Which choices change things drastically? (EP 5 SPOILERS GALORE)

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  • edited November 2012
    anyone know what happens if you save your rounds in the house (if you saved Ben since he picks your gun up after you drop it) There was a point where kenny told me to give him the ammo and leave but i said hell no (to leaving) but then he locked me away without taking the ammo. does it help him/change anything??

    Am interested in this too.

    But I believe it will only end up with Kenny surviving a few shots longer.
  • edited November 2012
    Okay... The cutting off the arm bit. You do it to buy youself time. Zombie bite makes you have an extermly short life span (less than a day) so while you will properly get get infected with something else you might have better chances than a zombie bite. (Living longer than one day)

    As for the meds... The doctor took them when he left so no meds for you to use.

    The tailor made experience... It is how the characters react to you from episode to episode. While it may not be grand changes they are slight changes... but having them give a bigger impact would be nice.

    And for the eposide 2 choice of taking the food. The nut job is still crazy and he still blames you. Any fault (And some have no "right" answer) he will blame you for. The best reaction was when you told him you where bit. That look was priceless!

    For Season Two I hope we keep Clem and have a new party and main character join them. I still hope they go with the boat plan because going into the countryside is still just as dangerous.

    If we get a new character they could make us pck their gender by picking male or female. Then have the character you didn't pick die. (that gives a reason for the new main character to join up or make a new group. Also gives a chance for new main to join clem and try to take care of her.)

    It would be interesting to see the results of season one affect season two. I mean we have Lilly realtionship that can be used. (How would she react to Clem and the fact Lee is dead) Or how about the couple's relationship since she is pregnant and you told them your final plan (the country side, train, or get a boat). How will they react and what will their plan be?

    The last one would be Kenny if he surived. How would he react to Lee's death and what will he do? Will he be set out for finding a boat and how will he react to Clem or if she joins a new group?

    Heck how would the couple react to Lilly or how would Lilly and Kenny react if they meet up again? A lot can be done from season's one choices that affect season two and most of these come focused around what will be done with Clem.
  • edited November 2012
    Hey, my choices made it to where Omid and Christa survived and would likely meet up with Clementine in the future. I gave Clem good advice and died. My game was worth it.
  • edited November 2012
    I"m getting sick and tired of every single thread ending up with people discussing issues and complaints about the game! It's disrespectful... we answered this guys questions - so leave it...
  • edited November 2012
    DreadMagus wrote: »
    Red, green, blue?:rolleyes:

    Yeah, most of today "make decisions that matter" games don´t deliver. ME2 actualy is one of the few exeptions with it´s glorius end battle (even if a bit random at times)... but beyond that? Fable? Infamous? KOTOR? There issent much choise aside from good and bad and before the final boss they usually alowe you to switch sides.

    The Walking Dead is different. It´s not a game strictly speaking, it´s gameification of a movie/tv show. It pulls you in by giving you control about how the main character acts... is he a dick? is he a nice guy? who dos he side with? It alows you to grow more attached to the game world and feel more emotion if something happens in it.

    It dos something new. Something the comic can´t do and something a good movie (let alone that terrible TWD tv show) can´t do either. That dos not make it better or worse, qualety comes with execution. But it makes it something new (at least in the western marked, i don´t know much about the digital novels from asia)
  • edited November 2012
    Viser wrote: »
    The point is not really how the choices affect the story, but how they affect the player...

    Amen. I believe the homeless guitar playing bum just about said the same thing. Brilliant if that was the intent of TTG.
  • edited November 2012
    Story: "a narrative, either true or fictitious, in prose or verse, designed to interest, amuse, or instruct the hearer or reader; tale."

    Tailor: "to fashion or adapt to a particular taste, purpose, need, etc.: to tailor one's actions to those of another."

    Does this game "tailor" the "story" based on your choices? Yes.


    Also, why is the fact that ME2 ends with you either failing or destroying the Collectors an example of properly acknowledging choices but TWD letting you either fail or get Clementine out alive not an example?

    The only difference it that 30 hours of gameplay has more choices than 10 hours of gameplay. And considering choices/hour, TWD has ME2 beat.
  • edited December 2012
    shedim wrote: »
    and all of a sudden a wild lilly appears and puts you back on the other side of the river, only with options a and b being gone.

    After a while there is another river you have to cross and no matter what you do, all of a not-so-sudden a wild walker appears and magically brings you to the other side. You can cut off your arm in order to go back and hope that finally for once at least one of your decisions will alter the story...and that you can decide yourself how you cross the final river, but nooooo, you end up losing your arm for nothing.

    Yup, totally tailored by my decisions.

    I'll keep it the same way i do with bioware: (with)hold the wallet!

    Once bitten, twice shy.

    +1 :p
  • edited December 2012
    I"m getting sick and tired of every single thread ending up with people discussing issues and complaints about the game! It's disrespectful... we answered this guys questions - so leave it...

    People will discuss whatever they want man.If something has bugged them, you can just arm bar them and tell them to focus on something else just coz you are "sick and tired", go look elsewhere if it bothers you so much.
  • edited December 2012
    Short answer to this topic is no choice matters. You cannot alter the story or save/kill anybody different from what is pre-written.
  • edited December 2012
    Super H4ns wrote: »
    If you go it alone is there nobody there for the first part of your chapter 5 playthrough? And do you still have the option to cut your arm off? Plus, did anyone else feel that this episode was much shorter than the previous ones?

    I think nobody answered that one. Yep, you're alone from the beginning, to the point where you get back the group in the shack.
    And yes, you're allowed to cut your arm yourself... Didn't do it with a team, but I'm thinking it's waaay more traumatizing that way (alone).
  • edited December 2012
    While this product fits the definitions of 'tailor', its still more of a marketing term then anything. The story in and of itself is not tailored - it's kind of like watching Dr. Who ramble about fixed points in time. The story is fixed, and we all came in looking for something a little more sandbox. That's how the hype seemed to me.

    Still, I'm a fan of adventure games(The REALLY old ones, from the infocom text adventures all the way through the Sierra Online ages), and those games offer a nice complete story as well. The tailoring part just seems to be a bit of a kick in the groin when compared to the awesome story.

    It's a whole part of writing: You want the reader to get to your destination thinking they have gone on their own free will, and you adjust minutely. The problem here is that the adjustments weren't minute, they were like a first time DM. As the player, instead of being coaxed in the right direction through reward, you were railroaded on the right track and beat senseless until you followed the direction you needed to take.

    Either offer freedom, and it's true consequence, or don't offer it at all. Faux freedom doesn't cut it.
  • edited December 2012
    I knew it was the end when Ben refused to pull the Boat down to the boat ramp.
  • edited December 2012
    The thing I'm struggling with is....does everyone in your party except omid and christa have to die? That is frustrating because that takes all the choices you had made up until then pointless. Who cares how everyone perceives you, they all have to die at certain spots even if it doesn't really make sense. At least in mass effect 2 you had some effect on which characters lived and which died, how many characters, how your relationships played into that. All of the changes on this are cosmetic (doesn't matter who you pick. Doug/Carley HAVE to get randomly shot in the face by lily who HAS to go batshit crazy). I guess for something winning so many game of the year awards I expected a lot more depth.
  • edited December 2012
    M1L0 wrote: »
    The thing I'm struggling with is....does everyone in your party except omid and christa have to die? That is frustrating because that takes all the choices you had made up until then pointless. Who cares how everyone perceives you, they all have to die at certain spots even if it doesn't really make sense. At least in mass effect 2 you had some effect on which characters lived and which died, how many characters, how your relationships played into that. All of the changes on this are cosmetic (doesn't matter who you pick. Doug/Carley HAVE to get randomly shot in the face by lily who HAS to go batshit crazy). I guess for something winning so many game of the year awards I expected a lot more depth.

    in mass effect 2 you had to be pure renegade or pure paragon to get everybody to survive therefore making the choices of paragon/renegade and relationships meaningless (except to you personally)
  • edited December 2012
    in mass effect 2 you had to be pure renegade or pure paragon to get everybody to survive therefore making the choices of paragon/renegade and relationships meaningless (except to you personally)

    Wrong. It was not as simple as oh you're a paragon and you have everyone's trust. I was a paragon the whole game finished all character side quest but because of choices I'd made in conversation with tali she still ended up getting shot and dying. They had so many variables on what happened at the end that literally any character could die or survive no matter if you played paragon or renegade. I'm dont want to hate on TWD. I actually really enjoyed a lot about it. When i saw the preview for the second episode and all my decisions, i was so excited because i thought this would be a game where my decisions have weight. I felt like I was lead to believe I was impacting the story and at the end there are no choices that mattered. The times I sat racked with indecision were pointless because there weren't consequences.Maybe I just got my hopes up for what the game was based on all the hype.
  • edited December 2012
    M1L0 wrote: »
    Wrong. It was not as simple as oh you're a paragon and you have everyone's trust. I was a paragon the whole game finished all character side quest but because of choices I'd made in conversation with tali she still ended up getting shot and dying. They had so many variables on what happened at the end that literally any character could die or survive no matter if you played paragon or renegade. I'm dont want to hate on TWD. I actually really enjoyed a lot about it. When i saw the preview for the second episode and all my decisions, i was so excited because i thought this would be a game where my decisions have weight. I felt like I was lead to believe I was impacting the story and at the end there are no choices that mattered. The times I sat racked with indecision were pointless because there weren't consequences.Maybe I just got my hopes up for what the game was based on all the hype.

    in ME2 you can only make the conversation choices that make everybody come with you if you are either pure paragon or pure renegade, otherwise you don't have enough paragon or renegade points to choose the special conversation choices that make everybody come with you, so you are wrong, its not not complicated variables its the amount paragon/renegade points you have and the special conversation choices you get from being purely renegade or paragon throughout the game plus their loyalty quests that make it so you can get everybody to live, it's that simple
  • edited December 2012
    Oh good! Let's have this conversation, which will go nowhere, for the zillionth time.

    Fingers crossed that someone soon creates a "The Walking Dead isn't a game" thread too so we can commence beating that horse to death too.
  • edited December 2012
    You are not taking into account that even if you are a paragon and have someone's trust they can still die based on dialogue choices. In TWD the final two characters to survive of your group are predetermined. We can agree to disagree on this but I felt me2 gave me a lot more impact on the story, even more than me3 which I felt was like TWD in that it took all your decisions and threw them out the window at the end. Give me another game where you are indirectly in control of who in your party lives and dies. I could have everyone survive or a few people, I could have my main character die if I didn't prepare. Where in TWD are we given choices that actually affect the endgame?
  • edited December 2012
    lucidity02 wrote: »
    Oh good! Let's have this conversation, which will go nowhere, for the zillionth time.

    Fingers crossed that someone soon creates a "The Walking Dead isn't a game" thread too so we can commence beating that horse to death too.

    I apologize if this has been through a lot. I bought the game 2 days ago and finished it last night. While I enjoyed playing the game and story, I left it totally disappointed it was so linear while making you feel like your decisions matter.
  • edited December 2012
    This article pretty much sums up perfectly how I feel about this game:

    http://www.ign.com/blogs/lithosthehero/2012/12/10/telltales-the-walking-dead-average-not-goty
  • edited December 2012
    M1L0 wrote: »
    This article pretty much sums up perfectly how I feel about this game:

    http://www.ign.com/blogs/lithosthehero/2012/12/10/telltales-the-walking-dead-average-not-goty

    whoever wrote that just seemed annoyed that it wasn't the game they imagined it was, someone must have told them it was a choose your own adventure book in a game and now they are annoyed that it wasn't.

    it took me a while to realise it wasn't a choose your own adventure game as well, but just because it isn't the game you were expecting doesn't make the game it actually is a bad game.
  • edited December 2012
    M1L0 wrote: »
    This article pretty much sums up perfectly how I feel about this game:

    http://www.ign.com/blogs/lithosthehero/2012/12/10/telltales-the-walking-dead-average-not-goty

    "Choice: Gaming hasn't got to the point where choice can be done right, Walking Dead is still one of the best. Mass Effect in the end had to funnel people to a very limited set of end game choices and so does Walking Dead. Fact is there are choices that make my game completely different to someone else, hell the last episode can have an entire different sequence if you choose to let it. But in the end Telltale are telling a story and it would be incredibly hard to track and cover every single angle, but they did give us choice and provide a damn good story along with it.

    Oh and ALL my characters came with me to help Clem, so that again leads to you and I having completely different experiences.

    Puppets: In a choose your own adventure, you are given options and some may lead to the book ending earlier than other choices. In the end there is one story that goes the longest and that is the main tale, from experiences I had as a kid I went back and took every option until I got the one that kept the story going, to enjoy the story being told to me. I think you sitting their judging the amount of restrictions the game handed you hurt your experience. I cared for Lee and Clem and I felt like my Lee did what I would have done.

    The Walking Dead has NO happy ending, no rainbows and puppy dogs, as a huge fan of the comics and TV show, nothing goes right and the ending showed that to perfection. It stayed true to the universe it was created in."

    Quote from a comment that got 389 +1's.
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