An idea concerning Sarah
I know not all of the players got to see that scene, but back at the lodge, you had the option to show Sarah how to handle a gun. Now while this didn't seem that important back then, I've got an idea how this could have a large impact later on:
Imagine this: The Walker-herd we saw at the end of the EP3-preview invades Carver's camp. The inhabitants struggle to survive, Carlos gets himself into a fight with a Walker, which ends up with him struggling with it (kind of similiar how Nick struggled with the Walker at the end of EP2).
Clem's distracted somehow and can't help him. Only Sarah's around and picks up a gun that's lying around. Now here's what happens: Based on whether or not you taught Sarah how to shoot, in her attempt to save her dad she will either shoot the Walker in the head - or Carlos.
Imagine the impact on her character development either way: Saving her dad would make him realize that his daughter can handle herself after all and accidentally shooting him would probably make her snap or fall into depression.
What do you guys think of this? Would you like things to play out like this? Or do you think it's a bad idea?
Comments
I feel like teaching her how to shoot would have a big impact later on in the game. I actually taught her how to use one, and I really hope it was worth it.
This would be an interesting idea, but that means Carlos's fate is sealed if you don't pinky swear with Sarah in episode 1 (if you didn't do that, she won't show you the gun). I don't know if telltale has the guts to do that.
It would indeed be nice seeing a thing that seemed like nothing have such a big impact, that's for sure. Both Sarah and Carlos left me pleasantly surprised by the end of Ep 2. So yeah, i'd love this or something similar to happen(as long as Carlos doesn't die though).
I hope that happens, I didn't really think much of it when my Clem taught her to shoot but such a small choice having a huge impact like that would be great!
Know what's weird? I too, thought that this depended on the pinky swear. But I just replayed my Not-so-nice-Clem playthrough (where I didn't do the pinky swear), but still, I got to teach her how to shoot. I even refused to take her picture, but after I told her "You need to know what's going on", she sat down and I still got the whole gun-scene.
Someone really needs to figure out what the hell this is dependant on.
I hope an 11 year old showing her how to use a gun for all of a solid minute leads her to have an inflated sense of confidence about it where she later makes a dumb decision that gets people killed.
Seriously you think "remember it's just a thing" and one other useless piece of info is going to make her a marksman?
lol.
I know it sounds far-fetched, but the game made the annotation "You showed Sarah how to defend herself." That's where I got my idea from.
I hope Telltale does this. It would make us have think harder before making every small decision.
Telltale like to throw curveballs like they did with the watch, showing Sarah how to use a gun could be bad as she might be overconfident in using it by trying to help someone getting attacked by walkers and accidentally shoot them instead of a walker, by telling her its too dangerous she might not touch it and the person might live and someone who knows how to use the gun could pick it up before Sarah does and save the person in trouble.