The Walking Dead" after all.

    I also felt like I was able to make several meaningful decisions in this episode, unlike several other posters I guess. The two I appreciate the most were whether I would leave Lilly stranded after she murdered Carley (the scene that led up to this was just awesome) and choosing whether or not to shoot Duck myself. Pointing a glock at an eight year old kid as he's taking his lasts breaths right after his mother shot herself is something that I'll remember for a long time.

    I feel like being able to make choices like that for Lee's character while still following the over all narrative is enough for me. I stopped complaining about the delays after episode 2 because I felt TellTale was crafting a very enjoyable story. They confirmed my feelings with this episode and can consider me a very happy customer.
  • edited August 2012
    martymcfly wrote: »
    Soo... at the very beginning of Ep 3 when I shot the woman to save her suffering, it didn't matter? Well perhaps it didn't matter to you - which is fair enough. And perhaps it didn't really make a real difference to the game afterwards - again, fair enough. But it mattered to me when I was playing and I know I made the right decision. In my opinion, you get as much out of the game as you put in.

    this is your example of a choice that matters?
  • edited August 2012
    TTG is just digging own grave if they are willing to do also season 2...
  • edited August 2012
    Garland7G wrote: »
    this is your example of a choice that matters?

    Do you let a woman die a horrible death to make it easier to loot a store or do you spare her suffering and make it harder for yourself in the short-term. It also tells you a lot about yourself/Lee's character. I'd say that matters.
  • edited August 2012
    Do you let a woman die a horrible death to make it easier to loot a store or [...]

    That's the thing tho.
    1.) you still have enough time to loot enough for it to be considered getting "plenty".

    2.) you lose all your looted stuff anyway shortly after so even if you did not get enough items due to your choice (which you DID either way) it doesn't matter because you lose all shortly after anyways.

    People aren't arguing about lack of choices. There are plenty. People argue about such made choices having no impact on the general story.
  • edited August 2012
    Do you let a woman die a horrible death to make it easier to loot a store or do you spare her suffering and make it harder for yourself in the short-term. It also tells you a lot about yourself/Lee's character. I'd say that matters.

    what it tells about yourself or Lee's character?? From my point nothing there is not enough options for yourself and too much for getting know Lees's character:confused:
  • edited August 2012
    Do you let a woman die a horrible death to make it easier to loot a store or do you spare her suffering and make it harder for yourself in the short-term. It also tells you a lot about yourself/Lee's character. I'd say that matters.

    maybe if you're RP'n it matters, but 5 minutes later that girl and those supplies mean nothing. Now, if you could use one of those supplies to change something later on, i would agree with you.
  • edited August 2012
    Garland7G wrote: »
    maybe if you're RP'n it matters, but 5 minutes later that girl and those supplies mean nothing. Now, if you could use one of those supplies to change something later on, i would agree with you.

    That's exactly what I have been saying from the beginning. Let something that we do have an impact on the game if that is how you are hellbent on promoting the game.

    Maybe those of us that feel this way are more results oriented people in general.
  • edited August 2012
    dubesor wrote: »
    That's the thing tho.
    1.) you still have enough time to loot enough for it to be considered getting "plenty".

    2.) you lose all your looted stuff anyway shortly after so even if you did not get enough items due to your choice (which you DID either way) it doesn't matter because you lose all shortly after anyways.

    People aren't arguing about lack of choices. There are plenty. People argue about such made choices having no impact on the general story.

    There were several that had impact, in my opinion. I've already given the examples in another post on this same page (previous page apparently :P). Then again, being able to shape Lee's character and make a few important decisions while following the overall narrative is enough for me.
    maybe if you're RP'n it matters, but 5 minutes later that girl and those supplies mean nothing. Now, if you could use one of those supplies to change something later on, i would agree with you.

    They still meant something, I'm also not roleplaying (what would that even matter). The supplies to a lesser extent but it's still a decision that tells you about Lee's character. So yes, it's a decision that matters. Especially since this is a CHARACTER DRIVEN game.
  • edited August 2012
    I feel that the game presents you choices that matter - to you. These choices influence your experience and how the game plays and feels for you. You WILL feel a very different game if you play as a Lee that is a complete jerk, compared to one that is compassionate and truthful. The story may remain the same but you see it in a different light, and get a different feel for the characters in it.

    I, for one didn't enjoy that some characters I liked died, but it was unexpected and handled cinematically and fairly. Just because I couldn't stop it doesn't mean what I talked about prior, in the situations leading to didn't matter, I was just unable to stop it.

    It says 'Your Choices Matter', not 'You Choose the Story'.
  • edited August 2012
    Epiosde 3 Choices do matter because they reflect on who lives and dies

    uhhh. As someone that isn't complaining about how choices work, this is clearly wrong. No matter what, once episode 3 rolls around, the exact same people are dead and the exact same people are alive for all games, just how they die might be different.

    And even if we ignore episode 3 doing that, only once is this quote true with Doug/Carly, the St John Brothers die from the zombies anyway.
  • edited August 2012
    WD40 wrote: »
    It says 'Your Choices Matter', not 'You Choose the Story'.

    Wrong. It says, quote:
    A tailored game experience – Live with the profound and lasting consequences of the decisions that you make in each episode. Your actions and choices will affect how your story plays out across the entire series.

    How the story plays out.
    Not "how you personally feel for 5 minutes". Not "how someone changes a sentence later" but "how the story plays out".

    And so far, non of the choices have affected how the story played out. Neither are they lasting.
  • edited August 2012
    dubesor wrote: »
    Wrong. It says, quote:
    A tailored game experience – Live with the profound and lasting consequences of the decisions that you make in each episode. Your actions and choices will affect how your story plays out across the entire series.

    How the story plays out.
    Not "how you personally feel for 5 minutes". Not "how someone changes a sentence later" but "how the story plays out".

    And so far, non of the choices have affected how the story played out. Neither are they lasting.

    Fair enough. Even so, even with the fact that the same people live or die by Ep3, I still feel my game is vastly different from my friend's game. My interactions with different characters is quite different.

    I understand that I can't just have all my characters I like live and the ones I hate die. It doesn't work like that. I understand that the choices haven't heavily changed how the story directly plays out either, but you get a completely different feel from certain characters and situations if you handle them differently.

    I do agree that I'd like a little more branching in between stories, to make the experience more varied and to add a replayability factor higher than just seeing different dialogues, but the story hasn't disappointed me insofar with how my choices and actions affected the story.
  • edited August 2012
    Frankly, I would be satisfied if they STOPPED advertising it as being so malleable. That is what I despise. Their insistence in multiple places that the game outcome is based on your decisions. If they would shut up about it, I would feel less ripped off.
  • edited August 2012
    LadyJ wrote: »
    Frankly, I would be satisfied if they STOPPED advertising it as being so malleable. That is what I despise. Their insistence in multiple places that the game outcome is based on your decisions. If they would shut up about it, I would feel less ripped off.

    I know how you feel. But there's still 2 more episodes. So choices from ep1,2,3 still could have a lot of meaning..
  • edited August 2012
    people complainin about deaths are twd newbies plain and simple dont get attached to characters thats a lesson thats learned from readin the comics and from watchin the show its what sells the books and the show people will die off hell lee most likely will too eventually.
  • edited August 2012
    only thing choices do is change the actual storyline it doesnt change the gameplay anyways and if people cant tell the diffrence they are not payin much attention.
  • edited August 2012
    LadyJ wrote: »
    Frankly, I would be satisfied if they STOPPED advertising it as being so malleable. That is what I despise. Their insistence in multiple places that the game outcome is based on your decisions. If they would shut up about it, I would feel less ripped off.

    There's no need for the to stop advertising it as such. We don't even know the outcome of some of our decisions seeing as this is episode 3 of 5. We very clearly see decisions have impacts on gameplay in this very episode. How exactly do you feel ripped off?
  • edited August 2012
    Goldrock wrote: »
    only thing choices do is change the actual storyline it doesnt change the gameplay anyways and if people cant tell the diffrence they are not payin much attention.

    of course it doesn't change the gameplay we would have to know how to mod the game to actually do that
  • edited August 2012
    There's no need for the to stop advertising it as such. We don't even know the outcome of some of our decisions seeing as this is episode 3 of 5. We very clearly see decisions have impacts on gameplay in this very episode. How exactly do you feel ripped off?

    It's easy to say that we haven't seen all 5 episodes, but the precedent that they've set so far is that your choices don't mean jack in the long run. I don't expect that to drastically change in the next couple episodes.
  • edited August 2012
    It's easy to say that we haven't seen all 5 episodes, but the precedent that they've set so far is that your choices don't mean jack in the long run. I don't expect that to drastically change in the next couple episodes.

    What precedent? I've seen several of my decisions have a large impact in character development. We made several that could have large consequences later in the story. Also, how can you say our choices "don't mean jack" in the long run when there is no long run. Like I've already said, this is episode 3 of 5. I don't need gigantic and groundbreaking repercussions every 5 minutes of gameplay to feel like the decisions I've made mattered.
  • edited August 2012
    dubesor wrote: »
    Wrong. It says, quote:
    A tailored game experience – Live with the profound and lasting consequences of the decisions that you make in each episode. Your actions and choices will affect how your story plays out across the entire series.

    How the story plays out.
    Not "how you personally feel for 5 minutes". Not "how someone changes a sentence later" but "how the story plays out".

    And so far, non of the choices have affected how the story played out. Neither are they lasting.

    Let's deconstruct that. The choices you make have consequence. Obviously. Now it's not said that they are story-altering or major decision that affect the narrative in a completely different way. But your choices do have consequence, it's immediate. And sometime it occurs much later.

    And they do affect HOW the story plays out. As Lee, you choose what to say, and how to handle any given situation. Now just because you can make those choices doesn't mean that your choices will greatly affect the game world. They do have a consequence tho, but they don't affect the backbone of the narrative tho. Just the details.
  • edited August 2012
    The irony? People are mad that they don't have choices because someone who is only alive because they made a fundamentally significant choice in the first episode dies and makes them feel really bad.

    Good job, TTG.
  • edited August 2012
    bazenji wrote: »
    The irony? People are mad that they don't have choices because someone who is only alive because they made a fundamentally significant choice in the first episode dies and makes them feel really bad.

    Good job, TTG.

    Lawyered.
  • edited August 2012
    If you're gonna defend the game, defend it for what it is, a linear narrative that plays out differently in MINOR ways depending on certain decisions. I can accept that and I still think the next two chapters will be fine but this is not a game to replay multiple times if you're expecting something fundamentally different on each play through. The only reason I played through before was for the Doug/Carley differences. I'm sure they'll come up with something else to make the different replays different but as of right now, that was the major one.

    How YOU perceive Lee isn't really the variable most people are looking for in a replay. The story of the game so far is still pretty good and I think as long as some new interesting supporting characters like Doug/Carley are introduced, then it will continue to be good but this isn't really a game about choices.

    Kind of reminds me of the jrpgs that gave you looping choices throughout the game for strange reasons kind of like this:

    A: Fight Bad Guy
    B: Go do something else

    Answer B

    "What's that? I didn't hear you."

    A: Fight Bad Guy
    B Go do something else

    Answer B

    "What's that? I didn't hear you."

    A: Fight Bad Guy
    B Go do something else

    That's about how choices in the game play out and I think that's why some people are confused/upset. I think once you get past the assumption that this game is about choices, and that it's really just a good game with a good story then people will accept things like their favorite characters dying easier (so long as they still have a reason to come back to the game).

    This isn't like a game or a movie, this is more like a series and not everybody has bought the next episode yet. So telling people to go play other games if you want choices is not a good way to keep the interest up so that more games like this get made.
  • edited August 2012
    Games like this have been getting made for decades and will continue to be made in the far future. I doubt some backlash from players over a few character deaths are going to change that
  • edited August 2012
    It even has less choice than Heavy Rain.

    I haven't bought since ep1, I can just watch plays on youtube as it just seems like a film, glad I didn't get the season pass.
  • CTPCTP
    edited August 2012
    In the end it comes down to what each individual player expects.

    I could be satisfied with a linear story but the advertisement says (to me) it's not and I can expect more. But since there's nothing majorly different at the end of EP3, the advertisement is obviously BS (imho) and thus I won't buy the game. I just don't like being lied to....

    If anyone else thinks the extend of choice is what they expected, fine with me. I just wish people would start raising their expectations a bit.

    CTP
  • edited August 2012
    Funatick wrote: »
    I know how you feel. But there's still 2 more episodes. So choices from ep1,2,3 still could have a lot of meaning..
    There's no need for the to stop advertising it as such. We don't even know the outcome of some of our decisions seeing as this is episode 3 of 5. We very clearly see decisions have impacts on gameplay in this very episode. How exactly do you feel ripped off?


    The chances of that happening seem to be almost impossible right now.

    Every character who has been there since the beginning with the exception of kenny and clementine are now dead. Nothing that you told any of them or did for them matters in the slightest now. Kenny always seems to just hate you or not really care, and it sounds like to get the latter option of him not really caring you have to literally pick every single nice option with him to get him to do that.

    Clementine has already lied to you and there's almost certainately no way to do anything about that.

    Ben hasn't even been there the whole time and he'll probably be dead about the same time that Kenny dies.

    Anything you did in the first and second chapters now have no or little significance. I could tell that all of the people who died this episode were going to die eventually, and i can definitely say that kenny is going to die in the next episode because of how unstable he is.

    Helping the girl kill herself at the motor inn on the first chapter? doesn't matter because the only person still alive who even knows about that is lee, who seems to be suffering from such a bad case of amnesia that he doesn't remember the person he was starting a relationship with just died a few minutes ago.

    Siding with kenny or Larry? doesn't matter, Larry died in episode 2, Lilly is gone and kenny will be dead in the next episode.

    Gave people energy bars? fixed the radio? both of those don't matter because the energy bars basically dissapear after that, and carley is dead now so nobody will even care about the radio.

    And the list goes on.. basically, no choices even matter if the characters never even mention what has happened.

    bazenji wrote: »
    The irony? People are mad that they don't have choices because someone who is only alive because they made a fundamentally significant choice in the first episode dies and makes them feel really bad.

    Good job, TTG.


    It seemed like a fundamentally different choice at the time when episode 1 was new. However now we know that it doesn't matter at all. Choosing between carley and doug barely had any significance other than a couple of different dialogue options. Depending on who you saved, both of them barely appear at all after you save them, so they don't even have any significant differences to the story or characters around them.

    Now that we've played through the game, we know that choice doesn't really matter because they don't have any big impact.
  • edited August 2012
    Xebioz wrote: »
    Well then, maybe I just remember a game from 97' for having good graphics? That story is different every time you play it and you don't know how stuff is going to go down even if you have played it before. If they could do that back then they should be able to do some kind of branching story now no? And that was FMV in addition which is a horrible tool to work with when trying to lower costs.

    But anyway. What I am saying is not that TWD is a bad game or that Episode 3 is bad. I just feel that a good product should be criticized when it shows flaws and that's what I'm doing. Hailing the game as the savior of gaming really isn't going to turn out a better Episode 4, so I'm trying to help in my way.

    That was the game making a few random changes at the beginning, it was forcing those differences as I explained in the first page, that has nothing to do with player choice changing the game. I think you definately remember it too fondly, I played it quite a bit and it's a great game, but it isn't the game where every choice you make throughout changes everything as you're trying to say it is.

    You have every right to complain, but i'm sticking to my position that you're expecting something that modern gaming (including blade runner, since the only real choices that made any difference in that were only towards the ending) is simply incapable of producing.
  • ErnErn
    edited August 2012
    I had to join this due to having played all 3 back to back and i do agree the choices are pretty non existent i kind of felt this in terms of ME3 saving/ killing the rachnai they are in 3 no matter what. This is paralleled to kenny surviving at the end of 3.

    Now i did feel sad when the characters died and enjoyed episode 3 but i wanted to leave with Lily (i didn't realsie until after she was a comic character) so we are literally on a plot railroad (badumdish) despite being told at the beginning of every episode we are not. I would have been satisfied i had an impact on who the lone survivor of the original group was with me bar clem.

    Also the trailer to 4 downright said my choice in 3 didn't matter when i told clem my plan to look for her parents when we arrive! gee thanks telltale :rolleyes: I guess in 4 now im going to be looking at any newcomers who aren't kenny or clem and assume they are going to die somewhere in the series unfortunatley.
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