Less of the living, more of the dead in S2

Something I noticed while flipping through the latest comic issue of THE WALKING DEAD is that the living tend to be a much greater threat to Rick's group than the actual zombies. Kirkman probably intended this to be ironic, but when story after story tends to be less about humans vs. zombies and more about humans just being assholes to one another, the title of the series starts becoming a little redundant.

Look, I get it: When the system goes belly-up, most people would probably exploit a lawless world to their own ends rather than trying to re-establish civilization. This isn't anything new in the zombie genre. Hell, the group in Romero's NIGHT OF THE LIVING DEAD basically fucked themselves over because they were unable to work together as a team.

But we're not dealing with a feature film, we're dealing with a story stretched out over multiple episodes. Having selfish/desperate humans act as the antagonists chapter after chapter can become even more depressing and dreary for the player than dealing with hordes of the undead.

I'd personally like to see the next season take place further along the WD timeline, where there are almost no living humans left (at least within driving distance) aside from your little group, and the only outside menace you need to worry about is the menace responsible for the apocalypse in the first place. It would make the atmosphere twice as intense and claustrophobic, IMO - almost more like Romero's original movies than anything made after 28 DAYS LATER.

Those are my thoughts, anyway.

Comments

  • edited February 2013
    i think the best bits were when humans were the dangerous part, and that is basically the point of TWD "Fight the Dead. Fear the Living" if there were no living foes they would basically be completely safe except for the risk of a massive herd of zombies, so i actually think the opposite, i think more living people in season 2 would be better
  • edited February 2013
    Respectfully i gotta disagree, I prefer the human antagonists alot more than just the walkers. In season 2 i hope that there will be a group like Woodbury or Negans Group which we go against, perhaps have an episode where both groups are having a huge battle and due to all the noise and gunshots a herd comes and both groups get caught up in the herd and it will be complete chaos! :D But yeah I want the main antagonist/s in season 2 to be Humans and not Walkers.
  • edited February 2013
    I like having human antagonists, and when you think about it, it's more realistic that way. Zombies are slow, unintelligent, and can only kill if they get right on top of you. Once they've survived and lived in the zombie apocalypse humans would be able to set themselves up pretty nicely and be able to handle the zombies relatively easily. The more time passes, the less of a threat zombies are.

    Other humans, on the other hand, are a much bigger threat. They are capable of deception, they can work in groups, they can harm you from much longer distances, etc. I still want zombies to be a real threat in S2 (and I'm sure they will be), but I'd love to see either a person or another group show up and cause problems for us.
  • edited February 2013
    Zombies don't make a good antagonist over a long period of time. You need that human element. And I think it being a series rather than an hour and a half movie, makes that need for a human antagonist even greater.
  • zjszjs
    edited February 2013
    It's a quintessential characteristic of The Walking Dead, so it won't be changing for any game or future game.

    That said, I do agree somewhat. People like the bandits are believable: those who leech off others, abandon rules in the style of Lord of the Flies and often seemed like people who would have previously been pretty undesirable anyway. I can understand the motivation of those such as The Governor - to some extent - in the idea of protecting one's group at all costs.

    However, I really don't think the majority of people would be quite so antagonistic to normal, civilisation establishing, groups as much as they are in TWD. Walkers are a problem when they're not in hordes; so the perceived lack of danger is a falsity.

    Take the St John brothers. It made for a great storyline, and they were well written, but it was a bit like... really? Already? Cannibalism made sense in the world of The Road, where the Sun no longer shone, years had passed and nothing really survived or grew. A few months after the apocalypse, in pastured land with a warm climate, with plenty of Sun, rain and room for farming as it was A FARM made the turn to cannibalism pretty unbelievable. They did it, ostensibly, to keep giving food to the bandits, but I'm sure growing vegetables, collecting eggs and perhaps killing animals like chickens would have been far, far, easier.
  • edited February 2013
    Kirkman has intended that the whole idea of The Walking Dead is that the living are more dangerous than the zombies. Because of this, TWD focuses more on human drama rather than zombie action.

    Having said that, that's the entire reason why I hated episode 4. It focused mostly on zombie action rather than human drama. In general, Telltale did a good job of balancing out the human drama and zombie action during season 1. I'd like it to stay that way for season 2.
  • edited February 2013
    zjs wrote: »
    It's a quintessential characteristic of The Walking Dead, so it won't be changing for any game or future game.

    That said, I do agree somewhat. People like the bandits are believable: those who leech off others, abandon rules in the style of Lord of the Flies and often seemed like people who would have previously been pretty undesirable anyway. I can understand the motivation of those such as The Governor - to some extent - in the idea of protecting one's group at all costs.

    However, I really don't think the majority of people would be quite so antagonistic to normal, civilisation establishing, groups as much as they are in TWD. Walkers are a problem when they're not in hordes; so the perceived lack of danger is a falsity.

    Take the St John brothers. It made for a great storyline, and they were well written, but it was a bit like... really? Already? Cannibalism made sense in the world of The Road, where the Sun no longer shone, years had passed and nothing really survived or grew. A few months after the apocalypse, in pastured land with a warm climate, with plenty of Sun, rain and room for farming as it was A FARM made the turn to cannibalism pretty unbelievable. They did it, ostensibly, to keep giving food to the bandits, but I'm sure growing vegetables, collecting eggs and perhaps killing animals like chickens would have been far, far, easier.

    i agree that people would get along more than TWD says they would in real life, but i think once large groups formed there could be conflict due to limited resources/territory between two big groups, like how people get along well inside woodbury but a rival group is a threat to their well being.

    and maybe it was a bit quick to turn to cannibalism but i think Danny St. John was a bit sick in the head before the apocalypse, so he may have quickened the families decision to do it
  • edited February 2013
    I liked humans being about as much or more dangerous than humans, it makes a more interesting storyline. But hey, it ain't for everyone, and I admit I wish there was a little more action throughout the season, it can be less than episode 4, but a little more than episode 3 each episode. Eh, shouldn't complain though, I loved season 1 so I can't say I'd hate it otherwise
  • edited February 2013
    I can see the OP's point. For the comic and TV series, I think the point that people are the real threat is basically a dead horse. We get it: a lot of people will do nasty things in the absence of law and order. At the same time, it's hard to tell a good story without human antagonists. Zombies are great for a feature film, but for something that last longer like a whole series, they are too dumb to be an interesting enemy even if sometimes they share similar goals with people (i.e. need food).

    So yeah, I agree that the TWD's whole premise isn't really new, shocking, or even refreshing at this point but it's also what keeps it interesting.

    However, I will say that it does bug me that good people get screwed over constantly without a break. I mean just look at the game, all the good characters except Clem are dead because of others. Yes, I get it the TWD is supposed to be all grim dark, but the darkness isn't very realistic. Like others have said, a lot of people won't be as antagonistic as TWD claims. But it's one of those unrealistic features that is needed to keep the entire franchise going. It's kinda like Star Trek where all shit in the universe is always thrown at Enterprise to the point people should wonder, "Man, wtf is up with their bad luck?"
  • edited February 2013
    I like humans being the antagonists. Personally, I'd like a "Governor" type character to be the main antagonist of Season 2, someone we know is actively trying to kill us/take what we have. Not like the walkie dude who we only got a few bits of before the very end, but someone who we have seen, know who they are, and know that they want us dead.
  • edited February 2013
    Rock114 wrote: »
    I like humans being the antagonists. Personally, I'd like a "Governor" type character to be the main antagonist of Season 2, someone we know is actively trying to kill us/take what we have. Not like the walkie dude who we only got a few bits of before the very end, but someone who we have seen, know who they are, and know that they want us dead.

    ^This. Please Telltale this!
  • edited February 2013
    I like a good mix.

    I want zombies in my zombie apocalypse, but at the same time human antags add drama and story value if done right.
  • edited February 2013
    I think we should have more zombie-related deaths. In the main group, only Doug/Carley, Duck, Chuck and Kenny got killed by zombies.
  • edited February 2013
    double_u wrote: »
    It's kinda like Star Trek where all shit in the universe is always thrown at Enterprise to the point people should wonder, "Man, wtf is up with their bad luck?"

    I have a theory on that actually. I think the Enterprise is the Federation's ship specifically marked for galaxy threatening disasters. The Federation doesn't actually tell the people on it that, but I think they always staff it with what they think are their very best troops and equipment and any time anything slightly dangerous happens they send the Enterprise and just tell them it's a "routine assignment".

    Every other ship is off doing boring routine stuff like charting stars or surveying comets, but anytime one of them sees anything remotely suspicious, they high-tail it out of there and the Federation reassigns the Enterprise without telling them they think something is up. They just say "You're the only ship in range." Notice like every time another Federation ship is in these situations it always gets wiped out?

    I think it's really obvious in Star Trek V when the newly made Enterprise doesn't even work and they still send it on assignment. They can't pull the no ship in range excuse since they’re still in star dock so they say "There aren't any ships in range...with an experienced crew." The Enterprise is the Federation’s go to solution for everything wrong in the universe. That's why several generations later a completely different crew in a completely different Enterprise end up in the same situation as the original every week. :p

    Anyways, on topic. Speaking for only the game, I don't think you have non-stop bad luck as much as that's what was focused on. There's apparently three months where no one was bitten or died and another few weeks after with bandit attacks where no one was killed either. It's just you always rejoin the story right before something bad happens.

    I think that could have been reigned in a little with just a few more spots to breath. One of my favorite parts in the game was actually just in the drug store in the first episode where you get to walk around and talk to people. Same at Hershel's farm. I get as the story moves closer to a conclusion there would naturally be less of that, but I think there could have been a few more parts like that.

    Specifically at the end of episode three, it would have been cool if like at the end of the first episode, you walked through the train and just got a feel for everyone. Especially since the group changed so drastically in that episode. Another good time for that would be after you first get into the manor in episode four. You're kinda railroaded towards the attic and then Kenny wants to go after the boat. Would have been nice if there was a beat where you could talk a little to everyone in between, instead of just Christa, Omid and Clem briefly.

    As for the dead thing, you're pretty much right that there simply isn't a lot you can do a lot with them and in something longer than a movie it's even harder to keep them interesting to an audience, so human conflict often trumps them for anything story focused in the zombie genre.

    I feel one undead element missing from the Walking Dead game is there wasn't really much of the angst involved with seeing people you know come back as zombies. At least not people you liked anyways. There's the Clementine nightmare, but it's just a nightmare. Duck is either shot or left behind before he turns. You see Brie come back, but I don't think many of us really liked her all that much.

    The drug store in episode three seemed like a really natural place to have a moment like that. Instead of the helicopter pilot guy it should have been a zombified Doug or Carley (whichever got left behind). Then when you get back to the motor inn you could talk to whichever one survived about what you saw.
    Rock114 wrote: »
    I like humans being the antagonists. Personally, I'd like a "Governor" type character to be the main antagonist of Season 2, someone we know is actively trying to kill us/take what we have. Not like the walkie dude who we only got a few bits of before the very end, but someone who we have seen, know who they are, and know that they want us dead.

    Honestly the governor just annoyed me. He's so ridiculously over the top he might as well have been wearing a sandwich board sign that read "I am a bad guy! LOL!" I know there are horrible people out there, but I feel that having someone so transparently evil actually kinda kills the drama and in these kinds of stories I find some moral conflict is more interesting than the traditional good/evil dichotomy.

    Spoilers for the comic.
    The time when some of Rick's crew rob the Wal-Mart near Woodbury and kill some of their people in process, under different circumstances, might have made an interesting moral gray area our "heroes" could have entered. Could have created for some interesting conflict about where you draw the line between survival and humanity. But at this point the Governor has already established himself as so ludicrously irredeemably evil that it just boils down to good guys fighting bad guys.

    I actually found the conflict between Rick's people and the prisoners more interesting. The one guy was a psycho, but the rest of them weren't and they had been staying there for months when all these other people come in, take over and some of them treat them like shit and hurl accusations at them. I wish that had actually gone on a little longer, I felt there was some potential there for some interesting conflict. Maybe have the prisoners try to get people not happy with Rick to come over to there side while the covertly plan a revolt.

    I actually liked the stranger because he does have some kind of legitimate grievance. He ballooned that out into a crazy revenge fantasy that really only made sense to him, but it did start with something that was effectively a rock and a hard place decision. Imagine if it was flipped flopped. If someone stole all your supplies, you go after them, kill a bunch of them only to realize they were just a bunch of starving people with kids who didn't know what else to do.
  • zjszjs
    edited February 2013
    I feel one undead element missing from the Walking Dead game is there wasn't really much of the angst involved with seeing people you know come back as zombies. At least not people you liked anyways. There's the Clementine nightmare, but it's just a nightmare. Duck is either shot or left behind before he turns. You see Brie come back, but I don't think many of us really liked her all that much.

    The drug store in episode three seemed like a really natural place to have a moment like that. Instead of the helicopter pilot guy it should have been a zombified Doug or Carley (whichever got left behind). Then when you get back to the motor inn you could talk to whichever one survived about what you saw.

    Honestly the governor just annoyed me. He's so ridiculously over the top he might as well have been wearing a sandwich board sign that read "I am a bad guy! LOL!" I know there are horrible people out there, but I feel that having someone so transparently evil actually kinda kills the drama and in these kinds of stories I find some moral conflict is more interesting than the traditional good/evil dichotomy.

    I actually liked the stranger because he does have some kind of legitimate grievance. He ballooned that out into a crazy revenge fantasy that really only made sense to him, but it did start with something that was effectively a rock and a hard place decision. Imagine if it was flipped flopped. If someone stole all your supplies, you go after them, kill a bunch of them only to realize they were just a bunch of starving people with kids who didn't know what else to do.

    Lee's brother? Clementine's parents?

    On that point: why didn't Chuck reanimate? You find him half eaten in the sewers.

    It works very well when it relates to losing someone. The finale draws a lot of its emotion from losing Lee to turning; the scene with Duck draws its emotions from the same base and the scene in the meat locker is so charged because of it. I think telltale are actually more skilful in using this sadness/expectation to tell the story, without resorting to the funfair ghost train style of 'shock horror' that results from the actual turning. I mean, all it adds is a "totally unexpected" change in which the character scrambles away before being forced to brutally kill the new walker.

    I agree on The Governor. His character, in the t.v. series at least, is antagonistic almost for the sake of it. Every action is ludicrously over the top. An injured stranger? CUT OFF HIS HEAD AND KEEP IT IN A JAR. A group of seemingly friendly, militarily trained men? PUMP ALL OF OUR AMMO INTO EACH OF THEM BEFORE EVEN TRYING TO TALK etc. However much anyone tries to justify it with the 'he was just making sure they didn't attack' baloney; the only justifiable response is that he's deranged and almost comically over the top. Not killing the injured man and then speaking to his unit would've - I'm almost certain - yielded many more well trained members of Woodbury. Instead, the guys are completely ambushed and surrounded so there's no threat, and yet they shoot without even bothering to talk to them.

    This was why Kenny wasn't my 'bro' so much as he was a very effective storytelling tool and one of the best character arcs. He follows a 'protect my family at all costs' path, becoming more and more pragmatic and willing to get his hands dirty, and loses them all despite this, causing him to re-evaluate himself and his choices. It's what Shane's character in the series should have been and started out as, before he went full evil.

    The supplies weren't really the crux of it though. That he was more of a lunatic, and not too dissimilar to the woman in the camp who saw themselves as Clem's protector was the meat of it, really. The supplies were a nice attempt to tie it in, and shocked me a lot at first with the reveal, but they were more of a secondary grievance to his paranoid delusions.
  • edited February 2013
    zjs wrote: »
    On that point: why didn't Chuck reanimate? You find him half eaten in the sewers.

    He shot himself in the head with his last bullet. At least that's what Lee mutters when he finds his body in the sewers.
  • edited February 2013
    zjs wrote: »
    Lee's brother? Clementine's parents?

    I think the problem with them is we never really got meet them before they reanimate. I do agree those were great scenes. Well Lee's brother was. With Clem's parents it seemed kinda odd they were still together after death. (Guess they took different wedding vows.) With them I thought it would have made more sense to see the dad at the hospital, where he likely died and see the mother later somewhere else. Maybe even find a clue on the dad that suggested the mother did make it, only to crush it later in the crowd.

    But back on point, yeah they use the threat of people coming back as zombies to great dramatic effect, I'm not arguing that. I guess I really just wanted one instance of someone you liked and interacted with at length to come back as a zombie and you have to finish them off. Just once would have been plenty. Like I said, Doug or Carley coming back as a zombie in the drug store would have been interesting. Or Chuck even. (Lee mentions Chuck probably shot himself, which is why he didn't come back.)

    And yeah, I know the supplies being taken was just the jumping off point for the Stranger's insanity. I was saying I'd like to build on that though, specifically how difficult decisions could create conflict between groups of otherwise normal individuals. Have someone with a real beef who doesn't go crazy. Or try to prod the player into acting crazy like the stranger, maybe through a series of seemingly evil things happen to them only to reveal there were non-evil reasons behind it.
  • edited February 2013
    Kaserkin wrote: »
    I think we should have more zombie-related deaths. In the main group, only Doug/Carley, Duck, Chuck and Kenny got killed by zombies.

    Ben and Lee.
  • zjszjs
    edited February 2013
    I think the problem with them is we never really got meet them before they reanimate. I do agree those were great scenes. Well Lee's brother was. With Clem's parents it seemed kinda odd they were still together after death. (Guess they took different wedding vows.) With them I thought it would have made more sense to see the dad at the hospital, where he likely died and see the mother later somewhere else. Maybe even find a clue on the dad that suggested the mother did make it, only to crush it later in the crowd.

    But back on point, yeah they use the threat of people coming back as zombies to great dramatic effect, I'm not arguing that. I guess I really just wanted one instance of someone you liked and interacted with at length to come back as a zombie and you have to finish them off. Just once would have been plenty. Like I said, Doug or Carley coming back as a zombie in the drug store would have been interesting. Or Chuck even. (Lee mentions Chuck probably shot himself, which is why he didn't come back.)

    And yeah, I know the supplies being taken was just the jumping off point for the Stranger's insanity. I was saying I'd like to build on that though, specifically how difficult decisions could create conflict between groups of otherwise normal individuals. Have someone with a real beef who doesn't go crazy. Or try to prod the player into acting crazy like the stranger, maybe through a series of seemingly evil things happen to them only to reveal there were non-evil reasons behind it.

    I think we can agree that both the parents being together and the Stranger can be chalked up to the hasty writing in episode V. There was no reason not to have inserted the parents into their own separate scene; perhaps in one of the rooms in the (strangely deserted) hotel. Would've added more to it.

    Now, let me know if you know any better (as with Chuck), but is there any particular reason for the shift in focus from Clem's parents to the Stranger, beyond his sinister 'you're here soon' message and his later kidnap of Clem? It seemed to me that the majority of the story had always been heading towards finding Clem's parents (right from when you first meet her), which is often clarified and reiterated. Given that Clem and Lee are the central focus, and that Lee's family are done and dusted before the end of episode I, this is logical. However, the story suddenly shifts to the Stranger and her parents become an afterthought - a five second cut scene, shambling together amongst a horde of walkers. Even the aftermath is awful, with Clem supposedly dragging Lee somewhere safe

    --- this is completely off topic, but relates. I've seen people criticise animations such as the car battery in the bag and the blowtorch in the back pocket, but these were largely animation based while Clem dragging Lee wasn't just an artistic error; it was a real suspension of belief ---

    I know what you're driving at, but what I'm really saying is that it worked better not having this happen. Duck might not be a character you really cared about, but he was important in the story and within the group. His death really is an emotional scene, not least because it encompasses Katja's suicide. I can't help but feel a lot of that poignancy would be lost if you went from choosing who should do it to his reanimation and a subsequent QT event. My Lee was one of the 5% of Lee's who never got a bullet in his head, but a reanimated character such as Lee would also have cheapened the emotional impact somewhat. Can't think of any other character they could have done it with, given that you're out of the pharmacy very soon after saving Carley/Doug.

    It would be good to see the shoe on the other foot; but you'd really need to see real, impacting, determinable, choice for that to actually work.
  • edited February 2013
    zjs wrote: »
    I think we can agree that both the parents being together and the Stranger can be chalked up to the hasty writing in episode V. There was no reason not to have inserted the parents into their own separate scene; perhaps in one of the rooms in the (strangely deserted) hotel. Would've added more to it.

    Now, let me know if you know any better (as with Chuck), but is there any particular reason for the shift in focus from Clem's parents to the Stranger, beyond his sinister 'you're here soon' message and his later kidnap of Clem? It seemed to me that the majority of the story had always been heading towards finding Clem's parents (right from when you first meet her), which is often clarified and reiterated. Given that Clem and Lee are the central focus, and that Lee's family are done and dusted before the end of episode I, this is logical. However, the story suddenly shifts to the Stranger and her parents become an afterthought - a five second cut scene, shambling together amongst a horde of walkers. Even the aftermath is awful, with Clem supposedly dragging Lee somewhere safe

    --- this is completely off topic, but relates. I've seen people criticise animations such as the car battery in the bag and the blowtorch in the back pocket, but these were largely animation based while Clem dragging Lee wasn't just an artistic error; it was a real suspension of belief ---

    I know what you're driving at, but what I'm really saying is that it worked better not having this happen. Duck might not be a character you really cared about, but he was important in the story and within the group. His death really is an emotional scene, not least because it encompasses Katja's suicide. I can't help but feel a lot of that poignancy would be lost if you went from choosing who should do it to his reanimation and a subsequent QT event. My Lee was one of the 5% of Lee's who never got a bullet in his head, but a reanimated character such as Lee would also have cheapened the emotional impact somewhat. Can't think of any other character they could have done it with, given that you're out of the pharmacy very soon after saving Carley/Doug.

    It would be good to see the shoe on the other foot; but you'd really need to see real, impacting, determinable, choice for that to actually work.

    I think you misunderstand me when I said I wanted to see a scene where someone we knows comes back. Or maybe I misspoke when I said there wasn't enough angst over loved ones becoming zombies. I wasn't suggesting the scene with Duck or Larry or Lee or anyone should have been changed to accommodate that, I wouldn't want them changed. I was just saying I'd like there to be a scene where that happens, but the ones where it didn't happen were done for a reason and I agree, there were done masterfully.

    But I still think one instance of seeing that happen, seeing someone you got to know for a while and grew to like now shambling around as a zombie, helps drive home the idea that everyone ends up as the dead eventually. I feel there were a few moments where it would have been a natural fit. Specifically the pharmacy in episode three, not episode one. Where that zombie in the helicopter pilot gear attacks, it feels like the could have just as easily been a zombie model of Carley or Doug. That or that zombie at the end of the sewers could have been a zombie Chuck instead of finding Chuck on the ground already dead. In both cases I think they could have added a little emotional impact to what is, as of now, just another zombie attack.

    As for the shift between Clem's parents and the Stranger, it feels like there was kind of a missing connection they were driving at. Specifically the Stranger said he had Clem's parents so that's why she probably ran off to him. I think maybe they were expecting the audience to just accept Clem's parents were probably dead by this point and that people were already focused on Lee being Clem's foster parent, and didn't anticipate some people would still earnestly want to find them so late in the game. So the "shift" was actually challenging your claim as Clem's parent, but for people who hadn't given up on finding her actual parents, it would seem jarring.

    I've seen a lot of playthroughs where people assumed that straight from the answering machine message that Clem's parents were dead. I guess I was one of the few deluded fools who hoped maybe the mother was still alive. We don't hear her die and there was gun fire, so somebody was fighting back. She was a doctor, she certainly would be valuable to a group of survivors if she didn't die. So I still wanted to find some sign of her parents even after Crawford but I don't think the story was written to anticipate that, I think they assumed with the boat ready and with the time you already spent with Clem most people were ready to just move on.

    I guess you could chalk it up to Lee himself already believing he was a father to Clementine. If you pick the "Walk away" option for Vernon he becomes furious. I was actually considering his offer. I figured maybe Lee and Clem could both stay with Vernon. That way we could stay in Savannah and maybe find out what happened to Clem's parents and there be enough room for everyone on Kenny's boat. (I've been wary of boats in ZA's ever since the remake of Dawn of the Dead. :p)

    Still, if the point was for Lee to give up on finding Clem's parents and that's why she runs off to the Stranger who lied and said he had them, I think it could have been made more clearly. Like the option to finally tell Clem about what you heard on the answering machine or point out the obvious that it's been months and even if they were alive they likely moved elsewhere. She could argue against that, clearly in denial about the possibility of them being dead, and that'd make her running off with the stranger a little more clear. Instead the scene we got kinda sounds like Lee can't look for Clem's parents because of inconvenient timing, what with the boat nearly being ready.

    And for the record, I'm probably one of the few people who liked Duck from the beginning. An annoying energetic ten year old made things feel like normal. It took me forever to finally pull the trigger on him. :(
  • zjszjs
    edited February 2013
    I guess you could chalk it up to Lee himself already believing he was a father to Clementine. If you pick the "Walk away" option for Vernon he becomes furious. I was actually considering his offer. I figured maybe Lee and Clem could both stay with Vernon. That way we could stay in Savannah and maybe find out what happened to Clem's parents and there be enough room for everyone on Kenny's boat. (I've been wary of boats in ZA's ever since the remake of Dawn of the Dead. :p)

    Still, if the point was for Lee to give up on finding Clem's parents and that's why she runs off to the Stranger who lied and said he had them, I think it could have been made more clearly. Like the option to finally tell Clem about what you heard on the answering machine or point out the obvious that it's been months and even if they were alive they likely moved elsewhere. She could argue against that, clearly in denial about the possibility of them being dead, and that'd make her running off with the stranger a little more clear. Instead the scene we got kinda sounds like Lee can't look for Clem's parents because of inconvenient timing, what with the boat nearly being ready.

    And for the record, I'm probably one of the few people who liked Duck from the beginning. An annoying energetic ten year old made things feel like normal. It took me forever to finally pull the trigger on him. :(

    Will reply to the rest another time.

    The added lines and intonation with the dialogue was often like this. I also chose the walk away option with Vernon, and then a telling off or something similar, which I expected to be a gentle chiding with explanations, but was almost Lee smashing his head through a wall. Completely missed my intention. In all honesty, it was only in gentler/reassuring moments - i.e. consoling and almost all words with Clem - that the options were better than I anticipated; the extra words were soothing and the intonation was just right. Other times, it missed the mark.

    I thought the parents thing would make a difference at some point, given how it was such a plot point early on. Like you say, it might've been a foregone conclusion, but given that it comes up so many times, I'd have thought the reassurances would count for something. Then again, the answer messages were at the point where I thought I could decide for my Lee; such as with the police officer, where I believed his thinking I was innocent and me essentially corroborating meant that is what I was (setting a brief back story), only to later find out that Lee apparently did do it and there was no option to deny it that wasn't a 'lie'.

    Seems like telltale overlooked it somewhat. With the furor over Lee's bite and the rush to get Clem back, it was like her parents' plot line was shoehorned in again. As such, there was no real explanation either way, and then a bone - of sorts - thrown, as "yep, see, they're dead. told you".

    I didn't dislike him the way I disliked Carl (in the t.v. series), but he was something of an accessory, who arguably contributed to Hershel's son's demise (by sitting there, not getting out the way etc); though this ultimately fell on Kenny's shoulders. After this point, he didn't make a nuisance of himself and took on some character and relevance, and so was quite believable and restored something of that sense of 'normality', I agree.
  • edited February 2013
    zjs wrote: »
    I think we can agree that both the parents being together and the Stranger can be chalked up to the hasty writing in episode V. There was no reason not to have inserted the parents into their own separate scene; perhaps in one of the rooms in the (strangely deserted) hotel. Would've added more to it.

    Now, let me know if you know any better (as with Chuck), but is there any particular reason for the shift in focus from Clem's parents to the Stranger, beyond his sinister 'you're here soon' message and his later kidnap of Clem? It seemed to me that the majority of the story had always been heading towards finding Clem's parents (right from when you first meet her), which is often clarified and reiterated. Given that Clem and Lee are the central focus, and that Lee's family are done and dusted before the end of episode I, this is logical. However, the story suddenly shifts to the Stranger and her parents become an afterthought - a five second cut scene, shambling together amongst a horde of walkers. Even the aftermath is awful, with Clem supposedly dragging Lee somewhere safe

    --- this is completely off topic, but relates. I've seen people criticise animations such as the car battery in the bag and the blowtorch in the back pocket, but these were largely animation based while Clem dragging Lee wasn't just an artistic error; it was a real suspension of belief ---

    I know what you're driving at, but what I'm really saying is that it worked better not having this happen. Duck might not be a character you really cared about, but he was important in the story and within the group. His death really is an emotional scene, not least because it encompasses Katja's suicide. I can't help but feel a lot of that poignancy would be lost if you went from choosing who should do it to his reanimation and a subsequent QT event. My Lee was one of the 5% of Lee's who never got a bullet in his head, but a reanimated character such as Lee would also have cheapened the emotional impact somewhat. Can't think of any other character they could have done it with, given that you're out of the pharmacy very soon after saving Carley/Doug.

    It would be good to see the shoe on the other foot; but you'd really need to see real, impacting, determinable, choice for that to actually work.

    The hotel is deserted most likely because of three reasons. 1.) Crawford's killing of walkers etc. probably dragged them out into the street. 2.) The bells would have easily caused the walkers to clear buildings. 3.) The noise from the train?

    As for other characters, you could find Carley/Doug inside the drugstore when you go for supplies. In ep 5, when the house gets overrun, just how Brie breached, so could an undead Ben if he died in ep 4. Or the St. Johns could have attacked the motel during the raid. If you leave Duck to die, maybe find him amongst the hoard at the train. Stuff like that. I think it'd make it extremely heartwrenching. I know i wouldn't want to shoot Carley, and Ben'd make me sad.
  • edited February 2013
    i think they put Clementine's parents in as zombies because otherwise there would be people like me thinking "I didn't see Clementine's dead parents so they are potentially are still alive" and of course for a big shocking moment.

    i would like a long running rival (not necessarily evil just not in our group) i think an opposite or rival to the protagonist was a thing that was sort of missing from the first season, everyone was either bad guys or on our side, i think someone we could see was trying to do the right thing and help their group but at the cost of ours (or vise versa) could be good, a bit like vernon but not such a blatantly dick move like stealing the boat, but something like both groups trying to loot the same supplies would automatically cause conflict without either side needing to be bad guys
  • edited February 2013
    I have a theory on that actually. I think the Enterprise is the Federation's ship specifically marked for galaxy threatening disasters. The Federation doesn't actually tell the people on it that, but I think they always staff it with what they think are their very best troops and equipment and any time anything slightly dangerous happens they send the Enterprise and just tell them it's a "routine assignment".

    Good theory!
    I think that could have been reigned in a little with just a few more spots to breath. One of my favorite parts in the game was actually just in the drug store in the first episode where you get to walk around and talk to people. Same at Hershel's farm. I get as the story moves closer to a conclusion there would naturally be less of that, but I think there could have been a few more parts like that.

    I agree. One of the things I really like about story driven games are the various "camp" areas between action (e.g. the camp in Dragon Age Origins, Normandy in Mass Effect etc.). It's good to get a breather and get to chat with the characters more.
  • edited February 2013
    i think they put Clementine's parents in as zombies because otherwise there would be people like me thinking "I didn't see Clementine's dead parents so they are potentially are still alive" and of course for a big shocking moment.

    i would like a long running rival (not necessarily evil just not in our group) i think an opposite or rival to the protagonist was a thing that was sort of missing from the first season, everyone was either bad guys or on our side, i think someone we could see was trying to do the right thing and help their group but at the cost of ours (or vise versa) could be good, a bit like vernon but not such a blatantly dick move like stealing the boat, but something like both groups trying to loot the same supplies would automatically cause conflict without either side needing to be bad guys

    Now THAT would be interesting. Good idea.
  • zjszjs
    edited February 2013
    Mark$man wrote: »
    The hotel is deserted most likely because of three reasons. 1.) Crawford's killing of walkers etc. probably dragged them out into the street. 2.) The bells would have easily caused the walkers to clear buildings. 3.) The noise from the train?

    As for other characters, you could find Carley/Doug inside the drugstore when you go for supplies. In ep 5, when the house gets overrun, just how Brie breached, so could an undead Ben if he died in ep 4. Or the St. Johns could have attacked the motel during the raid. If you leave Duck to die, maybe find him amongst the hoard at the train. Stuff like that. I think it'd make it extremely heartwrenching. I know i wouldn't want to shoot Carley, and Ben'd make me sad.

    1.) What makes you think that would drag them out to the street?

    The hotel isn't part of the Crawford complex, nor is it all that close to it, so I wouldn't have thought the building had been cleared. This is perhaps the only logical explanation though, as walkers in rooms/various areas of the hotel would surely still be inside otherwise.

    Given that the game takes place at the beginning of the apocalypse, and at most several months have elapsed, Crawford didn't last all that long. As such, large scale plundering and clearing of buildings the size of the hotel seem unlikely, not least because of the risk factor for people who refused to take risks, and the fact that there would be better supplies to be yielded elsewhere even if they did begin that process.

    2.) Only if there is a clear way out of the building: no door in the entrance foyer/broken off its hinges from the amount of walkers etc. Walkers on the third or fourth floor might hear the noise, but I don't see them shambling out of the hotel and out of the hotel before the bells stopped.

    3.) Same with the above on the noise front really. The horde/parts of it evidently came up the train line and the railroad is overrun by the time the group has escaped the house, but the railroad isn't all that near the hotel, is it?

    Surely the St Johns are unlikely? The walkers in the vicinity attacked during the raid, but the farm wasn't that close, not to mention the fact that Danny would've turned with a pitchfork in his belly and his leg in a trap, so wouldn't be involved either way. I don't think they were characters that would've produced any impact by becoming walkers anyway though. Perhaps someone like Carley or Doug would have been possible, yeah.
  • edited February 2013
    zjs wrote: »
    1.) What makes you think that would drag them out to the street?

    The hotel isn't part of the Crawford complex, nor is it all that close to it, so I wouldn't have thought the building had been cleared. This is perhaps the only logical explanation though, as walkers in rooms/various areas of the hotel would surely still be inside otherwise.

    Given that the game takes place at the beginning of the apocalypse, and at most several months have elapsed, Crawford didn't last all that long. As such, large scale plundering and clearing of buildings the size of the hotel seem unlikely, not least because of the risk factor for people who refused to take risks, and the fact that there would be better supplies to be yielded elsewhere even if they did begin that process.

    2.) Only if there is a clear way out of the building: no door in the entrance foyer/broken off its hinges from the amount of walkers etc. Walkers on the third or fourth floor might hear the noise, but I don't see them shambling out of the hotel and out of the hotel before the bells stopped.

    3.) Same with the above on the noise front really. The horde/parts of it evidently came up the train line and the railroad is overrun by the time the group has escaped the house, but the railroad isn't all that near the hotel, is it?

    Surely the St Johns are unlikely? The walkers in the vicinity attacked during the raid, but the farm wasn't that close, not to mention the fact that Danny would've turned with a pitchfork in his belly and his leg in a trap, so wouldn't be involved either way. I don't think they were characters that would've produced any impact by becoming walkers anyway though. Perhaps someone like Carley or Doug would have been possible, yeah.

    Did you see the writings on the walls/doors of houses? Crawford was looting through the buildings for months before Lee's group came. Molly was also ringing the bells for quite awhile. The entire town was tapped dry. There is little way either the walkers inside buildings would be killed or get drug out into the streets. Clem's parents were at the Marsh House, but there were ways outside. You know Ed was bitten, but Diana? You don't know. coulda been attacked by Ed and got killed after he chased her outside. Have you ever heard a bell from a bell tower? They aren't quiet. You can hear them from inside buildings, that's the point. Walkers would easily be attracted.

    Danny would only have a pitchfork in him if you killed him. Andy could try to save him if you let him live, and he cuts him out of the trap. Danny dies of bloodloss outside the farm and kills Andy. Ding, two zombies now roaming around. They aren't far from the motel, only a walk's away. It's able to see the brothers as zombies getting lured by the bandits preparing to attack the inn. And that's how they get there. It's possible, but unlikely. Just think it'd be interesting. Or seeing them next season. Walkers can get around. They don't get tired.
  • zjszjs
    edited February 2013
    Mark$man wrote: »
    Did you see the writings on the walls/doors of houses? Crawford was looting through the buildings for months before Lee's group came. Molly was also ringing the bells for quite awhile. The entire town was tapped dry. There is little way either the walkers inside buildings would be killed or get drug out into the streets. Clem's parents were at the Marsh House, but there were ways outside. You know Ed was bitten, but Diana? You don't know. coulda been attacked by Ed and got killed after he chased her outside. Have you ever heard a bell from a bell tower? They aren't quiet. You can hear them from inside buildings, that's the point. Walkers would easily be attracted.

    Danny would only have a pitchfork in him if you killed him. Andy could try to save him if you let him live, and he cuts him out of the trap. Danny dies of bloodloss outside the farm and kills Andy. Ding, two zombies now roaming around. They aren't far from the motel, only a walk's away. It's able to see the brothers as zombies getting lured by the bandits preparing to attack the inn. And that's how they get there. It's possible, but unlikely. Just think it'd be interesting. Or seeing them next season. Walkers can get around. They don't get tired.

    I'm not debating the level of noise that they make; only the duration. I'm not convinced the noise would go on for long enough for a walker up several floors of a building to make its way towards the noise, when said noise is outside and involves negotiating corridors, stairs and doorways.

    Andy is on his knees if you save him. You leave him when the walkers are about six feet away from him. Hard to believe he'd manage to get to Danny and cut him free in that time. If you kill Danny, he's still in the trap. The farm is a walk away, but it was a long walk nonetheless, and the walkers appeared very soon after the first shots.
  • edited February 2013
    zjs wrote: »
    I'm not debating the level of noise that they make; only the duration. I'm not convinced the noise would go on for long enough for a walker up several floors of a building to make its way towards the noise, when said noise is outside and involves negotiating corridors, stairs and doorways.

    Andy is on his knees if you save him. You leave him when the walkers are about six feet away from him. Hard to believe he'd manage to get to Danny and cut him free in that time. If you kill Danny, he's still in the trap. The farm is a walk away, but it was a long walk nonetheless, and the walkers appeared very soon after the first shots.

    LOL dude walkers are drawn to not even half second gunshots from across the forest, yet you can't believe bells that go on for maybe a minute wouldn't. And yeah, maybe. Considering the guy is a psycho, you don't know. If he dies though, they can still be there. The walker escapes the booth in the store, and rips out of handcuffs, so Danny ripping his undead leg out a bear trap is plausible. It had been several weeks or so since the farm. It could happen, not saying for sure.
  • edited February 2013
    The name itself is suppose to be ironic. The Walking Dead could simply be interpreted as, you know, the walking dead. Zombies, or even more ironic yet, walkers. Although it could also relate to the living, something Rick alluded to in the comics. Rick stated that they are the walking dead because they are essentially fucked, they are dead men walking. They're going to die at some point, could be tomorrow or even in a year, but they're going to die and what they're doing to change the world, if they so plan to, isn't going to change that.

    It could, however, be interpreted that the living people who are still walking their planet are simple husks of what they once were. "Dead" if you will. Most are evil: thieves, psychotic, bigots, monsters, et cetera. Their world brought out the worst of them, or, perhaps, what they truly were inside. Even within their old society they kept that side of them in check because that's what their community demands, however the government has crumpled so they don't have to hide that side of themselves any longer.

    Honestly I think that's way more interesting than any zombie. Walkers are somewhat boring and are little more than a plot device to display how people transform when given the opportunity. And I think that's what The Walking Dead is trying to convey.
  • edited February 2013
    The Walking Dead- People arguing... and sometimes zombies show up x)
  • edited March 2013
    Buen punto (Perdóname por lo del otro día es que me enoje de leer tantas babosadas)
    Yo hable de este punto hace mucho tiempo incluso me pusieron una foto donde me lanzan por la ventana si soy yo el que predigo el número 108 y le atino en todo, se ha vuelto repetitivo incluso fantasiosos de donde sacas comida para alimentar un tigre, ¿Sabes cuanto comen los tigres por día?, como sea ya no comprare la revista , solamente el juego, es difícil de creer que la humanidad escoja siempre lo peor, nunca nos apoyamos es triste pero real, yo saque una teoría sobre el método de contagio, ondas de baja frecuencia, sean dado cuenta que todos los que se convierten en zombis están cerca de las Atenas de recepción, cuando están lejos tardan hasta más de un día en transformarse incluso más, se muestra en la serie de Televisión como el comic, mientras más cerca de un receptor se transforma casi instantáneamente, lo di a conocer públicamente para que fuera utilizado como idea para cambiar el giro del comic, porque lo dijo un cuerpo muerto por sí solo no se mueve, si le pones una carga eléctrica este funciona sea demostrado que si mandas frecuencias de bajo impacto dirigido al cerebelo (El cerebelo se encarga de las funciones motrices del cuerpo),intacto este reacciona y produce la carga eléctrica que necesita el cuerpo para moverse (el cerebro sigue muerto), es un hecho real no es cuento se ha probado científicamente, que no permitan estos experimentos en otro rollo.
    Si colocaran este material le darías un giro a la historia, ya no tendrías que sacrificar personajes solamente a los villanos, y te enfocarías en los zombis como una aventura de recuperar terreno perdido, sería más humano, el comic se perdió la única esperanza es el juego darle una última oportunidad de revivir el género y a los fanáticos, el escritor no me escucho, telltales tomo dos de mis publicaciones y las mostro al público como alguien que aporto, pero no sé si tomo mi libreto, no quiero fama ni nada de eso, con que Clementine salga viva con una familia cuerda y decente o inclusive un personaje similar al mío es que me puse en el libreto como su defensor me doy por bien servido.
    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxGood point (sorry about the other day is that I get angry reading so many crap)
    I discuss this point long ago I even got a photo of me thrown out the window if I who predict the number 108 and got it right at all, he has become stale even fantasy where you get food to feed a tiger? You know how tigers eat per day?, as already will not buy the magazine, but the game is hard to believe that humanity always choose the worst, we rely is never sad but true, I pull out a theory of the method of transmission , low frequency waves, are aware that all who become zombies are near Athens reception when away take up more than one day become even more shows in the TV series as the comic, the closer a receiver is transformed almost instantaneously, I announced publicly that it was used as an idea to change the rotation of the comic, because he said a dead body itself does not move, if you put an electric charge this works be shown that if you send low-impact frequencies led to the cerebellum (The cerebellum is responsible for motor functions of the body), it reacts and produces intact electrical charge needed by the body to move (the brain is dead), is real story is not scientifically proven, that these experiments do not allow another roll.
    If you placed this material you give a twist to the story, and you would not have to sacrifice characters only villains, and you enfocarías in zombies as an adventure to recover lost ground, would be more humane, the comic was lost the only hope is the game give a last chance to revive the genre and fans, the writer did not hear me, Telltales took two of my publications and showed the audience as someone who contributed, but do not know if I take my script, I do not want fame or anything like that with that comes alive with Clementine rope and decent family or even a character like mine is that I put in the script as his counsel I give well served.

    ¿Porque mi foto ya no sale?
  • edited March 2013
    zjs wrote: »
    I'm not debating the level of noise that they make; only the duration. I'm not convinced the noise would go on for long enough for a walker up several floors of a building to make its way towards the noise, when said noise is outside and involves negotiating corridors, stairs and doorways.

    Andy is on his knees if you save him. You leave him when the walkers are about six feet away from him. Hard to believe he'd manage to get to Danny and cut him free in that time. If you kill Danny, he's still in the trap. The farm is a walk away, but it was a long walk nonetheless, and the walkers appeared very soon after the first shots.

    Though this may be a bit late, the duration of the noise does not matter. It is revealed in the comic that they will follow the general direction of a noise long after it becomes quiet.
  • edited March 2013
    I see what you mean, but this is not what the Walking Dead is about, and it never was, nor I think it will be, it deals with people's feelings and minds, when world suddenly falls to shit around them, so they will focus on humans more than on the walkers, because walkers are just simple and plain, and easy to outsmart, I actually can quote Molly here "It doesn't take much to outsmart the dead, bunch of shitheads..." and that is the point, if it wasn't for the living, both Lee and Rick's groups would have the whole thing sorted out by where they are right now in their stories, I'll focus on Lee here, since this discussion is about the game.

    If it wasn't for the cannibalism thing and the bandits, if the St.Johns would've been decent people, Lee's group would have been save there for a looong time, they would send two guys out to siphon for gas each day, the St.Johns would keep growing food, the fences would keep the walkers out, and 1 guy would watch the perimeter, incase one of the dead gets over the fence somehow, and they'd live in peace for a long time. But it didn't work out that way, since the living always screw things up - but they also make things interesting, if it wasn't for the bandits, the St.Johns, the stranger, Crawford et cetera, this game would not have been as interesting and exciting as it is.

    Focusing on the dead only, or mostly would make things too much of a routine and simply too... easy and well... simple, killing dead, scavenging, killing dead, scavenging, that would turn out to be boring as hell.
  • edited March 2013
    Mornai wrote: »
    Though this may be a bit late, the duration of the noise does not matter. It is revealed in the comic that they will follow the general direction of a noise long after it becomes quiet.

    Thank you for the backup mate :P
  • edited March 2013
    I like having human antagonists, and when you think about it, it's more realistic that way. Zombies are slow, unintelligent, and can only kill if they get right on top of you. Once they've survived and lived in the zombie apocalypse humans would be able to set themselves up pretty nicely and be able to handle the zombies relatively easily. The more time passes, the less of a threat zombies are.

    Other humans, on the other hand, are a much bigger threat. They are capable of deception, they can work in groups, they can harm you from much longer distances, etc. I still want zombies to be a real threat in S2 (and I'm sure they will be), but I'd love to see either a person or another group show up and cause problems for us.
    I can second this. Walkers are stupid and predictable, and the thing that really drew me in setting The Walking Dead apart from multiple other zombie stories, is the human element.

    Obviously the Walkers should still be seen as a threat, but it's the people and how they're divisively dealing with surviving that makes the conflict interesting.
  • edited March 2013
    Mikejames wrote: »
    I can second this. Walkers are stupid and predictable, and the thing that really drew me in setting The Walking Dead apart from multiple other zombie stories, is the human element.

    Obviously the Walkers should still be seen as a threat, but it's the people and how they're divisively dealing with surviving that makes the conflict interesting.

    I'd like somewhere in-between. I loved episode 4 mostly because of the zombie fight scenes, and the group's struggle in Crawford. However, I also loved episode 2 for it's human antogonistic behavior. For season 2, I'd like to see more zombie fight scenes similar to ep 4 or ep 5, where evading the walkers doesn't always cut it. However, I'd also love more living threats. Groups who aren't "bad" but are forced to compete with the group would cause tensions, but keep the tension level to a median. I don't expect many psychos like the governor as a group leader, but more like the Alexandria colony of the comics, and have us interact with those areas friendly or with hostilities, giving us friends that require costs, or enemies that pose bloodshed and dangers constantly. I'd even be interested in more walker-to-living interactions, where the living use the walkers against other humans, attracting them to other survivors(like Molly did accidentally to Lee an co.). That would be awesome to pull off. Maybe being friendly to a group could cause even more problems, causing you to take sides between group grudges/wars/competitions. There have to be more survivors than seen; I've been a little saddened by the game, for there seem to be a lack of humans. Yes, it is an apocalypse, but for TWD, there are many groups and small teams of survivors out there, and it is surprising for such a lack of them. Never has our group been able to keep others from joining, nor influence others to join us. I'd like that option, so I would like to see more living hindrances and benefits in the future.
  • edited March 2013
    Something I noticed while flipping through the latest comic issue of THE WALKING DEAD is that the living tend to be a much greater threat to Rick's group than the actual zombies. Kirkman probably intended this to be ironic, but when story after story tends to be less about humans vs. zombies and more about humans just being assholes to one another, the title of the series starts becoming a little redundant.

    Remember what Rick said about them being the walking dead? That might be what the title is about. Everyone has "the virus". What ever they do, other than smashing the head. They will turn.

    "We are the Walking Dead."
  • edited March 2013
    I thought the best bits were the St. John's after the dinner scene, and the bandit raid on the motel with walkers thrown in. I dunno what it is, but seeing that one walker sink his teeth into that one bandit when they first show up is always cool to watch. The human antagonists are exponentially better IMO, if done correctly. Humans are far more unpredictable than zombies. They can use their wits, and any weapons they find. What is more dangerous, a few walkers roaming around in front of your barricade, or some psycho with a rifle perched in a tree lining up his sights on your melon? So long as the human antagonists become evil purely for the sake of evil, and begin eating puppies and kicking orphans around just 'cause, then I say bring on more.
  • edited March 2013
    Mark$man wrote: »
    The hotel is deserted most likely because of three reasons. 1.) Crawford's killing of walkers etc. probably dragged them out into the street. 2.) The bells would have easily caused the walkers to clear buildings. 3.) The noise from the train?

    As for other characters, you could find Carley/Doug inside the drugstore when you go for supplies. In ep 5, when the house gets overrun, just how Brie breached, so could an undead Ben if he died in ep 4. Or the St. Johns could have attacked the motel during the raid. If you leave Duck to die, maybe find him amongst the hoard at the train. Stuff like that. I think it'd make it extremely heartwrenching. I know i wouldn't want to shoot Carley, and Ben'd make me sad.

    As much fun that would have been. How realistic would it all be? Even Kirkman himself said so about a character in the comics who ran into the woods, probably dying. We never knew what happend to him and we never will. The reason why was cause it would not make sense for anyone to meet him again. The only reason we would have to meet someone who died would be to visit that place, not them coming to you for some weird reason.
This discussion has been closed.