Choice of leaving in the RV or staying feels too random.
I don't feel like that choice was designed well enough. I feel like I closed my eyes and picked a choice, instead of actually putting myself in that situation and deciding.
I don't know enough about any of the characters in that chapter. I don't know how trustworthy the leader is nor stephanie or anyone else.
I am only able to hear 1 side of the story (She stole it and ran.)... If she was there for so long, why would she randomly do that? It makes no sense.
The parts before that don't tell me anything relevant enough for me to base my decision on, so essentially when it came down to it...
I have no idea on:
What her motivation might be to steal supplies and run.
If she had any issues with other people in the group before or recently.
What kind of people i'm dealing with. Not enough time to learn about anyone whatsoever.
Can not try and hear more than just the one side of the story.
Which all led to essentially:
"Do I trust these people, and just take them for their word and kill her without knowing what EXACTLY happened or getting to talk to her (Like any sane group should do, even if you are going to kill her anyway)"
Or
"Do I abandon the people I've spend months surviving with and risk me and my childs safety for a person who might have tried to just screw us all."
Absolutely nothing was made clear and after staring at the pause menu, thinking about it for 5 minutes, I just said 'Fuck it, I don't know enough" and chose to stay with the group and shoot her.
Based on nothing.
I don't know enough about any of the characters in that chapter. I don't know how trustworthy the leader is nor stephanie or anyone else.
I am only able to hear 1 side of the story (She stole it and ran.)... If she was there for so long, why would she randomly do that? It makes no sense.
The parts before that don't tell me anything relevant enough for me to base my decision on, so essentially when it came down to it...
I have no idea on:
What her motivation might be to steal supplies and run.
If she had any issues with other people in the group before or recently.
What kind of people i'm dealing with. Not enough time to learn about anyone whatsoever.
Can not try and hear more than just the one side of the story.
Which all led to essentially:
"Do I trust these people, and just take them for their word and kill her without knowing what EXACTLY happened or getting to talk to her (Like any sane group should do, even if you are going to kill her anyway)"
Or
"Do I abandon the people I've spend months surviving with and risk me and my childs safety for a person who might have tried to just screw us all."
Absolutely nothing was made clear and after staring at the pause menu, thinking about it for 5 minutes, I just said 'Fuck it, I don't know enough" and chose to stay with the group and shoot her.
Based on nothing.
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Comments
It was, at most.. Based on the fact we would need:
Food.. Water..Ammo... Basic things to survive in that world.
If I was to leave all that, I wouldn't do it when I don't know anything.
I chose to stay because of safety, nothing to do with the story.
From my understanding, ever since Roberto came back and killed Bloyd, Roman went bananas to the point of being paranoid; his men can't leave the camp. If so, they face execution. If a stranger comes, he or she dies. Becca can no longer play the guitar and possibly, can't leave the RV at night. Because the camp became so harsh, Stephanie stoled the supplies and tried to leave.
That actually sounds like a reasonable assumption....
But I still don't think that's enough to base that kind of "big" decision off of.
End of day, that's still just an assumption about what and why it happened, and there just wasn't enough time for the story to develop to warrant it.
In my opinion at least.
I think i have gotten that notion from the game since after the Roberto incident, the colors chained. While the next day task place at night, it gives the feeling of bleakness. Having Becca and Shel playing Fish further adds that bleakness - it is a game that is played when ppl are bored. Having them in the RV as oppose to the more lively dinner gave me the notion that the campsite transformed into a shitty place to live in.
As Shel, I wanted to leave since I saw how much Roman's leadership have twisted Becca. I didn't want Becca to end up crazy and cold blooded like Roman, so I chose the keys.
The way Becca wanted to kill Stephanie despite the two being friends and willing to kill her herself is not how I want a sibling be raised to be.
I know that neither outcome was supposed to feel particularly satisfying, but it would have helped establish the choice if we could have been able to talk to Stephanie more, or actually experience the conditions and consequences of Roman setting the place on lock-down. Or maybe have the ability to question the rationality of decisions like chaining up walkers in the backyard. (Trying to justify that one's still bothering me)
i agree it could have been longer (although it did seem like the slowest/longest part of the game) i wanted to talk to stephanie and try and help her escape, but it was clear that wouldn't have been possible so it was just a choice about whether you should kill someone for betraying the group and agreeing with roman's ideas of how things should be handled or running away because you didn't want to live by those rules
Ah that's interesting. Shame you're only given more legitimate reason to get out of there if you've already taken the choice leaning towards Roman's standards.
Actually, Roman chooses to let the guy go if you do nothing, so he's actually more of a good guy at the start of Shel's story. It's just after that that he goes off the deep end.
Also, was disappointed that we didn't get to see the scene with Stephanie play out. Would have like to have had some options to go through that. Shoot her or not? Shoot Roman and save her? Etc. Would have been nice.
I thought Roman seemed pragmatic, but still a decent enough guy until hearing about the whole hunting deserters down shtick. Though I still want to know who was mental enough to think that walkers made good guards.
Yeah. In retrospect the option being "Kill Stephanie," was plenty blunt, but I took the gun wanting to talk to her and see if there was some different way for things to play out instead of running away blindly. So, one of the few times I'm debating about redoing a choice for my main run.
Most of the time things are going to come out of no where and your going to have to make a choice.
I think it's just the idea that you can't have dogs around anymore. The walkers make similar such guards but you don't have to worry about them drawing attention from other walkers the way a howling and barking dog would. In theory atleast. I still think you have to be a little touched to try it though.
Especially considering "herds" develop simply because walkers start following each other around. Meaning that if you have one chained up in the back it could bring other walkers around to wonder what the group in the backyard behind the fence is doing.
Seeing how that first walker roared at Shel when she went outside, they're probably more of an alarm system. If they see(or smell) any humans they're going to make a lot of noise.