Logical errors you've found
Hi,
after I've just finished playing Episode 1 once again (can't wait for season 2) I noticed some new things as I was paying more attention to the environment. The writing of the game is superb, there are some more or less severe logical errors, though.
For example:
1) at the drugstore I always had a problem with the fact that the walkers outside the gate never notice Lee and Doug. Afaik walkers can smell humans pretty well.
2) at the motor inn: How could Glenn get there with the car quietly enough and park it right at the gateway without calling attention?
There's so much more I found awkward (cannot remember everyone of it).
I am very curious which logical errors come to your mind.
If you find any spelling and Grammar mistakes you can keep them - I'm just european.
Comments
The only 'error' I've found is Hershel referring Clementine as Lee's daughter even though Lee told Shawn he's just some guy or the other options.
First of all: I am not trying to bash that Video game, it's one of the best I've ever played.
Never realized Hershels Talking about Clem as Lees daughter
zombies have about the same range of smell as the living do, unless your right up on them they don't even know your there.
Seems to me you're a zombieologist
ya...i watched horror shows since i was 3. parents didn't care if i had nightmares or not they wanted to watch nightmare in elm street dang it. -_- anywho i pretty much took to that kind of genre in movies, games, ext so the majority of zombies from them all seem to always stay on one kind of path. they can hear. some can't see. they can only smell as far as a normal person can. they have 2x the normal strength of a person.( that lovely ability to not feel pain probably) that about sums it up.
Something that always bugged me was how the characters would have big arguments, yelling and shouting, when it had been established on multiple occasions that loud noises attracts walkers. Several arguments in the garden in episode 4 and 5 spring immediately to mind. That said, it's something that happens in the TV show practically every episode, so I'd almost consider it an homage.
How about lee breaking the padlock to the drug store instead of asking for the key, thus leading to Carley/Doug dying?
@Flog61:
He does ask for the key, and Doug says they don't have it.
@all:
What bugs me is the scene in the alley in episode 4, when you go to search the doctor's body. Then the zombies come from one side, the garage is still full of them from when you got the battery und you can't get over the fence over which you got in (Lee says something in that respect iirc if you try to go back after you jumped the fence in the in-direction) -- And then there's a cut to Lee back in the school. How did he get out? Did I miss something?
...double post
Are people serious in this post. Your playing a game with zombies crawling around. You want talk logical.
There's one error in Vince's story. When I shot off Danny's foot and escaped the prison bus, I saw Justin with his cuffs off.
It's really more like continuity errors or potential oversights, but nobody else has been pedantic enough to point this out
I am not a hedge lawyer but Telltales supreme discipline is the writing of the story and character developement. In the end it's all about the credible story in adventure games. That's why there's supposed to be as little logical errors as possible, I mean yeah, it's a game located in the zombie apocalypse, but it's not a shooter game or a resident evil. I think Telltale did very well, but there where some moments I was thinking "wait..."
How did Clementine open the door in ep. 3? I don't get it.
Why nobody stayed with sick Omid in ep. 4? With stalker outside he wasn't safe. Ben, Christa or Vernon - they could stay. Not Clementine - she is a kid! Sneak in to Crawford with Lee, Kenny, Vernon, Christa, Molly, Bree, Ben and "Clementine" - 8 PEOPLE! Bad writing mr. Whitta.
They couldn't stand smell of dog's carcass. Hello! Rotting zombies everywhere!
How could Vernon's people steal the boat? It was heavy. My neighbour has a boat and he needs Dodge Ram. Working cars were only in Crawford.
Andy almost killed Lee. Why nobody tried to help him? Carley/Doug and Ben were just looking.
....How is it possible for no one to have it, though?
Carley undoes the lock to go outside and rescue duck, and then puts it back on.
Unless you say that she just carried around an unlocked padlock with her 'just in case', then someone MUST have had the key.
Well, Ben does always just look and do nothing...
In my story I took Clem with me to Crawford, because I thought she was safer in my charge. Besides I wasn't quite sure if Omid's infected or not. If Clem stays with Omid she's supposed to be responsible for the safety of Omid/the house, at least this is one choice you can make with handing her a gun (afaik). In my opinion it wasn't stupid to leave Omid behind at all because he was unconscious and without any medicine there's nothing you can do for him anyway.
Yeah, you're right. My thoughts:
A) It wasn't just the smell but also the look (yeah I know - zombies look rotten, too )
More likely: The writers needed a situation to indicate Christas pregnancy. While everybody just coughs and look disgusted Christa has to vomit because of her early stage of pregnancy
You have a point, and this makes me think about the battery. You can see the boat's on a hanger, but there was no car in the garage. We discover that Savannah got looted and that there weren't any batteries left behind in the vehicles. The cancer group must've found a big car with all technical stuff in it besides a battery. They just had to add the battery from Crawford into it and leave peacefully without any physical strain.
I was wondering about that, too, actually
Wait, we're talking about the same padlock Lee axed to get the pharmacy key from his dead brother, right?
I got confused, cause you guys kept saying someone should have the key to that padlock, but from what I remember that padlock
uses a combination to open it. Is that what you guys meant? Sorry, slow. But I'm assuming they accidentally screwed the combo when the panic happened.
I actually left Clem with Omid in my story. I was prepared to sneak into a place packed with living, thinking people who kills children, only to be attacked by walkers. Besides, in my opinion, Clem was safer in the mansion where she can hide and shoot walkers rather than running away from what I initially thought were living people.
I can't remember what kind of padlock it was, but they would have known the code anyway. They couldn't really break the padlock with their bare hands in the panic, and 4 numbers is easy to learn when your life depends on it
Yeah, I definitely noticed this. I don't know about what you think, but I found that Episodes 1 and 2 were far lower in quality than 3-5... Maybe that just came out of the writers later on realizing what the huge nature of these fights are. Because in episodes 4-5, every loud argument was followed by or during an attack... Aside from, "walk away, Vernon." Although you could say that the walls were insulated enough to avoid too much sound getting outside.
No, I remember the padlock being a dial type, sorta like the one they use for vaults and safes. and like I said, I'm assuming they accidentally changed the combo when the panic happened.
That's possible, although it's a massive assumption isn't it? Why wouldn't someone tell us that it's the case?
Maybe it was supposed to be understood when Doug said no one had the combo and everything happened so fast? I understood it the first time I played it. Try playing that part again. But anyway, long story short, this whole padlock thing is not an error IMO. It just so happens that people made rash decisions and screwed something up at the heat of the moment.
It was never the argument that brought them down on the group though, as far as I can remember. In episode 4, the bell tower brought the initial herd of walkers down on them, the gunshot from Kenny's gun brought them during the attack at River Street, and the argument at the Crawford school was during an attack as you pointed out. And in 5, the central attack of the episode more likely occurred because of Lee's gunshot and then the group stopping and not knowing what to do because of the boat being gone, not so much the fact that there was yelling going on.
In any case, it's not that much of an logical error because it can simply be assumed that there are no walkers close by enough at that moment to hear the yelling, and it simply wouldn't be good from a storytelling perspective to stop the plot for another attack after every argument. After all, there were no herds in the early episodes, so even if a a couple did show up outside of the Motor Inn wall after all the yelling, it'd just serve to be a quick distraction from the main story.
I repeat my continuity-problem-moment again. No one responded to it, so i guess i just remember it wrong, or somehow missed the explanation in-game.
In episode 4 Lee goes to the backalley a second time to find the doctors body with the videotape. And then there are zombies coming from one side, the garage is filled with them, And the way over the fence isn't clearable in that direction. And then the game just shows Lee back in the school. How did Lee escape the backalley?
Anyone wonders about that, too? Or isn't there anything to wonder about, because my memory ist inaccurate?
I was wondering about that, too, actually, I found it very awkward first time I played it. I really have no explanation for this, any ideas? Gotta check it on Youtube.
At the start of Vince's chapter when he is running from the cops you can see under his pants he already has his ankle cuff on
wow! you're very watchful, well done
Thanks, just noticed it in the corner of my eye
@Omid'sCat About Clem opening the door. Are you referring to the garage where she found the boat? If so, look closely where you found the shovel. there's a duct there that was opened that only a child can fit into.
I think he means the door to the building nearby the railroad, where Lee's group meets Omid & Christa (episode 3 he said)
Oh right, now I remember! What I said was for episode 4, silly me. Now that I remember, yeah it is weird. I need to play that part again just to make sure whether or not Clem really could reach the knob or not.
He had to climb the fence. No other way.
That's true, I suppose.
I watched that scene again on Youtube and found another puzzle by that occasion, but let's come to Lee's escape from the backalley first:
@Omid's cat
There's a hell lot of barbwire on the fence, imo that escape route is nearly impossible to cross over. On the other hand I don't see any other way than that - Lee even flees toward the fence. I remember me being unsatisfied with the sudden jump cut on my first playthrough.
The other thing I found weird is the fact there were tons of walkers in the school behind the door with the axe blocking it up. Why would they be gone when Ben removes the axe? We will never know, found it very puzzling, though.
Yeah, it made for a nice dramatic moment, with the zombies busting through the door, just after they realized where Ben got that axe. I am somewhat ok with that, the zombies after spending several minutes trying to get through the door and not getting through, were maybe roaming around trying to find another way. And just came back after Ben removed the axe.
On the other hand. These walkers are there the whole time you walk around the school, aren't they? (memory is shaky)
So they just move away from the door in the time Lee watches the second (and maybe third) videotape and come back right after...
...yeah a little fishy
Yes they were, all the time, after Kenny and Brie brought the gas.
Haha, I like your parents