Agree with boxman, although I have no clue what Heavy Rain is.
The choices do matter. If you chose to save Carley you get her instead of Doug, Kenny is either your best friend or a complete jackass, disussions change. I have never been this involved in a video game before in my life and that makes the $25 that I spent on this game worth every penny.
If somehow the ending to the game varies depending on your choices throughout then that would elevate (for me anyway) this game to the best game I've probably ever played.
It's true, you don't get to change who lives or who dies or have big effects.
But other things do change. Your relationships with the characters, the way that Lee develops, etc. Not the big sweeping "YOUR GAME IS COMPLETELY DIFFERENT" things, but smaller, more subtle things.
Every decision made up to this point really didn't make no difference at all. What's the point of saving Carley or Doug if they die anyway? What's the point of sided with Lily or doing all you can to save Larry if Lily leaves and you pretty much patch up things with Kenny? Every choice in this game is bullshit and pointless, it's too much of a rail game, even that bs decision where you had to give out food. I don't care at all about putting up more money towards the game but damn c'mon can I at least get more options which will actually effect something? I loved the game up but the lack of how ineffective my decisions are to the story is pissing me off. Dude, throw a donate button on your site and I wouldn't mind kicking out some cash for an actual update that would tidy up some choices so you actually can save Carley or leave with Lily or something.
I read your post. You want to throw more money at the game so you can get the 'nobody dies' ending. That's not what this story or the game is about.
See my sig for what you're looking for. They didnt run out of money and thats why people are dying, people are dying cause there is a ZA in effect. Deaths will occur, much like in real life, where you have no chance of stopping them either.
@ItsMeArmani: What time constraints? Something about the time TTG spent hauling our cash to the bank? If there were *any* time constraints I could almost understand the chronic delays-with-no-information. My family would be homeless if my promises to clients were so empty.
@ItsMeArmani: What time constraints? Something about the time TTG spent hauling our cash to the bank? If there were *any* time constraints I could almost understand the chronic delays-with-no-information. My family would be homeless if my promises to clients were so empty.
@ItsMeArmani: What time constraints? Something about the time TTG spent hauling our cash to the bank? If there were *any* time constraints I could almost understand the chronic delays-with-no-information. My family would be homeless if my promises to clients were so empty.
How about taking your complaints about the delays to the proper place and stop trying to take over yet another thread with things that have been said over and over and over again?
how about taking your complaints about the delays to the proper place and stop trying to take over yet another thread with things that have been said over and over and over again?
I think part of the disconnect here is based on why players choose to play narrative-based games. For me, "choice matters" is a highly subjective term -- choosing dialogue option A over option B, for example, may not necessarily change the story in any tangible way, but it's still a choice that I made. I play these games for the same reason I watch movies: to get immersed and lost in a fictional world, which allows me to take a break from reality. Regardless of what changes based on my decisions, they're still decisions that I make, ones that shape my version of Lee Everett. Each time I click a dialogue option, I carefully think about whether it's not what my Lee would say, based on the events that have occurred before that dialogue option even came up.
I guess some could argue that's just the illusion of choice, but the vast majority of the decisions I've made in this game have had gravity to them. They've been personally important to me. If that changes the ending in episode five or shapes episode four in some substantial way, that's awesome. If it doesn't, it doesn't, but at least I was still immersed in the narrative -- which isn't something that happens often with present-day games. And at least at the end of the day, in my own head, I'll still get to craft my own Lee Everett. Regardless of what changes and what doesn't, personal choice *does* matter to me.
That said, it really isn't fair to say that choices don't matter until we've seen episodes four and five. No one here can predict the future. Be that as it may, I never got the impression from Telltale's advertising that the game would markedly change based on your decisions -- just that it would adapt. I've played through all three episodes multiple times, and though I get the same overall plotting, I still have a fairly different gaming experience.
I have to agree with Jack on this. When I played the game through for the first time, I was amazed on the whole game idea and how Telltale understands to create an emmersive, demmanding, emotional and movie interactive adventure. There was absolutely no need for more gameplay and interaction, as the game implied a very strong thrill. You were literally urging for more story progression (I am still for the upcoming episodes) and the experience to see how the whole group will get through this mess.
But after playing through it a second time, I was a bit disappointed, since there is absolutely no difference in progression no matter what choices you've made. In the first playthrough I did what my heart told me was right. In the second playthrough I played an egoistic and negative creep that was focused on his own concernce and survival. There was absolutely no difference in the outcome of the situation after the group lost Duck and there was absolutely no difference in Lee's behavior. How I'm supposed the believe Lee is still a good person (reflected by his emotional and anxious gestik and mimic), if he right out acts like a total dick?
I have to agree with him. I chose to go with Lilly and leave and i expected a change for the story. But was lead to the same path if i said no. Seemed like my choice didnt matter very much...
There is still 2 episodes left! Maybe we will see Lilly again and something sweet may happen. Here's hoping.
Carley was my absolute FAVORITE character and as silly as it sounds, I'm devastated she HAD to be killed. Lilly took long enough to pull out her gun, why couldn't Lee stop her?
This is the Walking Dead. If Carley wasn't a determinant and automatically was still alive at that point, people would still complain about her death but wouldn't blame lazy TellTale.
Someone said it would be 4 games or more in 1... how about 2?
Episode 2:
A) Go explore and return to camp.
Stay at camp and work.
Episode 3: You split up on the road and meet 10 miles later
A) Go side road and explore with that group
Go highway
Any of those scenarios can provide zombies or bandits or numerous other encounters. Any can provide different dialogue options with different characters. They don't have to last the whole episode, they could be a minor portion of each.
I also don't see the difficulty in having numerous "disposable" characters. How hard would be for 5 extra guys to be at camp? Through the game one dies each episode and your choice matters on who that is. Some guys with 5-10 lines an episode.
There is still 2 episodes left! Maybe we will see Lilly again and something sweet may happen. Here's hoping.
I think it's highly unlikely that Lilly will appear again this season but maybe Telltale will bring her back in season 2.She left my Lee as a traumatized friend so it would be interesting to eventually see her again and I'm sure the vengeful type would also appreciate seeing her again,if only to introduce her to a bullet
You clearly have no idea about game development and are expecting way too much. Saying choices dont do shit is bull.. My game had entire different conversations, with characters behaving completely different compared to playthroughs by people who made different choices. How is this no choices?
Hey, dont come in here with that 'rational thinking' crazy talk, buddy
Someone said it would be 4 games or more in 1... how about 2?
Episode 2:
A) Go explore and return to camp.
Stay at camp and work.
Episode 3: You split up on the road and meet 10 miles later
A) Go side road and explore with that group
Go highway
Any of those scenarios can provide zombies or bandits or numerous other encounters. Any can provide different dialogue options with different characters. They don't have to last the whole episode, they could be a minor portion of each.
I also don't see the difficulty in having numerous "disposable" characters. How hard would be for 5 extra guys to be at camp? Through the game one dies each episode and your choice matters on who that is. Some guys with 5-10 lines an episode.
I like this idea. Rather than numerous branching decisions, you split every action with two courses and always keep to the same narrative line. Rather than being a railroad, it's two parallel tracks that allow for far more control and more variation.
True, a game following a storyline can't really offer true choices, but at least we get some good replay this way.
Lily is a comic book character, that's why she HAD to leave and you couldn't kill her (a reasonable course of action for a convicted murderer). She had to leave to join with the governor so don't expect her to come back.
It's a bad move from Telltale to use characters from the comic since you know (or at least the ones that read the comic know) that they can't die, they have to leave.
Lily is a comic book character, that's why she HAD to leave and you couldn't kill her (a reasonable course of action for a convicted murderer). She had to leave to join with the governor so don't expect her to come back.
It's a bad move from Telltale to use characters from the comic since you know (or at least the ones that read the comic know) that they can't die, they have to leave.
probably worse for the non readers since they dont understand why their choice to save Sean was mooted or why no matter how nice they are to Lily she's out too...Im sure Sean's death was the spark to the 'no choices' fire
Every decision made up to this point really didn't make no difference at all. What's the point of saving Carley or Doug if they die anyway? What's the point of sided with Lily or doing all you can to save Larry if Lily leaves and you pretty much patch up things with Kenny? Every choice in this game is bullshit and pointless, it's too much of a rail game, even that bs decision where you had to give out food. I don't care at all about putting up more money towards the game but damn c'mon can I at least get more options which will actually effect something? I loved the game up but the lack of how ineffective my decisions are to the story is pissing me off. Dude, throw a donate button on your site and I wouldn't mind kicking out some cash for an actual update that would tidy up some choices so you actually can save Carley or leave with Lily or something.
People want the option of being able to save everyone, if they do things just right, but that isn't how TWD works. People die constantly in the comics, the game does a good job of staying true to that. I would have loved to save Carly, I was sad that Lilly was out of the group no matter what I did, why did Duck and Katjaa have to die, etc. etc.. Tragedy is hardwired into TWD, it adds realism to the writing, and I think they were wize to make the game this way. Try to appreciate the story, and stop worrying about how much your decisions are affecting it.
That not the point, I didn't want to save anyone, I just want the decitions to matter, I want them tpto change something, anything. The RockPaperShotgun review hits the mark in that sense.
People want the option of being able to save everyone, if they do things just right, but that isn't how TWD works. People die constantly in the comics, the game does a good job of staying true to that. I would have loved to save Carly, I was sad that Lilly was out of the group no matter what I did, why did Duck and Katjaa have to die, etc. etc.. Tragedy is hardwired into TWD, it adds realism to the writing, and I think they were wize to make the game this way. Try to appreciate the story, and stop worrying about how much your decisions are affecting it.
I don't think that is it. People didn't like Carley and Doug serving the exact same purpose and dying the same way. Or that if you choose to save Sean he dies the same way if you choose to save Duck. Or the end of Episode 3 who ever you choose to save when the train leaves, has the same line and the other manages to jump on the train.
People want just a little variation, it wouldn't take much to do it. They could have found a way to kill Carley and Doug differently. Or Irene, she shoots herself no matter what. I think it would have been a good scene to leave her begging for mercy, Would have made the choice to give her the gun or not much more meaningful.
People want just a little variation, it wouldn't take much to do it. They could have found a way to kill Carley and Doug differently.
Technically speaking, they did have little variation. Or rather, they did the same things, but done differently. Carley saves you at the St Johns by shooting one of them, Doug however shines a laser-light in his eye hilariously.
They both die by Lilly's hands, but differently. Lilly thinks Carley had done it Carley doesn't help by driving her over the edge, making Lilly snap and kill her(which shows once again that Carley is an idiot for ticking off the lady with a gun, smart move guys for saving her! She totally was useless!). Doug however dies like pro and saves Ben's because Lilly is about to kill him instead, but Doug pushes him out of the way and takes the shot.
I do however like your Irene idea and wish they did that instead...
If you don't like the choices, then GO PLAY ANOTHER GAME. What will complaining do about it? Its easy for you to sit back and complain but Telltale is doing a wonderful job with the game under the time constraints they have.
Can we just chill with the complaining and appreciate the game for what it is? *sigh* I hope this forum doesn't transform into a whine fest...
For someone who doesn't like the complaining, you sure show up in every single thread on the subject to complain about complainers. Why the hell are you even reading the threads if they offend you so much?
Comments
The choices do matter. If you chose to save Carley you get her instead of Doug, Kenny is either your best friend or a complete jackass, disussions change. I have never been this involved in a video game before in my life and that makes the $25 that I spent on this game worth every penny.
If somehow the ending to the game varies depending on your choices throughout then that would elevate (for me anyway) this game to the best game I've probably ever played.
But other things do change. Your relationships with the characters, the way that Lee develops, etc. Not the big sweeping "YOUR GAME IS COMPLETELY DIFFERENT" things, but smaller, more subtle things.
I read your post. You want to throw more money at the game so you can get the 'nobody dies' ending. That's not what this story or the game is about.
See my sig for what you're looking for. They didnt run out of money and thats why people are dying, people are dying cause there is a ZA in effect. Deaths will occur, much like in real life, where you have no chance of stopping them either.
empty you say? In what way?
How about taking your complaints about the delays to the proper place and stop trying to take over yet another thread with things that have been said over and over and over again?
imagine if every business was ran like telltale.
I guess some could argue that's just the illusion of choice, but the vast majority of the decisions I've made in this game have had gravity to them. They've been personally important to me. If that changes the ending in episode five or shapes episode four in some substantial way, that's awesome. If it doesn't, it doesn't, but at least I was still immersed in the narrative -- which isn't something that happens often with present-day games. And at least at the end of the day, in my own head, I'll still get to craft my own Lee Everett. Regardless of what changes and what doesn't, personal choice *does* matter to me.
That said, it really isn't fair to say that choices don't matter until we've seen episodes four and five. No one here can predict the future. Be that as it may, I never got the impression from Telltale's advertising that the game would markedly change based on your decisions -- just that it would adapt. I've played through all three episodes multiple times, and though I get the same overall plotting, I still have a fairly different gaming experience.
But after playing through it a second time, I was a bit disappointed, since there is absolutely no difference in progression no matter what choices you've made. In the first playthrough I did what my heart told me was right. In the second playthrough I played an egoistic and negative creep that was focused on his own concernce and survival. There was absolutely no difference in the outcome of the situation after the group lost Duck and there was absolutely no difference in Lee's behavior. How I'm supposed the believe Lee is still a good person (reflected by his emotional and anxious gestik and mimic), if he right out acts like a total dick?
I agree with OP.
Someone said it would be 4 games or more in 1... how about 2?
Episode 2:
A) Go explore and return to camp.
Stay at camp and work.
Episode 3: You split up on the road and meet 10 miles later
A) Go side road and explore with that group
Go highway
Any of those scenarios can provide zombies or bandits or numerous other encounters. Any can provide different dialogue options with different characters. They don't have to last the whole episode, they could be a minor portion of each.
I also don't see the difficulty in having numerous "disposable" characters. How hard would be for 5 extra guys to be at camp? Through the game one dies each episode and your choice matters on who that is. Some guys with 5-10 lines an episode.
I think it's highly unlikely that Lilly will appear again this season but maybe Telltale will bring her back in season 2.She left my Lee as a traumatized friend so it would be interesting to eventually see her again and I'm sure the vengeful type would also appreciate seeing her again,if only to introduce her to a bullet
Hey, dont come in here with that 'rational thinking' crazy talk, buddy
I like this idea. Rather than numerous branching decisions, you split every action with two courses and always keep to the same narrative line. Rather than being a railroad, it's two parallel tracks that allow for far more control and more variation.
True, a game following a storyline can't really offer true choices, but at least we get some good replay this way.
It's a bad move from Telltale to use characters from the comic since you know (or at least the ones that read the comic know) that they can't die, they have to leave.
probably worse for the non readers since they dont understand why their choice to save Sean was mooted or why no matter how nice they are to Lily she's out too...Im sure Sean's death was the spark to the 'no choices' fire
People want the option of being able to save everyone, if they do things just right, but that isn't how TWD works. People die constantly in the comics, the game does a good job of staying true to that. I would have loved to save Carly, I was sad that Lilly was out of the group no matter what I did, why did Duck and Katjaa have to die, etc. etc.. Tragedy is hardwired into TWD, it adds realism to the writing, and I think they were wize to make the game this way. Try to appreciate the story, and stop worrying about how much your decisions are affecting it.
I don't think that is it. People didn't like Carley and Doug serving the exact same purpose and dying the same way. Or that if you choose to save Sean he dies the same way if you choose to save Duck. Or the end of Episode 3 who ever you choose to save when the train leaves, has the same line and the other manages to jump on the train.
People want just a little variation, it wouldn't take much to do it. They could have found a way to kill Carley and Doug differently. Or Irene, she shoots herself no matter what. I think it would have been a good scene to leave her begging for mercy, Would have made the choice to give her the gun or not much more meaningful.
Technically speaking, they did have little variation. Or rather, they did the same things, but done differently. Carley saves you at the St Johns by shooting one of them, Doug however shines a laser-light in his eye hilariously.
They both die by Lilly's hands, but differently. Lilly thinks Carley had done it Carley doesn't help by driving her over the edge, making Lilly snap and kill her(which shows once again that Carley is an idiot for ticking off the lady with a gun, smart move guys for saving her! She totally was useless!). Doug however dies like pro and saves Ben's because Lilly is about to kill him instead, but Doug pushes him out of the way and takes the shot.
I do however like your Irene idea and wish they did that instead...
For someone who doesn't like the complaining, you sure show up in every single thread on the subject to complain about complainers. Why the hell are you even reading the threads if they offend you so much?
That is a double negative, therefore you meant that all the choices DID make a difference
I'm glad we agree