In Harm's Way: Complaints of the Masses (minor spoilers)

edited May 2014 in The Walking Dead
I posted this as a reply elsewhere, but it really was sort of off-topic. I realized that, really, this post is its own thing.

I usually just read this forum and don't respond, but I was sort of surprised at some of the criticism leveled against this episode (and less surprised at some of the other criticism).

- 400 Days Characters: I enjoyed 400 Days for what it was. If they find a way to work those characters back into Clem's story more, I would like that. If they don't, then 400 Days was like a "special issue" comic book where I got to look through the eyes of some other characters for an hour or so. I don't mind that. In my 400 Days play-through, almost nobody went with Tavia, and so there's the possibility that I might get more cameos of them out in the wilderness in upcoming episodes. Cool. If not, I'm still going to enjoy the story (a story which I've never NOT enjoyed thus far).

- Carver: I think folks expected this guy to be the sort of long-term villain that they've seen in the Governor/Negan. I never really expected that. Some folks felt that Carver was underdeveloped. I think that Carver had a reasonable amount of development for his life-span within this story. Because we're playing through the POV of Clem, we're not going to get the same sort of development that we might get in the comic or TV show for an antagonist; the development of those "long-term" villains in those other mediums relied on switching to those villains' point-of-views. Different medium. I liked Carver; he has acted as a catalyst this season, and whatever the story is driving towards in its finale will no doubt be a result of Carver's affect on these characters. Cool.

- HUBs: This is one of those complaints that I can relate to, moreso than the others. I dig adventure games. I liked the light puzzle aspects that we had more of in Season One. I hope that we have more opportunities for "HUB" situations in the future, but I don't see a lack of those situations for being the herald of the series' failure. There's a more focused view on the arc of the narrative right now. That's obviously the approach that they've taken. It's different, but I'm still loving every minute of the game, just as I did back in Season One.

- New Characters: A lot of folks are finding it harder to connect to the new characters. For me, my favorite TWD characters have been Lee, Clem, Kenny, Carley, Lilly, Mollie, Pete, Luke and Bonnie. Those are the ones that I felt most connected to, and some of those characters are from this season. Some of them managed to make a big impact on me with just one episode. It's The Walking Dead: characters are going to disappear, or die, and we're going to meet new characters that are awesome. I like that! And I also think that the addition of Mike and Jane this episode was good. Both of those characters are interesting to me. I think a lot of folks miss Lee a lot, and I dig that. I miss him too. And I remember it (and Clem remembers it) every moment that I'm playing Season Two. When I chose to let Clem indulge in her dark side towards the end of this episode, I imagined Lee watching her, scared for what she might become. When she found herself surrounded at the end, and proved just how capable she is at surviving and helping others, I imagined Lee's approval. I like to imagine him as a constant ghost for Clem, now, and that is something truly unique to this game and this story; you are reminded of Lee just often enough that he's almost there with you. Different, but cool.

- Gameplay: Well, this is really just a preference opinion on the type of game that The Walking Dead is. It used to have a little more adventure (exploration, puzzles) in it, to be certain, but the overall style of game hasn't changed much. And it's not its adventure elements that impressed me, because that was never the focus. The focus was this story that you help to craft; sure, some of the big decisions you make might lead you down similar paths no matter what (because those are the limitations of playing a game, as opposed to writing your own story where anything can happen). But as an episodic, TV-like approach to Game Design, it's truly an incredible experience. And that's what it's meant to be.

- Plot Holes: I find myself on the other side of this situation with many different titles. A lot of folks were bothered by the lack of answers in LOST's final season (or not happy with the answers they got, because they didn't match up with what they expected to happen). Not me. I was too interested in the characters and their development. It's the same here (to a lesser degree). I don't know what happened to Lilly or if I will ever see her again, and neither does Clem. That's with her. I don't know who Alvin murdered and what the story was there, and neither does Clem. She carries that with her. It's realistic.

Overall, I think that critics and detractors oftentimes tend to be more vocal than supporters, when it comes to storytelling mediums. That's okay. Everybody looks for different things when they approach a story. I just felt disconnected from the complaints about this episode. It falls in the top three of my favorite episodes so far, of either season (along with S1Ep2 and S1Ep5). I'll go back to silently reading, now, most likely. I just felt this episode could use another voice of support, because I loved it.
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Comments

  • I agree with all of this. I enjoy the hell out of the story and that's all that really matters to me. Sure, I would like a few more chances to interact, but if I have to sacrifice that for the narrative to flow better, than I'm fine with it
  • They have sacrificed more than just interactions, and the lack of interactions in turn hurt more parts of the overall quality of the season.

    "For the narrative to flow better" YMMV, but it feels like breakneck pace at times, to me. It works, but there are so many things just crammed into the current run-time that, again, it suffers IMHO.

    I agree with all of this. I enjoy the hell out of the story and that's all that really matters to me. Sure, I would like a few more chances to interact, but if I have to sacrifice that for the narrative to flow better, than I'm fine with it

  • Can't argue with that. I do see what you are saying. I do find the puzzles and hub areas lacking in this season. And the story does feel a little "rushed" at times. But I haven't felt that I've enjoyed this season any less than the first.

    They have sacrificed more than just interactions, and the lack of interactions in turn hurt more parts of the overall quality of the season.

  • I think it's a perspective thing. In this latest episode, for instance, I got the feeling that the lack of ability for you to explore or chat people up at your leisure was supposed to help add to the feeling that you are a prisoner. It was an immersive choice, in my opinion, and made me really want to find freedom.

    In general, though, I do agree that I'd love to see more HUBs in the future. But, there've been some really nice "HUB" moments so far in this season. S2Ep2's Lodge was actually one of my favorite executions of this. In S2Ep1, there was a distinct lack of trust between Clem and her new group that would have made them opening up to her more than they did feel really strange. That just wasn't the case with Lee in Season One.

    I do think that Telltale's decided to lighten up on the puzzle/exploration aspects slightly in this season, but I don't think they're doing away with HUBs and interaction. And, though the episodes may be shorter, a big reason for this is that the lack of puzzle elements takes away the most variable time sinks when you play; I don't feel that the story arcs and narratives are diminished this season.

    They have sacrificed more than just interactions, and the lack of interactions in turn hurt more parts of the overall quality of the season.

  • You're totally right about the feeling attached to the characters thing. I feel like their attitudes towards Clem have already been predetermined and won't change no matter how you act, whereas in S1 you had people like Kenny that either loved you or hated your guts depending on your actions. There's no real relationship development happening, and with two episodes left that worries me.
    Maybe lack of hubs/time is contributing to this? In those you can decide who you want to talk to, or who you want to avoid. And there aren't a lot of "(?)_____ will remember that"'s, which are one of my favorite things because things you say will get brought up again/held against you.
  • edited May 2014
    > I don't feel that the story arcs and narratives are diminished this season.

    Eh... debatable. I still think that the overall arc this season has been more focused than last one and that it is mostly decent; enjoyable, I dare say. The devil's in the details for me, however, and those little things lacking from the base of the structure show; it shakes at best, it feels like it will crumble at worst.

    EDIT:

    > I think it's a perspective thing. In this latest episode, for instance, I got the feeling that the lack of ability for you to explore or chat people up at your leisure was supposed to help add to the feeling that you are a prisoner. It was an immersive choice, in my opinion, and made me really want to find freedom.

    Would have worked better if there had been freedom to be had previously. People justify the bland introduction and lack of interactions with the cabin group as an immersive choice, too, since they did not trust you and the like. They said the same once *A House Divided* came,saying that they were on the run and that the episode had to showcase that. There is always *some* time, I just think that people and Telltale are making up excuses not to look for it.
    Donathin posted: »

    I think it's a perspective thing. In this latest episode, for instance, I got the feeling that the lack of ability for you to explore or cha

  • I agree with most of this, I think. I genuinely did enjoy this episode, it's definitely one of the best episodes of the series for me, although others disagree. I loved Alvin's heroic sacrifice, Bonnie switching sides, Carver's tyranny while it lasted, and a lot of other things (Kenny, Sarah & Carlos, Jane, Mike). I definitely miss the hubs, though, and the longer episodes (though this one felt very long while I was playing it). When I saw that we could walk around and talk to others when we first arrived at Carver's, I was so happy.
  • I think that there are a few key relationships that are building towards something.

    1) Kenny. We've already seen how quickly he can turn against the protagonist in Season One. I wouldn't be surprised to see this resurface, as it's been hinted at several times in the past two episodes.

    2) Luke. Luke obvious likes Clem a whole lot. But, he's also found himself opposed to Kenny. I wouldn't be surprised to find us in a situation where we have to choose to side with Luke or Kenny, with dramatic consequences at stake.

    3) Sarah. This is probably the new character that we've been able to react to in the most variable of ways so far, and with the Epsiode Three Cliff-hanger, I suspect that how we've approached our relationship with her is going to mean something.

    Plenty of other possibilities with more of these characters, as well. It's just that we've yet to see how these consequences may develop, because we've spent the past episode and a half in a very dire situation that forced everyone to set their differences aside. I expect a very different tone in Episode Four.

    Part of this is perspective, again. It's apples to oranges. In season one, you created a "group" from the ground-up, and part of that is developing everyone's attitude towards each other. In this season, Clem's joined an existing group with a lot of history. It's a different environment. I think that Episode Three was a really unique experience (similar, maybe, to Episode Two in the first Season), where the director and writer made a conscious effort to manipulate the sort of experience that you've come to expect from TWD in order to evoke an emotional reaction to the situation at hand. Maybe it didn't work for everyone, but it did for me. I felt like a prisoner, and part of that was the lack of freedom that the Episode offered me.
    Team_Purple posted: »

    You're totally right about the feeling attached to the characters thing. I feel like their attitudes towards Clem have already been predeter

  • "I'm being good." Goddammit, Sarah, stop being good and frigging **talk** to me! D:

    If Nick's alive, I enjoyed his little chat with Clem. "Us guys" :) Shame he is basically nonexistent afterwards.

    I agree with most of this, I think. I genuinely did enjoy this episode, it's definitely one of the best episodes of the series for me, altho

  • edited May 2014
    You might be right. I do think that with Carver dealt with, we will, in Episode Four, have the best opportunity for HUBs and exploration that we've had yet this season. I think that the next Episode will be a lot more telling, in that regard, than this one was.

    > I don't feel that the story arcs and narratives are diminished this season. Eh... debatable. I still think that the overall arc t

  • Hopefully, when (I don't want to jinx anything by saying "if") Clementine finds Sarah again, we'll have the option of giving her that hug. :) I really love her relationship with Clementine, it's my favorite of the season so far. Sarah needs a friend now more than ever, especially one that can keep her safe and show her how to survive as a kid in the apocalypse.

    And yes, Nick was cute in this episode. I loved how after one-eyed Kenny gets up, Nick is like "Not bad, old man" and Kenny goes "Thanks, asshole." I loved that.

    "I'm being good." Goddammit, Sarah, stop being good and frigging **talk** to me! D: If Nick's alive, I enjoyed his little chat with Clem. "Us guys" :) Shame he is basically nonexistent afterwards.

  • I'd like to see more development from Nick, too. With so many characters introduced over the past three episodes, I was thankful for some culling, which is sort of typical for TWD in all of its mediums. It'll hopefully lead to more one-on-one time with some of the new characters that I'd like to see more of.

    "I'm being good." Goddammit, Sarah, stop being good and frigging **talk** to me! D: If Nick's alive, I enjoyed his little chat with Clem. "Us guys" :) Shame he is basically nonexistent afterwards.

  • I agree in regards to Sarah. It's a really interesting relationship, and I'm sure that Telltale is building towards something suitably horrible and gut-wrenching with its arc. I think that it's been the most successful relationship built between Clem and any of the new characters, but there is potential with some of the others as well, and I'm betting that the next episode will turn a corner with several of them.

    Hopefully, when (I don't want to jinx anything by saying "if") Clementine finds Sarah again, we'll have the option of giving her that hug. :

  • I agree. I guess I came into the episode expecting different things than a lot of other people. I wanted the 400 days crew to play a large role, but I realize that there's no way they can do that and keep all the variations at the end of 400 days.

    People have said that Carver got no development this episode and I have to disagree. His speech to Clem about weakness and survival gave good insight into how he thinks and why he does the things that he does. I wasn't expecting him to be a maniacal evil genius or anything. He's just someone who's decided to fully embrace the whole "survival of the fittest" thing.

    Hubs I felt were actually improved in this episode relative to the last one. I liked the part with Clem out in the yard during the first night, walking around and checking in on people. I would have liked more of those but I felt good about being free to talk with people about what they think about the tense situation at hand. There was none of that in Episode 2 and it kinda killed a lot of the tension for me.

    Mike and Jane were fine additions. Mike seems a bit boring, but he seems dependable. Jane to me is a far more interesting version of Molly in that rather than just talking a big game and trying to come off as cold and aloof, she demonstrates exactly what a cold bitch she really is with Troy. I'm interested to see where they take her. I think she can be a good dark foil for Clem.
  • Yeah, it feels as if the most important relationships Clementine has ever had in the game are narrowed down to her relationships with Lee, Kenny, and Sarah at this point. Perhaps Christa too, who I hope will return in the next episode and will hopefully spice things up even further. Maybe a Christa vs Kenny vs Luke thing?
    Donathin posted: »

    I agree in regards to Sarah. It's a really interesting relationship, and I'm sure that Telltale is building towards something suitably horri

  • Maybe a potential antagonist. Since you play from Clem's POV (and the POV doesn't switch between characters, like the comic/TV show), the most interesting and developed villain is going to be one grown from within the group that you're a part of.

    Like Lily, in Season One. Her cold-blooded murder of Carley/Doug hurt so much, in part, because a lot of people believed in Lily and befriended her. Not to say that Lily was a villain, but she's a good example of how I would go about developing a particularly nuanced villain in this sort of game.
    DomeWing333 posted: »

    I agree. I guess I came into the episode expecting different things than a lot of other people. I wanted the 400 days crew to play a large r

  • Yeah that's true. I was pretty immersed, too. Going off of what you said of the "manipulating the experiences", I think that may be a reason people can't get attached. Maybe it's just me, but every character, even the ones you are developing relationships with, seem pretty expendable. Like they could die at any minute. Not sure if this is a good or bad thing though. Good, because it gets people in the reality of what might actually be a ZA, and have a bit more tense atmosphere like you were saying, but bad because I feel like it could hinder the relationship building, which is one of my favorite things in every game that I play.
    Donathin posted: »

    I think that there are a few key relationships that are building towards something. 1) Kenny. We've already seen how quickly he can tur

  • Could be! Things are really up in the air right now, for the first time this season.

    My favorite development beyond Clem this season has definitely been Kenny. Having him there means Clem can never forget about all of the terrible things that happened in Season One, and vice-versa. Whether he is capable of pulling himself out of despair, or whether or not he is heading towards a dangerous meltdown, Kenny's really become the most dynamic and developed character of the series outside of our two protagonists. And he's just crazy enough to keep you guessing about just what he's capable of.

    Yeah, it feels as if the most important relationships Clementine has ever had in the game are narrowed down to her relationships with Lee, K

  • I think that you saw a lot of this in the first three episodes of Season One, too. It's gotta be easier for Telltale to create resolution to relationships towards the end of the season, because there's going to be less of a long-term butterfly-effect for your decisions.

    Lily's a good example, here. I sided with Lily over Kenny most of the time, because I didn't quite trust him through the first three episodes of Season One. Even still, Lily's ultimate fate (and Carley's, who was one of my stronger relationships) was sealed no matter what. But by Episode Five, when Lee had to go out and look for Clem, Telltale was close enough to the finish line to really allow for more consequences in regards to your relationship choices.

    I bet that we're gonna be happier with these elements moving into the final two episodes, now that the "group" can afford to be less reactive (get away from Carver) and more proactive (what do we do next?).
    Team_Purple posted: »

    Yeah that's true. I was pretty immersed, too. Going off of what you said of the "manipulating the experiences", I think that may be a reason

  • I think it'd be more interesting for her to stick with being the "evil teammate" or "dark mentor" than the villain. I want to see someone try to push Clem more and more towards the dark side, to give her something to struggle against when she's doing the "good" thing. So far, it's been pretty easy to play Clem as a complete saint, helping everyone she can. Having a completely logical, respectable pragmatist showing you the ropes might make that a bit harder. Just as Clem was the angel on Lee's shoulder, now Jane can be the devil on Clem's shoulder.
    Donathin posted: »

    Maybe a potential antagonist. Since you play from Clem's POV (and the POV doesn't switch between characters, like the comic/TV show), the mo

  • Yes, I loved Kenny's development in this episode! When I saw him with his new eyepatch, my first thought was "Governor!Kenny," and now I'm terrified that they might be leading towards something like this in the future. Kenny would definitely never hurt Clementine, it's obvious that he will do anything to protect her, but if in a future episode he begins to see her as the Governor viewed, like, Penny or Meagan from the show, it wouldn't be a huge shock to me. I also like how his character personality has remained pretty stable, despite the two year gap. Kenny's still an impulsive guy who can be an asshole but will do whatever it takes to protect those he considers family. And as you said, he's kind of like Clem's anchor to the events of season one. Every time Kenny mentions Duck, or specifically the part where Clementine can tell him that Lee did the same thing with the zombie guts and he thanks Lee on the job well done, it's just so emotional. He's an interesting character for sure.
    Donathin posted: »

    Could be! Things are really up in the air right now, for the first time this season. My favorite development beyond Clem this season ha

  • Yeah! It'd be interesting for Clem to develop a "bad" role-model (or at least to have the choice to). It definitely seems like this season is really Clem's coming-of-age story, and that there's plenty of potential (and reason) for her to grow into a dark character.

    No matter how capable Clem is, she's still a kid, which means that she's learning how to act from the environment around her in a much more adaptable manner than adults are capable of. It'll be interesting to see how she interacts with Jane.
    DomeWing333 posted: »

    I think it'd be more interesting for her to stick with being the "evil teammate" or "dark mentor" than the villain. I want to see someone tr

  • > People have said that Carver got no development this episode and I have to disagree. His speech to Clem about weakness and survival gave good insight into how he thinks and why he does the things that he does. I wasn't expecting him to be a maniacal evil genius or anything. He's just someone who's decided to fully embrace the whole "survival of the fittest" thing.

    Oh, he got it, alright. The cheap Darwinist psychopath, he was. If taken only in the context of the episode and as an overall villain, he is pretty weak in my eyes, nothing special. Still, like some review stated, his interactions with Clem and that ending scene provided some powerful commentary on who Clementine is/is becoming.

    > Hubs I felt were actually improved in this episode relative to the last one. I liked the part with Clem out in the yard during the first night, walking around and checking in on people. I would have liked more of those but I felt good about being free to talk with people about what they think about the tense situation at hand. There was none of that in Episode 2 and it kinda killed a lot of the tension for me.

    Yeah the yard was fine. Hell, it was *something*, but it's not healthy to play *Starved for Help* before this, it leaves you starved for MOAR. Still, there is something, I guess.

    > Mike and Jane were fine additions. Mike seems a bit boring, but he seems dependable. Jane to me is a far more interesting version of Molly in that rather than just talking a big game and trying to come off as cold and aloof, she demonstrates exactly what a cold bitch she really is with Troy. I'm interested to see where they take her. I think she can be a good dark foil for Clem.

    Let's see. Mike seems to be getting the cabin group treatment, a.k.a. the "be there" guy. Jane, on the other hand, seems to be going to play an important role in Clementine's development.
    DomeWing333 posted: »

    I agree. I guess I came into the episode expecting different things than a lot of other people. I wanted the 400 days crew to play a large r

  • I think telltale gives us less hubs since Clementine is not as social as Lee was. In season 1 I never saw Clem walking around talking to people since she usually kept things to herself unless she had to. I think Telltale is just trying to tell us that Clementine is not and will never be Lee. Especially after everything she has seen.
  • I'll say this about Mike. We haven't learned much about him yet (and Jane, being such an extreme character, told us much more from the onset than Mike did) ... but Mike's voice actor was good. He almost SOUNDED like Lee; I'm not sure if that was purposeful or not, but he could become an interesting character if developed. Or, he could be zombie food. You need both in TWD.

    > People have said that Carver got no development this episode and I have to disagree. His speech to Clem about weakness and survival ga

  • Well, then, let us have a season with Molly as a protagonist and not talk to anyone for the entire season. She's not as social as Lee, either, and she is not Lee. That gameplay justification falls kind of weak.

    TWD works because it focuses on how the survivors interact with each other and how thy deal with shitty situations. We have had a lot of the latter and so few of the former, and I do not really blame that on Clementine's social skills.
    USMC1786 posted: »

    I think telltale gives us less hubs since Clementine is not as social as Lee was. In season 1 I never saw Clem walking around talking to peo

  • The hard lesson Clem's learned (through Lee) is to be careful of who you trust. That's a lesson all of these characters have learned in one way or another. Building trust is going to be harder now. Whether that was the intent of pairing down HUBs and exploration, or whether or not it was a meaningful design decision Telltale made in order to streamline its narrative, I've been okay with it since the story continues to be so compelling! If you're right, we may see that trend begin to change now that everyone is starting to trust each other a little more.

    Clem's first interaction with her new group was one that stank of fear and a lack of trust, in both directions.

    The new group's assimilation with the Lodge group was kicked off with the murder of one of the Lodge group's members, which doesn't inspire trust. Then, before they could even deal with that situation, they were attacked by Carver's people.

    The story hasn't demanded a lot of sitting around and socializing thus far. I do hope that it does in the future, because I've always enjoyed the HUB scenes in the past, but I don't think the game's suffered for the lack of them.
    USMC1786 posted: »

    I think telltale gives us less hubs since Clementine is not as social as Lee was. In season 1 I never saw Clem walking around talking to peo

  • Yeah, but this season needs its healthy dose of the former. I don't know what will happen to him, but Clementine must hug him before his hypothetical death. Clementine must hug *everyone* before she can conquer the world. O_o
    Donathin posted: »

    I'll say this about Mike. We haven't learned much about him yet (and Jane, being such an extreme character, told us much more from the onset

  • Those guys deserve some hugs. They've had it rough!

    Yeah, but this season needs its healthy dose of the former. I don't know what will happen to him, but Clementine must hug him before his hypothetical death. Clementine must hug *everyone* before she can conquer the world. O_o

  • It's not that she has bad social skills it's just that she been has betrayed way too many times and I know since I can relate to her since I was betrayed one too many times and because of it I'm slow to open up to people just like Clem...

    Well, then, let us have a season with Molly as a protagonist and not talk to anyone for the entire season. She's not as social as Lee, eithe

  • It's definitely a different world, almost two years after the start of Season One. People are different. And the game's format has changed a little, too. Now that Clem's starting to develop as a sort of leader within the group, we might very well see the social dynamic change.
    USMC1786 posted: »

    It's not that she has bad social skills it's just that she been has betrayed way too many times and I know since I can relate to her since I was betrayed one too many times and because of it I'm slow to open up to people just like Clem...

  • Kenny definitely got the chance to enact an-eye-for-your-entire-face in this episode. Not that I think this'll happen, but I'd love to have a little side mission where you go out and try to find a patch for Kenny next episode, and can choose between several different objects that you find.

    Yes, I loved Kenny's development in this episode! When I saw him with his new eyepatch, my first thought was "Governor!Kenny," and now I'm t

  • I agree with all this. I think some of the season 2 characters are more likeable to me than some of the season 1 cast. The story has become the focus which I also enjoy.

    I also feel like the group is at a good point for conflict, I mean we basically have a combination of three different groups and clem herself. So the Dynamic next episode is gonna be great.
  • After a bit of pondering, I think the problem is that we all expected something for this. We ended episode two with a definite: we are going to Carvers camp. This time, however, we don't know if our group is even alive. It's just the fact the whole episode had a predictable route with being treated like crap in Carvers camp, killing him and getting out. But now no one has NO IDEA what to expect!
  • Which is great! The entire season so far has sort of been about 1) Clem growing up and 2) the group getting away from Carver. Now, we have a situation where the group can stop reacting to the threat of Carver and start being proactive on figuring out what they do next. I suspect Ep4 will be a little bit slower in pace for the majority of the episode. Exploration, probably more HUBs than we've seen, setting everything up. And then, of course, it will explode at its conclusion to prepare us for whatever evil TTG has in store for the finale.

    There are a lot of different way things could go from here.

    After a bit of pondering, I think the problem is that we all expected something for this. We ended episode two with a definite: we are going

  • edited May 2014
    I agree completely. Maybe I was expecting Carver to last longer or his death would've been better if it were in episode 5, but if they just escaped and having Carver chase them again seemed kinda repetitive, not to mention his death was pretty awesome. I was a little disappointed that the 400 days character didn't appear much, but they can still appear in the next episode. And finally, I do miss the hubs (mostly 'cause of the dialogues), but it's just time to let it go. So, even if there are things I dislike, it's not like it ruins the entire season, which I still think is great. Sometimes I feel like people are actively looking for things to complain about.
  • I think that, ultimately, the human imagination is just much more powerful than the technology and complicated process used to create video games. People want anything and everything in their imagination to be possible, because TWD teases at that. But it's not possible. And folks' expectations aren't met, precisely because they have big imaginations.

    I play this game with the same sort of eye that I use to watch a TV show. It's someone else's story; sure, I get to have a say about some of the story, it's a collaboration in that way, but it's not my story. I feel like I enjoy it that way more, because I don't feel entitled to the story itself. I just feel entitled to a great experience, and TWD's never failed me. But everyone does have their own opinion.

    I agree completely. Maybe I was expecting Carver to last longer or his death would've been better if it were in episode 5, but if they just

  • I would agree there are plot holes in Season 2. But what can we expect? The games are an hour long and 5 bucks a piece. We shouldn't be expecting award winning masterpieces every time.
  • edited May 2014
    This makes so much sense. If I were you, I'd prepare for the downvotes...
    Donathin posted: »

    I think that, ultimately, the human imagination is just much more powerful than the technology and complicated process used to create video

  • I have almost nothing to say about this, cuz that's how well explained this support is. I guess I can see the reason Carver died so soon as well, even if he's dead, his "legacy" or "ghost" will live on. His actions and words in front of the others is definitely affecting them, especially Clem. He's made an impact on everyone. Even though he's dead, his presence will forever leave a scar on the group, ESPECIALLY Clem. Like when she watched his death, that was pretty dark of her.
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