What changes would you have liked to see to the game??
I am greatly enjoying the game so far so lets keep this on the constructive side.
Also lets keep it about realistically expectable changes, not like some demands for an amount of branching storylines which would have tripled (or more) the workload of telltale.
I will start off with some points still fresh in my memory
1: please add ammunition amount and reloading. This will make those shooting events both more realistic AND more tense!
2: make shooting a little harder, its not easy getting that many headshots..also this way you can balance difficulty by reducing the amount of walkers/bandits you shoot in the sequence. Again for realism but also involvement in the story. I mean it feels like shooting fish in a barrel and the menacing bandits and walkers are ending up a bit like fodder. They become less threathening.
3:crawford...i feel it was a bit of a missed chance to not have them still be the fascist paranoid group. And in that way far more dangerous. You could find out more about their crazy ideals...or perhaps have a choice to throw vernon under the bus if you went for a negotiating route instead of an assault. And how cool would your raid have been?
Also i found the fall of crawford far too easy, this well supplied group. Used to go on scout and supply runs in town..falls because there are some walkers within perimeter? Its been months, such groups should have gotten over the initial suprise, shock, and fear..and be able to handle 1 or 2 walkers at least?? There should atleast be some boxed in survivors??
Also lets keep it about realistically expectable changes, not like some demands for an amount of branching storylines which would have tripled (or more) the workload of telltale.
I will start off with some points still fresh in my memory
1: please add ammunition amount and reloading. This will make those shooting events both more realistic AND more tense!
2: make shooting a little harder, its not easy getting that many headshots..also this way you can balance difficulty by reducing the amount of walkers/bandits you shoot in the sequence. Again for realism but also involvement in the story. I mean it feels like shooting fish in a barrel and the menacing bandits and walkers are ending up a bit like fodder. They become less threathening.
3:crawford...i feel it was a bit of a missed chance to not have them still be the fascist paranoid group. And in that way far more dangerous. You could find out more about their crazy ideals...or perhaps have a choice to throw vernon under the bus if you went for a negotiating route instead of an assault. And how cool would your raid have been?
Also i found the fall of crawford far too easy, this well supplied group. Used to go on scout and supply runs in town..falls because there are some walkers within perimeter? Its been months, such groups should have gotten over the initial suprise, shock, and fear..and be able to handle 1 or 2 walkers at least?? There should atleast be some boxed in survivors??
This discussion has been closed.
Comments
I remember my lee adressing Ben a bit after his "im sorry" but unfortunately that caused him to turtle up. Lilly did see Ben as a suspect, but seemed hellbent to put blame on Carley as well. Guess she saw her as a threat to her "leadership" and control?
But i agree i do wish There was an option for lee to be more forceful and proactive in that sequence (even if it would still end badly)
Here's some remarks
This is an adventure game. If you want some shooter there's only a gazillion
out there. We have characters, a story, dialogues, 'choices', etc etc
Thanks but no thanks
However, I think that there might be reason for that in that Chapter 5 might explore it more and the humans that were there. Even if Crawford fell, I doubt every single resident was slaughtered; there have always been some survivors to every given location so far and I doubt Crawford is any different. I think that Chapter 5 will show more connections to that place and face challenges that were hinted at in this chapter. Perhaps several survivors are trying to retake the town again and this voice figure has some agenda for it.
There are so many possibilities, but I think we might see something similar to "the Crawford siege" that was hinted at in this chapter appear in the next. Lee and whoever goes with them are right underneath that location and it seems like thousands of walkers are heading there as well as if someone is leading them there for a purpose.
I dont want it to be a shooter, but seeing the game has several shooting sequences i want it improved for immersion sake. For story sake.
Cause in case you didnt noticed..these sequences shape/are part of the story....pop pop pop pop pop pop, Lee just dropped 6 walkers/bandits (fodder) like its nothing with his magic gun that never needs to reload...this is part of story canon now.
I dont get you..defending arcade like shooting sequences instead of more realistic and tense moments that tie better within the za story.
Telltale has many great shooting sequences that capture the tensio. And realism i mean, for example, the cop (hurry to reload) in ep1, or saving Molly in ep4 ( shes struggling with a walker, hard to aim and time is short).
In comparison, some could have been more enjoyable if they kept his level of realism and difficulty. For example: the bandit raid (were these the guys we had feared? I dropped 5 like they were flies). The nursing room (dropped 5 walkers in 5 seconds with 5 bullets) or the stairs with the shotgun (could have held back a herd there).
These sequences could be changed without to much effort and greatly enhance immersion/story for me. I hope telltale realises this as well and we will see more of cop/molly sequences and less of the shotgun on stairs style in season 2
If the story writers want you to run out of ammo at a certain moment it would happen.
Adding a tangible element to your ammo capacity and the hazard of having to reload.
Would only retard the storyline for a irrelevant reason.
Like others have said if I want to micromanage my ammo and have total firearms realism.
I'd play a shooter. I think TTG has done fine with the mechanic they have.
Compare the cop or saving molly shooting sequence to the magic shotgun on the stairs and tell me which sequence you liked better, which sequence hurt immersion and made you feel like playing an arcade shooter....
he would replace Ben by being 10x more use... less, for sure
The first was awesome and exhilarating.
But let's be honest. It was a shotgun with a limited round capacity that had been spent anyway. I think the maximum is around 6-7
Lee's working with what appears to be a pistol which has around 17 round capacity.
In each encounter he definitely doesn't take that many shots. So we can assume he reloads in between encounters. There are many moments when the scene isn't focused on Lee and when the story moves forward. So it's entirely plausible.
Anyways. I sort of agree with you somewhat. It would definitely be interesting and pump up the tension. But do you really want to be searching for ammo after every encounter instead of continuing the narrative. Which is what adventure games are all about. Cause if that's the case after every encounter Lee would have to go on a mini-quest to find more 9mm rounds. Which would completely derail the story and ultimately make it more difficult to construct a solid narrative.
I mean a battery in your pocket Lee? Srsly?
But if they use time constraint/add difficulty, you will be forced to make your shots count anyway so it really doesnt add anything anymore.
Reloading/difficulty should still be altered in some sequences though.