It was certainly short, but it did help keep the pace up, and i don't think it was detrimental to the episode. But as a fan, I hope they don't make it a habbit.
It only seemed short because there was no walking around and solving simple puzzles ( like the train in Ep. 3 ). The game was fast-paced and action-packed the whole time, making it seem shorter.
The episode didn't seem that short to me. If anything it was like Episode 3. Just lots of non-stop drama and action. Lots of turbulence can make it seem short.
Developer laziness. This was by far one of the longest episodes we've had to wait for and it turns out to be the shortest. Yes, it's urgent and fast paced, but it's short due to lazy writing. From the speed of episode five, the Marsh House wasn't that far from the house with the boat. So why the fuck didn't we have the option to just search there to console Clem?
Lee hops the fence to get Clem's radio (and get bitten) but he can't hop the fence when you first see Campman? Bullshit.
Lazy writing. Period. There's a million things wrong with episode 5.
Developer laziness. This was by far one of the longest episodes we've had to wait for and it turns out to be the shortest. Yes, it's urgent and fast paced, but it's short due to lazy writing. From the speed of episode five, the Marsh House wasn't that far from the house with the boat. So why the fuck didn't we have the option to just search there to console Clem?
Lee hops the fence to get Clem's radio (and get bitten) but he can't hop the fence when you first see Campman? Bullshit.
Lazy writing. Period. There's a million things wrong with episode 5.
He opened the gate and walked out to get the radio....
Campman was actually on the complete other side of the fence when the gate is on the other side of the property lol.
This episode was partially shorter due to the fast pacing, and parrtially shorted due to it being the conclusion which generall are meant to be short and action packed. The only "talking" scenes where you can stop to talk to everyone only gave them 1 line and was quick to get everything said. There was always something happening. Unlike all the other episodes where you sit around in a pharmacy/house/motel, you're constantly moving in episode 5. I think they did it right to give you the proper feel or urgency. Otherwise it would be "well i'm dying and clem is kidnapped...better take my time to talk to everyone and solve this silly little puzzle instead of get shit done quick."
Also I do feel like they left out the whole "I'm pregnant" thing. When she accepts kenny's alcohol he looks at her face, then down to her stomach, then back at her face, all surprised. Later when crossing the sign Lee states omid's leg is bad and that christa is "pulling for 2" hinting he also knows but she doesn't even act surprised like "how did you know!?"
Everything about it was so good that I honestly didn't notice. I felt it had everything it needed to have and I was satisfied. Besides Lee was bit what'd ya expect?
Developer laziness. This was by far one of the longest episodes we've had to wait for and it turns out to be the shortest. Yes, it's urgent and fast paced, but it's short due to lazy writing. From the speed of episode five, the Marsh House wasn't that far from the house with the boat. So why the fuck didn't we have the option to just search there to console Clem?
Lee hops the fence to get Clem's radio (and get bitten) but he can't hop the fence when you first see Campman? Bullshit.
Lazy writing. Period. There's a million things wrong with episode 5.
TTG are not lazy. They have to make 2 different paths for Lee(different choices) to take plus hours of dialog(3 options + 1 silent option).
They also took in mind how Lee and his group have had unlimited ammo up till this episode and had the whole team tell you how much they had got left.
They didn't go to the Marsh house because of Kenny's obsession with the boat and the fact that you just came back from Crawford.
Replay the episode without showing the bite, going solo or with a single person(Kenny and Ben) at a time(or only Christa and Omid) and see how that plays out.
I thought this shorter final episode (took about 1.5 hours for me) was well-paced and flowed very well, with a sense of urgency that would have gotten tiresome if it had gone on too long.
Keeping in mind that there are 8 different possible combinations of the group helping Lee as this episode starts, two choices on Lee's arm that also have to play out differently based on that grouping, and quite a few different things the Stranger can or cannot accuse Lee of doing, there's a lot of alternate content that any one single playing is unlikely to use. The 1.5 hours we see could easily be drawn from 3 hours of possible dialogue/animation.
There's also more specialized/spot animation created for this episode -- Lee's journey to the Marsh House features numerous zombie slayings, all of which appeared to be unique in my run.
It was shorter, but the action, tension, and emotional conversations were nonstop. You didn't have many areas to just walk back and forth and examine items and solve puzzles; every second was rising the tension and fully capitalizing on the relationship between these characters and all that they've been through.
Here are our options, we can get the action packed episode with many options to choose from with the cost of the episode being shorter then usual. OR we could get an awesome longer then average length episode with many options at the cost of it coming out in say...June.
Comments
Well they were extremely successful.
Well, what was there to do? Rescue Clementine and die. How much time would that take?
^^ This!
Same reason why choices didn't matter: TTG's Laziness.
1. Christa telling you shes pregnant
2. Molly dragging you to safety not Clem and then something happens she disappears and then we have the tearjerking scene.
honestly i was too emotional to notice it was short. my GOTY for sure.
Lee hops the fence to get Clem's radio (and get bitten) but he can't hop the fence when you first see Campman? Bullshit.
Lazy writing. Period. There's a million things wrong with episode 5.
Hmmm....
1) I knew she wasn't going to say. There's not even enough evidence to say she really is pregnant. Just little hints.
2) Yeah I didn't think Clementine could do that herself!
He opened the gate and walked out to get the radio....
Campman was actually on the complete other side of the fence when the gate is on the other side of the property lol.
This episode was partially shorter due to the fast pacing, and parrtially shorted due to it being the conclusion which generall are meant to be short and action packed. The only "talking" scenes where you can stop to talk to everyone only gave them 1 line and was quick to get everything said. There was always something happening. Unlike all the other episodes where you sit around in a pharmacy/house/motel, you're constantly moving in episode 5. I think they did it right to give you the proper feel or urgency. Otherwise it would be "well i'm dying and clem is kidnapped...better take my time to talk to everyone and solve this silly little puzzle instead of get shit done quick."
Also I do feel like they left out the whole "I'm pregnant" thing. When she accepts kenny's alcohol he looks at her face, then down to her stomach, then back at her face, all surprised. Later when crossing the sign Lee states omid's leg is bad and that christa is "pulling for 2" hinting he also knows but she doesn't even act surprised like "how did you know!?"
Yes, this episode did seem rushed.
Not just with episode 5.
They also took in mind how Lee and his group have had unlimited ammo up till this episode and had the whole team tell you how much they had got left.
They didn't go to the Marsh house because of Kenny's obsession with the boat and the fact that you just came back from Crawford.
Replay the episode without showing the bite, going solo or with a single person(Kenny and Ben) at a time(or only Christa and Omid) and see how that plays out.
Keeping in mind that there are 8 different possible combinations of the group helping Lee as this episode starts, two choices on Lee's arm that also have to play out differently based on that grouping, and quite a few different things the Stranger can or cannot accuse Lee of doing, there's a lot of alternate content that any one single playing is unlikely to use. The 1.5 hours we see could easily be drawn from 3 hours of possible dialogue/animation.
There's also more specialized/spot animation created for this episode -- Lee's journey to the Marsh House features numerous zombie slayings, all of which appeared to be unique in my run.