Choices Have No Consquences

All throughout season 1 our choices mattered. If we did something a certain we wouldn't hear the end about it. However season 2 none of our decisions seem to have mattered. Now episode 1 started off the season good. This introduced us to the new group and laid down the ground works for conflicts in the group. Such as if you were a douche to Alvin in the window, didn't accept Nick's apology, didn't say you were Sarah's friend, Rebecca hated the fact Clementine was even there, and upsetting Carlos after he lectured you about Sarah when he walks off. Everything after this seemed rushed. Everyone did a 180 and all that potential disappeared and gone to waste. The decisions we made so far have done little to nothing to the story other than a little more than a few lines from the characters only to be quickly forgotten about. We got the choice to save Nick and Alvin. Saving Alvin did very little to the episode 3 itself. Honestly the only choices I think that can actually still change the story is when you decide to help Christa, watching Kenny play whack-a-mole with Carver, and depending on how you treated Sarah. Saving Alvin did very little to the episode. So I'll assume Nick will do very little from here on out. But assumptions are however quite wrong so there's hope for Nick.

Comments

  • Cutting off Sarita's arm or not might affect how Kenny treats you in the next episode. We don't very well know yet. I think it'd be better to just wait and see how our decisions come together in future episodes.

  • Choices have no consequences? What!? My life is a lie! All life is a lie! Nothing is real. This is all just part of a turtle's dream in outer-space.

    I don't really feel like choices mattered in the end of season 1 anyway.

  • Choices in season 1 were pretty overrated, same thing happens just slightly different dialogue. My expectations were this would be the case in season 2.

    I suggested last year an interesting approach would be a side quest an episode that would involve going with a different group, offering the game true replayability where you are actually playing different scenes on a playthrough... but that is probably asking too much.

  • edited June 2014

    In a way, I'm glad. I don't like choices that give characters determinant statuses, because all they do afterwards is simply exist. They say a few things, not a lot changes overall, a good character goes to waste.

  • the choices are there to allow the player some freedom in what they want to do in the episode/ game it is not about changing the games story or ending and has never been about that. it is the journey that counts.

    also if they do/did decide to have branches of a big change via a choice the game would take longer to make each time and since A LOT of people complain about waiting too long....

  • edited June 2014

    We cant judge yet theres still 2 episodes left. I think we forget choices in s1 have outlines. No matter what you get the same ending, you can't save lee

  • Yeah, everyone dies anyway

  • Is that a Sunny in Philadelphia reference? Please say it is.

    Choices have no consequences? What!? My life is a lie! All life is a lie! Nothing is real. This is all just part of a turtle's dream in outer-space. I don't really feel like choices mattered in the end of season 1 anyway.

  • edited June 2014

    I read the "They did not matter in S1, either" a lot. They are right... to an extent. Anyone who has played Season One at least twice choosing moderately different decisions can tell you that the end result is practically the same, but I find it baffling to say Season Two is on the same level of even that.

    I put choices in two categories:

    First, there are Major choices/Branching choices which are the "game changers", the - as the name tells you - big ones that you feel will have big repercussions; even though history has proven they won't matter that much.

    Then, there are what I like to call Social choices, which stem from character interaction and/or the Major choices. These are found aplenty back in Season One and reinforced the illusion presented by the Major Choices. They are little dialogue bits that vary depending on how a character perceives you based on your decisions and attitudes taken.

    Season Two lacks the latter, and in part because of it, the former lack the impact they should have.. Now, before those of you running to the defense of the game point out the few one that exist, I acknowledge them. There are a few, most notably with Nick if you have his back after the Matthew incident or not, but there exist very few.

    (?) Carlos will remember that No, he will not. I could have been a total bitch to Sarah, but he will remark that she is my friend.

    What I'm trying to say is: Season One had not a perfect choice system. We all can tell where it was lacking, looking back now. However, don't tell me Season Two is any better at doing this. I think that going forward in a series, the goal is to improve what was a weak element, yet worked; not eliminate it altogether. This statement goes to other forgotten elements from S1.

  • yeah i want different dialogue when i'm mean or good to someone

  • They tailor the story, they don't change the story.

  • Of course.

    Is that a Sunny in Philadelphia reference? Please say it is.

  • Take my Like!

    I read the "They did not matter in S1, either" a lot. They are right... to an extent. Anyone who has played Season One at least twice choosi

  • I'm one of the people that defends Season 2 but only when people say that it changes nothing wich is false. But in this situation, about impact and the feeling that it really changed I agree completely with you.

    I read the "They did not matter in S1, either" a lot. They are right... to an extent. Anyone who has played Season One at least twice choosi

Sign in to comment in this discussion.