Why the hell wouldn't you let Clementine shoot ****?

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  • edited December 2012
    First time I had her shoot me because I didn't want Lee to be a walker and I was too emotional and full of adrenaline to think properly.
    The second time I left lee because I wanted Clem to have a bullet; I think that choice was sadder. When Clem said "please don't leave me" I felt like I was leaving her and I couldn't do anything about it ;_;
  • edited December 2012
    She has to be able to put people down.

    The fainting during the opening sequence really made me think that the zombies were still somewhat alive in there. Lee basically started roaming around like one. Point is, I put myself in Lee's shoes: I didn't want to find out what being a zombie was like, and the opening sequence really had me questioning whether I would really be dead or stuck to my mortal coil by a thread once I turned.
  • edited December 2012
    Willzy123 wrote: »
    I made Clem save the bullet, purely because I wanted to see Lee as a Zombie!

    Me too! Plus I wanted to have a different unexpected ending unlike everyone else's descision to shoot Lee.
  • edited December 2012
    If Clem shot Lee,it would give her some closure but she would have to live with a fact that she killed one of the most important persons in her life.And it might make her stronger,unless it makes her weaker (it definatly wasn't easy for her to shoot Lee)

    On the other hand,if Clem left Lee...she will always think about what happened to him but she won't have think about how she killed somebody she loved alot...also,she will keep the bullet if she ever needs it to save herself.

    Now,both choices are not actually good but i left Lee,and this is why : she already killed walkers but killing somebody as important for her as Lee is totally different (atleast that's how i thought)...and i also thought this is the last thing Lee could've done for her...to save her from having to do something as horrible as that...

    Anyway : people have different opinions...
  • edited December 2012
    Two Reasons:

    1) Teach her to save ammo.
    2) She already killed the Stranger in my game, I didn't want her to have to kill again so soon.
  • edited December 2012
    I did it partly out of morbid curiousity - I wanted to see Lee as a Walker too; sue me. If my undead Lee happens to kill some shmuck in Season 2, I'd actually be kinda proud, since it means he didn't get rusty and can still ruin someone's day even if he's living impaired.

    Somewhat more seriously, there's also the practical concerns that were previously covered. Ammunition and noise. Alerting nearby walkers when it wasn't at all necessary struck me as a bad idea, especially since poor Clem's now alone.

    Regardless, I'd also consider it questionable whether it'd be harder for Clem to simply leave Lee to reanimate or personally shoot him in the face - he's dead either way, and she seems to fully comprehend that... as evidenced by her reaction after she sees her parents "they're dead for sure". Both options suck for the poor kid.
  • edited December 2012
    dubesor wrote: »
    I didn't let her shoot me. For logic reasons.

    think about it...
    #1 I am handcuffed to the heater anyway, so I am no threat at all.
    #2 shooting me doesn't personally help me, I am dead either way.
    #3 Noise. Clem shooting makes noise. And as everyone knows noise attracts walkers - unnecessary danger for Clem
    #4 wasting bullets - ammo is rare these days. Why waste a bullet? Rather save it for a crucial situation.

    these were my reason to just leave me handcuffed to the heater.
    no reason to shoot me at all. there's the most logical explanation to "why the hell wouldn't you".
    This describes my attitude completely. If she's going to survive, she needs to learn pragmatism. If I have only one lesson left to teach that sweet, brave little girl, it's "save the bullet."

    I've seen a lot of "she had to shoot him to get stronger." From my perspective, she had to not shoot him to get stronger, because a mercy kill might seem nice at the time, but if it's not necessary in order to survive, it shouldn't happen. I taught her the entire game to do what is necessary--no more, no less. It might have been hard on her to think of Lee as a walker, but I played him as someone who was always thinking of her best interests. Sure, maybe he'd suffer if she didn't kill him, and maybe it would haunt her to think of him that way... but he didn't care in my mind, because everything was about Clementine's welfare. Leaving her with an extra bullet to protect herself with was more important than anything else.

    And maybe someday when she was grown, she could come back to put all three of her guardians to rest.
  • edited December 2012
    It was an easy decision for me if i killed Duck, because no father should kill his family, and clem is like my daughter it is just wrong to force your 9 years old daughter to shoot you while you are alive.

    Although it would be nice if you had and option to tell her to wait until lee is a walker then kill him.
  • edited December 2012
    i had her shoot me, it makes her a stronger person.

    Same reason here. I figured final words are Lee's last chance of giving Clem the advice to live in a brutal ZA world. I played Lee as a compassionate person throughout, and I think learning to have the strength to put a loved one out of misery is an important lesson.

    The thought Lee might reanimate as a "sleeper" walker (the ones that pretend they are dead dead until someone walks close by, like the that got Hershel in the show) and harm someone also factored in, though only minutely.

    Either way, this was an intense scene. Bravo TTG.
  • edited December 2012
    Jamboo wrote: »
    It was an easy decision for me if i killed Duck, because no father should kill his family, and clem is like my daughter it is just wrong to force your 9 years old daughter to shoot you while you are alive.

    Although it would be nice if you had and option to tell her to wait until lee is a walker then kill him.

    she prob would end up bitten...
  • edited January 2013
    she's seen enough shit to know she sometimes MUST do the hard decisions in my first playthrough she saw me: stealing supplies, helping to kill larry, leaving lilly behind, heard i let Ben die in the belltower and that I shot Duck, and so on also no matter what choices you made she went through the human slaughterhouse to open that meat locker door, that girl's seen way to much allready... she exactly knows sometimes you gotta do what you gotta do so in my first playthrough i made her kill me... as i saw how hard that was for her i regret that decision, on my second playthrough i was a better idol and also didn't let her shoot me because i figured that girl went through enough pain allready anymore could screw her up completly, because if you teach her to feel nothing by killing too many people she might get used to it and become a bandit or shoot everyone on sight, that's NOT what i want her to become, i want her to be nice, but also calm and self-confident and that scene where she touched lee's hand before leaving was worth becoming a walker... anyways i told her to only shoot people if 100% necessary and to save ammo, cause you don't find that shit "around every corner" *loool* yeah that's my reasons and my decision
  • edited January 2013
    She said she didn't want me to turn, so I told her she has to shoot Lee.
    It makes her stronger, and she'd be better off with the thought of being able to put him out of his misery rather than just leaving him to turn.
    I don't want her to be afraid when she sets off on her own.
  • edited January 2013
    I couldn't let her kill someone after the stranger. She can't become a psycho like Carl.
  • edited January 2013
    dubesor wrote: »
    I didn't let her shoot me. For logic reasons.

    think about it...
    #1 I am handcuffed to the heater anyway, so I am no threat at all.
    #2 shooting me doesn't personally help me, I am dead either way.
    #3 Noise. Clem shooting makes noise. And as everyone knows noise attracts walkers - unnecessary danger for Clem
    #4 wasting bullets - ammo is rare these days. Why waste a bullet? Rather save it for a crucial situation.

    these were my reason to just leave me handcuffed to the heater.
    no reason to shoot me at all. there's the most logical explanation to "why the hell wouldn't you".

    Being a walker is a fate worse than death why would you wanna be a walker. noise really were inside it not really gonna matter conserve ammo is another thin most of the game we have infinite ammo until episode 5 and its not like that bullets gonna matter it plus for all we know that could have been a full clip.
  • edited January 2013
    Galdis wrote: »
    She has to be able to put people down.

    The fainting during the opening sequence really made me think that the zombies were still somewhat alive in there. Lee basically started roaming around like one. Point is, I put myself in Lee's shoes: I didn't want to find out what being a zombie was like, and the opening sequence really had me questioning whether I would really be dead or stuck to my mortal coil by a thread once I turned.

    Same
  • edited January 2013
    I just really didn't want Lee to become a walker. That would be even worse than just dying.
  • edited January 2013
    Both options have ups and downs, but in my mind, leaving Lee is better for her in the long run.

    A lot of people have stated pragmatism as their reason for taking the "leave him" option, which is perfectly valid. I have a bit to add to that. Mercy, while a good thing to give out in an apocalyptic setting, is a luxury. There is a time and place for mercy killing. That is, when there is no immediate danger. Clem didn't have that luxury. Thousands of walkers were just outside the door. One hears the gunshot, starts pounding on the door, other walkers hear that noise and join in. Eventually, the door breaks. I think Clem had enough time to pull the trigger and get the heck out of Dodge, but the risk isn't worth it. When mercy and survival odds are in competition, survival should always win.

    Now, I hold this view because I wouldn't really have any fear of becoming a walker in that specific situation. The terror invoked by zombies lies more with the whole getting eaten alive thing for me. A small bite, like Lee's, would be much easier for me to handle. More to the point, Lee is in the middle of a large horde of walkers. He's handcuffed to a radiator in a jewelry store (a place with no practical survival items worth infiltrating said horde), and the front door is locked. No sane human survivor is going to go in there and zombie Lee isn't getting out, so there is no worry about hurting someone. An insane person might go in, but they would just die by some other walker's teeth.

    That and the whole bit about suffering as a walker doesn't make any sense to me. You're dead. Your vital functions stop. As seen in the TV series (haven't read the comics, so if anyone knows of any contradictory information, please correct me), the only thing that restarts is the part of the brain that controls movement. There is no thought, no feeling. Your mind is not there to suffer.

    If for some reason, zombie Lee would be a threat to Clem, then yes, I would have told her to shoot him for her own survival. But, we know that isn't what happened. Clem had an easy way out. At that point, she had to think about what would give her the best chances of surviving. +1 bullet count and silent movement is better than -1 pangs of guilt (sorry, hardcore RPG stat cruncher here). It's not like she wouldn't know what happened to Lee. Throughout the game, I made sure to point out that just knowing is closure enough. We were looking for her parents to find out what happened, not to kill their zombie corpses. But above all of that, we were looking for a boat in order to continue surviving.

    Survival > Closure > Mercy. That was my final lesson to Clem, even if that wasn't actually a choice the game would understand. That is why I prefer to tell her to leave me.
  • edited January 2013
    Clementine already had killed a man who in some way she had feelings for

    We need to remember she had befriended the Stranger and she couldn't waste another bullet or kill another friend

    Lee wasn't a threat to any one he had one arm which was handcuffed to a radiator
  • edited January 2013
    I make decisions as I actually would, in which case things like ammunition count matter. The round she wastes on Lee is one that could be used to put down an actual threat or get food. Even with a full magazine, that means she's only got like ten - fifteen rounds to work with.

    As pointed out, there's also thousands of walkers outside. Even if they can't get in, they can keep her from leaving, and as we know from the kid in the attic, Clem ain't winning the waiting game.

    Being a walker isn't a fate worse than death, it is death. The only difference is that the corpse keeps moving.
  • edited January 2013
    Here's what I don't get. I've watched lots and lots of LPs of the game on YouTube now and many of them ask Clem to shoot Lee. In only one of these was Lee not handcuffed. It's possible to have Clem put the cuffs on the walker guard instead — but it works about as well as you'd expect.

    None of the players I've watched had Kenny shoot either Duck or Fievel. The reason given in each? Mercy. "No parent should have to do that," being the most often-chosen line at the Duck killing scene.

    Here are the official stats as of the time I'm posting this:
    • 79.2 percent killed Duck
    • 74.9 percent shot Fievel
    • 69.2 had Clem shoot Lee
    To the people who followed this pattern I have to ask "Why?"

    Why does it make sense to spare grown-up Kenny that trauma but not little Clem? Is it just that the genre has programmed us to believe that someone has to shoot any character before they get zombified and Clem is the only one left at that point?

    That's what I don't understand.
  • edited January 2013
    RobtMyers wrote: »
    Why does it make sense to spare grown-up Kenny that trauma but not little Clem? Is it just that the genre has programmed us to believe that someone has to shoot any character before they get zombified and Clem is the only one left at that point?

    That's what I don't understand.
    Her innouces is a liability shes too trusting thats what got us into all this trouble in the first place she had to grow up or the world would eat her alive(figurativly and literally)
  • edited January 2013
    I actually decided that Clementine shouldn't kill the person who spent the last months protecting her from the dead. I also thought Clementine could blame herself for doing it.
  • edited January 2013
    Psyconix wrote: »
    I actually decided that Clementine shouldn't kill the person who spent the last months protecting her from the dead. I also thought Clementine could blame herself for doing it.

    she already blames herself for Lee's death, because i don't think she's stupid and knows the bite was between her disappearing, and Lee showing up to get her back. She said "sorry" more than half a dozen times back in the hotel, she's learned her lesson i hope. still i think it's not good for her to shoot Lee. Except for her parents, Lee was the closest person to her, and she just found about her parent's death... so she hasn't got anybody left, and she would never forget shooting Lee. Well on the one hand she could blame herself for shooting him, on the other one she could blame herself for letting him turn, so both decisions are reasonable, still i told her to leave me.
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