Things you want to do in Season 2

What are the things that you are wanting to be able to do in Season 2?

For me, I'm hoping that we get to use Michonne's strategy where you get to bring a walker with you after taking it's arms and jaw to get to a destination through a path filled with walkers and kill any that gets too close.
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Comments

  • edited March 2013
    I want to be able to choose a item in a supply run that would cause a death - If you picked a laptop X will try to fix it and get destracted and shot by bandits or if you chose the hairdryer Y couldnt hear the bandits and she was shot.
  • edited March 2013
    I wouldn't mind a romance option depending on who the playable character is.
  • edited March 2013
    Try to lead a large group of people, and probably fail.
  • edited March 2013
    Some things I'd like to do in Season 2:

    Ride a horse a la Rick Grimes; stumble upon a decimated theme park; give Clementine some more hugs; play as Omid so we can make our own wisecracks; choose to either kill or spare Vernon; see what happened to the military when the apocalypse hit; etc.
  • edited March 2013
    At least one additional Easter egg scene that branches away from the "fixed" narrative the writers have set for you. Lee's decision to go with Lilly when she steals the RV is one example.

    Imagine if Lee and Clem had accompanied Lilly in the RV. We'd have been treated to maybe one or two additional dialogue exchanges between Lee and Lilly at the front of the RV, before one of the tires randomly explodes and we careen off the road to our deaths. (Or even better, we drive off into the sunset, leaving Kenny screaming in the dust, his neck veins throbbing with rage. Hilarious!)
  • edited March 2013
    At least one additional Easter egg scene that branches away from the "fixed" narrative the writers have set for you. Lee's decision to go with Lee when she steals the RV is one example.

    Imagine if Lee and Clem had accompanied Lilly in the RV. We'd have been treated to maybe one or two additional dialogue exchanges between Lee and Lilly at the front of the RV, before one of the tires randomly explodes and we careen off the road to our deaths. (Or even better, we drive off into the sunset, leaving Kenny screaming in the dust, his neck veins throbbing with rage. Hilarious!)

    Lee and Lee stealing the RV. What a neat Easter egg that would be!

    Seriously, I love both ideas, though. The poetic justice of the RV popping a tire is somehow hilarious to me. But then again, I find the non-cannon deaths funny just by how anti-climactic they are.
  • edited March 2013
    Lee and Lee stealing the RV. What a neat Easter egg that would be!

    Seriously, I love both ideas, though. The poetic justice of the RV popping a tire is somehow hilarious to me. But then again, I find the non-cannon deaths funny just by how anti-climactic they are.

    My favourite most unintentionally funny death scene is Zombie Duck. There's just something about the sight of this little kid pushing Lee out the door after somehow managing to single-handedly slaughter everyone on the passenger car that makes me giggle every time. Just imagine a normal zombie movie ending that way, and then BAM! Roll credits.
  • edited March 2013
    Irishmile wrote: »
    Try to lead a large group of people, and probably fail.

    I like the idea. At the end you could have large group/small group/no group based on choices.Then in E5 kill off whose not crucial to the story
  • edited March 2013
    Lee and Lee stealing the RV. What a neat Easter egg that would be!

    Seriously, I love both ideas, though. The poetic justice of the RV popping a tire is somehow hilarious to me. But then again, I find the non-cannon deaths funny just by how anti-climactic they are.

    Probably wouldn't even need the tire bursting. Kenny says the radiator is hosed and Lilly won't make it 30 miles, so it would probably break down soon regardless.



    I'd like to lasso a walker. Just take a rope, throw it around a walker trapping his arms to his sides and then sort of drag him around while he tries in vain to get me. It could be cute, in a dead corpse trying to eat you sort of way. :cool:
  • edited March 2013
    Mornai wrote: »
    Probably wouldn't even need the tire bursting. Kenny says the radiator is hosed and Lilly won't make it 30 miles, so it would probably break down soon regardless.



    I'd like to lasso a walker. Just take a rope, throw it around a walker trapping his arms to his sides and then sort of drag him around while he tries in vain to get me. It could be cute, in a dead corpse trying to eat you sort of way. :cool:

    ...That's... cute?
  • edited March 2013
    Mark$man wrote: »
    ...That's... cute?

    After playing lab of the dead(a flash game), it sort of is to me. It makes zombies seem almost human again while still lacking common human sense, kind of like a pet.
  • edited March 2013
    I want to be able to skullfuck Vernon and his group with a sledgehammer and a chainsaw.

    For XPz and Phat Lootz even.
  • edited March 2013
    Mornai wrote: »
    After playing lab of the dead(a flash game), it sort of is to me. It makes zombies seem almost human again while still lacking common human sense, kind of like a pet.

    Wouldn't be a pet till you lost the arms and the teeth :P.

    As for what I'd like to see? Creative, ingenuous weapons/items. Like when searching a house, picking up certain items could help save/end characters (like taking the hatchet out the door with walkers, and Ben picking up your gun after you drop it). Also, being able to turn normal household items or supplies into traps, weapons, and other contraptions to help deal with the walkers. For example, finding snappers and using them to bait/confuse zombies. Or taking a flag pole from a porch and sharpening it into a spear. Using an MP3 attached to a grenade trick. Something like that. Being able to control your surroundings and your group's survival in that sense.

    A colony in the woods. Everyone always forms elaborate, highly defended zones to keep the walkers away with armed guards. Well, why not have a colony in treehouses? You don't have to defend them, and walkers can't climb rope ladders(I'd like to see them try, they couldn't get to Clem's). It'd be pretty awesome if the PC was running from walkers in the woods, finds a rope or latter on a tree, climbs up and finds a hidden town in the trees :P.

    Mysterrrrrryyyyyyy.
  • edited March 2013
    I like the idea of unusual weapons. the mp3 grenade. spike pits and a whistle.
    and no one ever stays to defend their place...when its over run. start slaughtering the intruders. when they ran from the Dairy...i was like WTF!? they thought it was safe before the cannibals...well...all the cannibals are dead. keep the place.

    so a "hold your ground" scene would be nice. it would be great if it was a lead a group of many/few/none and the holding of the place meant keeping some alive and not others. then having to deal with others in the group wanting to leave but talking them out of it.

    I told Clem to keep moving...so this is contradictory to what i feel was best for her.
    the one good thing i heard Lilly say was that she would leave when they had too. not because of a dream of a better place.

    also...why doesnt anyone ever just hide? just hide and shut the F up. seriously...if your in a good spot to hide...wont walkers drift by like on the highway with the herd?
  • edited March 2013
    Mark$man wrote: »
    Wouldn't be a pet till you lost the arms and the teeth :P.

    Well.... comic spoilers for prison arc but it's surprisingly relevant...
    The governor removed all of his zombie daughters teeth, and Michonne removed her zombie boyfriend's(and the other one, forget who) arms so check and check. :eek:

    I'd like to see a community of sorts similar to the Hilltop colony in the comic. A large group of survivors that have a well-established routine and base, but for one reason or another won't let you or your group join them. You could do favors for them and try to be diplomatic so you can merge with them, or you could build up arms and form plans to assault their fortress and kick them out/kill them/force them to work under you.

    Alternately you could ignore them altogether and they may do the same to you.
  • edited March 2013
    I like the idea of unusual weapons. the mp3 grenade. spike pits and a whistle.
    and no one ever stays to defend their place...when its over run. start slaughtering the intruders. when they ran from the Dairy...i was like WTF!? they thought it was safe before the cannibals...well...all the cannibals are dead. keep the place.

    so a "hold your ground" scene would be nice. it would be great if it was a lead a group of many/few/none and the holding of the place meant keeping some alive and not others. then having to deal with others in the group wanting to leave but talking them out of it.

    I told Clem to keep moving...so this is contradictory to what i feel was best for her.
    the one good thing i heard Lilly say was that she would leave when they had too. not because of a dream of a better place.

    also...why doesn't anyone ever just hide? just hide and shut the F up. seriously...if your in a good spot to hide...wont walkers drift by like on the highway with the herd?

    No. On the highway the walkers did find Sophia. They can smell living things too. Also, the farm was completely overrun with walkers, the animals would die, leaving naught but crops, because I wouldn't want to eat human meat.
    Also, the generator was destroyed, meaning the walkers could get through. Also have to take account the bandits, who were dealing with the St. John's. Can't survive against all that. There were WAY too many bandits to handle.
  • edited March 2013
    Mornai wrote: »
    Well.... comic spoilers for prison arc but it's surprisingly relevant...
    The governor removed all of his zombie daughters teeth, and Michonne removed her zombie boyfriend's(and the other one, forget who) arms so check and check. :eek:

    I'd like to see a community of sorts similar to the Hilltop colony in the comic. A large group of survivors that have a well-established routine and base, but for one reason or another won't let you or your group join them. You could do favors for them and try to be diplomatic so you can merge with them, or you could build up arms and form plans to assault their fortress and kick them out/kill them/force them to work under you.

    Alternately you could ignore them altogether and they may do the same to you.

    I like the ideas bout the Hilltop colony. I'd like to see the group form a kind of Alexandria Colony at one point or another, except it all goes to chaos. Also, I know about what they do to the walkers. Same with the camouflage and the use of walkers for barriers, walls, etc.
  • edited March 2013
    What are the things that you are wanting to be able to do in Season 2?

    Playing hopscotch with Clementine
  • edited March 2013
    zev_zev wrote: »
    Playing hopscotch with Clementine

    Wait, really?

    "Oh, hey Clementine. The walkers just got half of our group, whatever, at least we can play hopscotch!"

    I don't really think it fits with the setting.
  • edited March 2013
    Lee waking up from the dream of getting bitten in E4.
  • edited March 2013
    anonymau5 wrote: »
    Wait, really?

    "Oh, hey Clementine. The walkers just got half of our group, whatever, at least we can play hopscotch!"

    I don't really think it fits with the setting.

    Ha, very funny.

    I mean additional interactive, like this, for example to play poker with a friend in the camp, or something of the sort, to diversify the gameplay
  • edited March 2013
    zev_zev wrote: »
    Ha, very funny.

    I mean additional interactive, like this, for example to play poker with a friend in the camp, or something of the sort, to diversify the gameplay

    Yeah, I do agree, just the idea was a little funny. I think the first season was a little weak on game play and very heavy on story, which just gave ammunition to all of it's critics. Minigames might be used to add a little more of things to do. As long as it's optional, of course.

    Perhaps the game could track all of the decisions we make with a person, make it not a binary scale of "this person likes you" and "this person wants you to die in a fire" like big decisions (Saving Kenny's son) could really change your relationship with a person a lot, while small decisions (Trying to avoid a fight with Larry in episode one) would change your relationship a small amount. And doing a mini game with them or doing a side quest for them (Helping Carley with the batteries) would change your relationship the smallest amount.
  • edited March 2013
    anonymau5 wrote: »
    Yeah, I do agree, just the idea was a little funny. I think the first season was a little weak on game play and very heavy on story, which just gave ammunition to all of it's critics. Minigames might be used to add a little more of things to do. As long as it's optional, of course.

    Perhaps the game could track all of the decisions we make with a person, make it not a binary scale of "this person likes you" and "this person wants you to die in a fire" like big decisions (Saving Kenny's son) could really change your relationship with a person a lot, while small decisions (Trying to avoid a fight with Larry in episode one) would change your relationship a small amount. And doing a mini game with them or doing a side quest for them (Helping Carley with the batteries) would change your relationship the smallest amount.

    Like in Dragon age, but i think that "Clementine endorses +5" would be...strange.
    In TWD I like that the relations between the characters are not measured in figures.
    But a little mini games would be nice for gameplay. The main thing that it must be not necessary ( as search batteries).
    For example: Your camp in the supermarket. You and your people planning to make a sortie to look for food or to rob bandits, no matter what it would be.
    You've finished planning, your mission will start on the following morning, and now you have free time. To start a new Chapter of the episode (the mission which you planned) you need to lie down to sleep (click on the sleeping bag).

    But you can talk to someone from a group, or play a game of poker with smb, or for example the one man in the group got the last candy, he will give it to you, if you can defeat him in armwrestling (QQQQQQQQQQQQ E - very difficult, as like killing a stranger ). This candy you can present to Clem.
  • edited March 2013
    zev_zev wrote: »
    Like in Dragon age, but i think that "Clementine endorses +5" would be...strange.

    No, I don't think it should show you your relationship with characters.
  • edited March 2013
    I'd like to be able to do stuff with our group other than talk. One of my favorite scenes in the first season was probably the attic in Episode 5, after the "adult conversation" where Lee sat down with everyone and just had a chat. Passing around the whiskey and just talking was pretty nice, even if the subject was mostly on Lee's death.
  • edited March 2013
    zev_zev wrote: »
    Ha, very funny.

    I mean additional interactive, like this, for example to play poker with a friend in the camp, or something of the sort, to diversify the gameplay

    Hell yeah. I agree with you and anonymau5, mini-games would be awesome, as would small interactions that subtly alter your relationship with characters.
  • edited March 2013
    anonymau5 wrote: »
    "Oh, hey Clementine. The walkers just got half of our group, whatever, at least we can play hopscotch!"

    I don't really think it fits with the setting.

    Maybe not hopscotch per say, but moments with a lighter tone, like pushing Clem on the swing or chatting up history with Omid can be great.

    Calmer moments like that with the characters give the tragedy all the more meaning.
  • edited March 2013
    Mikejames wrote: »
    Maybe not hopscotch per say, but moments with a lighter tone, like pushing Clem on the swing or chatting up history with Omid can be great.

    Calmer moments like that with the characters give the tragedy all the more meaning.

    Yean, that what I'm talking about!
    I remember that Clem told Lee that she played soccer, I want to play with her mini-soccer or hopscotch, it's a cute little moment of happy live makes the story more dramatic and cinematic.
  • edited March 2013
    zev_zev wrote: »
    Yean, that what I'm talking about!
    I remember that Clem told Lee that she played soccer, I want to play with her mini-soccer or hopscotch, it's a cute little moment of happy live makes the story more dramatic and cinematic.

    Ironically there's a chalk hopscotch court in front of the R.V. in episode three, so the opportunity was right there. There was also a hopscotch rug in the classroom in Crawford, all though that probably wouldn't have been a good time for that. :p
  • edited March 2013
    i don't know about riding horses and having walkers as pets :/ but i hope S2 will have a chance to be more open,like following a map from your own judgement,choice to go by car,on foot,send someone else,send a group,choices of playing it safe with chances of death in the group or danger and chance of survival for more.open endings,hardest difficulty for mega happy ending lol but still a chance,maybe a option to form who you want in your group?
  • edited March 2013
    Ironically there's a chalk hopscotch court in front of the R.V. in episode three, so the opportunity was right there. There was also a hopscotch rug in the classroom in Crawford, all though that probably wouldn't have been a good time for that. :p
    I just wanted to bring a desk and make that classroom for Lee and Clem. :(
    Clemmy1 wrote: »
    i hope S2 will have a chance to be more open,like following a map from your own judgement,choice to go by car,on foot,send someone else,send a group,choices of playing it safe with chances of death in the group or danger and chance of survival for more.open endings,hardest difficulty for mega happy ending lol but still a chance,maybe a option to form who you want in your group?
    I'm ambivalent.
    I like the idea of some more variability and potential crossroads for the decision making, but I would hate for the story's structure to get spread too thin in the process.
  • edited March 2013
    Mikejames wrote: »
    I'm ambivalent.
    I like the idea of some more variability and potential crossroads for the decision making, but I would hate for the story's structure to get spread too thin in the process.

    Too many people keep assuming that choices make the narrative weak, but it's possible to make a strong narrative with choices that matter.
  • edited March 2013
    Tanx Mark$man for the ZA info.

    Finding sophia is a bit ... idk ... story based. the herd didn't sniff out anyone else and the black guy was even cut when he was trying to hide. Im still on the fence about the hide quietly until they pass. for instance in the pharmacy...everyone was ok until i cut the lock and led them to us again. they were completely ignoring our "smells" until then.
    Im arguing story driven events with interpreted knowledge i know...im still thinking a lets wait till "most" of them wander off and then take out the stragglers..and then go back to the "house"

    Does anyone else think running isnt ALWAYS the best option?? i'd like to hear your opinions.

    if this needs it's own thread...let me know moderator
  • edited March 2013
    Running is always better than fighting unless they are in your path. And you don't run for the sake of running, but to hide and keep away from the walkers, because while humans get tired, the walkers show no sign of exhaustion
  • edited March 2013
    Also I'm guessing the smell doesn't cut through buildings. They seem to react off sight AND smell. Sounds attract them, sight attracts them, and I assume the smell is what tells them is alive or not.
  • edited March 2013
    Sooo...there is a point to hiding and running...lol

    It's just a matter of knowing when to do what.
    Its all circumstantial depending on the situation i suppose.
  • edited March 2013
    Note to self...
    grab wire cutters and keep electrical wire. It can be used to close and keep closed doors.

    much better than an axe handle or a walking stick.
    and some dumbace (ben) cant "unlock" the doors.
  • edited March 2013
    Mark$man wrote: »
    Also I'm guessing the smell doesn't cut through buildings. They seem to react off sight AND smell. Sounds attract them, sight attracts them, and I assume the smell is what tells them is alive or not.

    I think the smell just tells them if something isn't a walker. In episode 4 the walkers attempt to eat the running water in the sewer, so they probably just assume that whatever doesn't stink like a corpse but makes noise or moves is food, regardless of whether it's alive or not.
  • edited March 2013
    zev_zev wrote: »
    I want to play with her mini-soccer
    I don't, she told me she didn't like soccer :(
    But seriously, I would definitely want more of those moments like pushing her on the swing or bandaging her finger, teaching her how to shoot and so on..., those were unforgettable moments, because they were intense. :D
  • edited March 2013
    Mornai wrote: »
    I think the smell just tells them if something isn't a walker. In episode 4 the walkers attempt to eat the running water in the sewer, so they probably just assume that whatever doesn't stink like a corpse but makes noise or moves is food, regardless of whether it's alive or not.

    Yeah, I think so too. I was trying to say that, thanks for clarifying what I was saying lol
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