I don't have any criticism yet as I've only played it once, but based on what I've seen, people are backing up their opinions enough. What exactly do you think is undeserved criticism?
I know and it's being hated because it's popular every year too (I haven't played COD since MW1 FYI).
I agree reviews aren't always the b… moreest but still. And imo people who criticize with no reason are destroying the world. If I saw any legitimate criticism I wouldn't be calling peeps butthurt, I just have yet to see any.
I don't know the death happened fast and he was getting eaten off screen so yea you're right I didn't really care for his death I cared more for Saritas arm getting bitten than that because I know if she dies Kenny is hitting Super Saiyan 4.
I wasn't that shocked when Carlos died, shows how little some of us care about these S2 characters compared to S1, I was getting ready to be shocked when Kenny was getting beaten by Carver, I thought that was it for Kenny.
Honestly, I though episode 3 improved in some areas in regards to the light interactions of the last few episodes. But with Carver gone, I'm not sure where the conflict is headed. There was a lot of ambiguity with trusting the group, but it's unclear if that'll be touched upon again.
More exploration is always nice, but more opportunities for character interaction and development is my main wish for the future.
sounds like all the "opinions" on this forum are directed at the length of the episodes.
i still think the writing is actually really good. the scenes, the mainscreen of each episode, the names of the characters, really awesome.
Okay, so here's a bit of a summary of what we'd like to see from Ep.4, after reading a bunch of stuff and thangs.
1. Longer Duration. At least 2 hours worth of content, not just story, would be appreciated. Calculated, if 90 minutes for each episode is the goal, then that's $25 CND for 7 hours and 30 minutes of TWD, at least. Not bad, as some retail $60 games are only 4 hours long; but still, I think we could go for at least one episode of 2+ hours worth of things to do.
2. Exploration. While HUB worlds are an obvious fix to this, perhaps we should be given more freedom to control Clem around the environment. Not necessarily like the hiking trail in "All That Remains," but more like the sneaking in the cabin from the same episode? In that scene, we were able to search for goodies, not necessarily needed for the stitching of Clem's arm, such as the all-mighty juice box and some killer swag (Pete's Watch).
3. Deeper Characters: Reveal past events from the other characters, so that we can relate to them or have a proper judgement on them. More like Nick revealing how he had to kill his own mother, and the haunting that followed him ever since. It's been more than 800 days since the zombies came out, I'm there there are plenty of stories each person has to tell. How did they start? Where were they during the first initial week? What about their families, and if they had any past regrets or prides? We know more about the two convicts with Vince than we do some of the cabin crew.
EDIT! WRONG MATH! It's actually 7 and a half hours for a $25 game. SEVEN and a half, not FOUR! Stupid math on my part.
Okay, so here's a bit of a summary of what we'd like to see from Ep.4, after reading a bunch of stuff and thangs.
1. Longer Duration. A… moret least 2 hours worth of content, not just story, would be appreciated. Calculated, if 90 minutes for each episode is the goal, then that's $25 CND for 7 hours and 30 minutes of TWD, at least. Not bad, as some retail $60 games are only 4 hours long; but still, I think we could go for at least one episode of 2+ hours worth of things to do.
2. Exploration. While HUB worlds are an obvious fix to this, perhaps we should be given more freedom to control Clem around the environment. Not necessarily like the hiking trail in "All That Remains," but more like the sneaking in the cabin from the same episode? In that scene, we were able to search for goodies, not necessarily needed for the stitching of Clem's arm, such as the all-mighty juice box and some killer swag (Pete's Watch).
3. Deeper Characters: … [view original content]
It's a little bit sad to me that all of our different criticisms and highlights for this season wont apply to anyone else's game, since the quality of some of these episodes changes WAAAAAY too much because of the different choices you make. In Season 1, the choices you made affected the branches of the story more, as well as what kind of person you'll be; it didn't really interfere with the flow of the narrative at all, which pretty much made sure that no matter every single thing you did in your game, you were always guaranteed a good story...
Here, however, that's not really the case.
yea but thats the wolf among us, its completely different from the twd. personally i hope we get the one who wrote twd s2ep2 back for episode 4 & 5, the fact that the same guy wrote s1ep3 says that the guy knows what hes doing, both of those episodes were fantastic
yea but thats the wolf among us, its completely different from the twd. personally i hope we get the one who wrote twd s2ep2 back for episod… moree 4 & 5, the fact that the same guy wrote s1ep3 says that the guy knows what hes doing, both of those episodes were fantastic
Well at this point I'm not sure. Maybe it is just weird for me because I played season 1 all in one go after it was already finished, but this season's episodes feel so disjointed and unconnected so far. I mean by themselves they're good, but the season as a whole just feels odd. They're just jumping from place to place and not following through with any established plot points or choices made in previous episodes, I don't care as much about the characters, and everything that seems built to be important is just dropped for no reason.
Things like characters' personalities changing overnight [Carlos & Rebecca from ep1 to ep2 and Nick from ep2 to ep3], Carver's buildup as a complex and powerful villain turning into RARGHGHG I KILL EVERYONE, Kenny's ambiguous state of mind being completely glossed over in ep3, everyone forgetting about Wellington, Christa just disappearing from the plot without a trace, no more "should I trust the group" questions, and most choices not even making any difference in the plot at all... During my episode 3 playthrough I rarely felt nervous or worried over what was happening. For example I was not all that bothered when Kenny was getting beat up, I was just like "meh, they won't kill Kenny" and with Carlos, it was more of a "I'm sad because I expected more from this character" rather than "I care about this character so I'm sad they're gone."
I'm going to try not to be all depressing so I will leave off saying I think Telltale can turn this season amazing with the next two episodes... but I'm not sure how they can fix the mistakes of the past episodes. I think they are on the right track taking back the focus to the whole survival vs morals themes. I'm just feeling negative lately and needed to rant. Come on Telltale, work your magic again!
So the way I see it, dedicated fans aren't so pleased, and the critics are giving it 10/10..
My own take on this is that I enjoyed the episode as a stand alone episode. However, when I play this next to episode one and two, I feel like this will feel different to the others.
I am wondering one thing. Where has clementines bag gone? Didn't it have the photo of lee and the drawing of kenny in it? It just disappeared in episode 3
With Carver dead, the only thing that's left is the 400 Days characters that are still alive that you didn't see. I'm not just talking about the protagonists either (Bonnie, Vince, Wyatt, Russell, Shel, Becca), but also the secondary characters, such as Nate, Justin, Eddie, Leland, etc.
With Carver dead, the only thing that's left is the 400 Days characters that are still alive that you didn't see. I'm not just talking about… more the protagonists either (Bonnie, Vince, Wyatt, Russell, Shel, Becca), but also the secondary characters, such as Nate, Justin, Eddie, Leland, etc.
Most of the people leveling complaints like myself, liked the episode, but saw that it could be so much better, and we are more complaining about the way Telltale used its implanted themes and clues up till that point (by that I mean we are confused as to why they seemed to throw a lot of those Ideas away).
So yeah, great episode, but some of us felt that it didn't fit what we were led up to by all the clues up to that point. In game clues I mean, I'm not talking about the Meta clues (out of game clues, like Gavins tweets) which are almost always meant to mislead you when Telltale does it.
TL:DR most of the people complaining (I think anyway) liked the episode but saw a lot of ways it could have been much better.
The hubs (in the first game, which are skippable if you didn't want it by powerspeeding to the main objective anyway) were responsible for the large length and depth of the season 1 episodes, and also responsible for how we gained familiarity with the characters and allowed with us to feel like we control the interaction a bit more.
yea but thats the wolf among us, its completely different from the twd. personally i hope we get the one who wrote twd s2ep2 back for episod… moree 4 & 5, the fact that the same guy wrote s1ep3 says that the guy knows what hes doing, both of those episodes were fantastic
Honestly, I remember Episode 1 having quite the split opinions too. Back then though I was on the side of liking it as I thought All That Remains served as an excellent reintroduction to Clementine. But this episode, I'm not too sure what to think. I didn't like it my first time playing through it but I loved it my second time. It may have been the fact one of my choices wasn't correct on the "Previously on" it was a small one, the one where Luke asks you what is the most important thing in the world, but things like that make me worry that my journey is gonna be broke. Had some horrendous issues with the first season (anyone remember the infamous Prefs.props?)
My only complaints are no hubs and telltale tweeting fucking spoilers, That fucking animators tweet to Gavin spoiled Kenny losing his fucking eye weeks before the episode released
Oh I almost forgot.
We miss hubs. Those were great.
The hubs (in the first game, which are skippable if you didn't want it by pow… moreerspeeding to the main objective anyway) were responsible for the large length and depth of the season 1 episodes, and also responsible for how we gained familiarity with the characters and allowed with us to feel like we control the interaction a bit more.
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Just giving us things such as more interaction with everyone would make the episodes that little bit longer.
More exploration is always nice, but more opportunities for character interaction and development is my main wish for the future.
i still think the writing is actually really good. the scenes, the mainscreen of each episode, the names of the characters, really awesome.
1. Longer Duration. At least 2 hours worth of content, not just story, would be appreciated. Calculated, if 90 minutes for each episode is the goal, then that's $25 CND for 7 hours and 30 minutes of TWD, at least. Not bad, as some retail $60 games are only 4 hours long; but still, I think we could go for at least one episode of 2+ hours worth of things to do.
2. Exploration. While HUB worlds are an obvious fix to this, perhaps we should be given more freedom to control Clem around the environment. Not necessarily like the hiking trail in "All That Remains," but more like the sneaking in the cabin from the same episode? In that scene, we were able to search for goodies, not necessarily needed for the stitching of Clem's arm, such as the all-mighty juice box and some killer swag (Pete's Watch).
3. Deeper Characters: Reveal past events from the other characters, so that we can relate to them or have a proper judgement on them. More like Nick revealing how he had to kill his own mother, and the haunting that followed him ever since. It's been more than 800 days since the zombies came out, I'm there there are plenty of stories each person has to tell. How did they start? Where were they during the first initial week? What about their families, and if they had any past regrets or prides? We know more about the two convicts with Vince than we do some of the cabin crew.
EDIT! WRONG MATH! It's actually 7 and a half hours for a $25 game. SEVEN and a half, not FOUR! Stupid math on my part.
Here, however, that's not really the case.
Things like characters' personalities changing overnight [Carlos & Rebecca from ep1 to ep2 and Nick from ep2 to ep3], Carver's buildup as a complex and powerful villain turning into RARGHGHG I KILL EVERYONE, Kenny's ambiguous state of mind being completely glossed over in ep3, everyone forgetting about Wellington, Christa just disappearing from the plot without a trace, no more "should I trust the group" questions, and most choices not even making any difference in the plot at all... During my episode 3 playthrough I rarely felt nervous or worried over what was happening. For example I was not all that bothered when Kenny was getting beat up, I was just like "meh, they won't kill Kenny" and with Carlos, it was more of a "I'm sad because I expected more from this character" rather than "I care about this character so I'm sad they're gone."
I'm going to try not to be all depressing so I will leave off saying I think Telltale can turn this season amazing with the next two episodes... but I'm not sure how they can fix the mistakes of the past episodes. I think they are on the right track taking back the focus to the whole survival vs morals themes. I'm just feeling negative lately and needed to rant. Come on Telltale, work your magic again!
My own take on this is that I enjoyed the episode as a stand alone episode. However, when I play this next to episode one and two, I feel like this will feel different to the others.
So yeah, great episode, but some of us felt that it didn't fit what we were led up to by all the clues up to that point. In game clues I mean, I'm not talking about the Meta clues (out of game clues, like Gavins tweets) which are almost always meant to mislead you when Telltale does it.
TL:DR most of the people complaining (I think anyway) liked the episode but saw a lot of ways it could have been much better.
We miss hubs. Those were great.
The hubs (in the first game, which are skippable if you didn't want it by powerspeeding to the main objective anyway) were responsible for the large length and depth of the season 1 episodes, and also responsible for how we gained familiarity with the characters and allowed with us to feel like we control the interaction a bit more.
People are just looking for someone to blame.