Gameplay immaturities.

ManuelGarciaManuelGarcia Banned
edited December 2013 in The Walking Dead

Ok. Let's discuss some of the gameplay elements that cringes on the wonderful set-up Jake Rodkin and Sean Vanaman made:

  • What's the mission of the series? The objective to persue? The drama to recover from? The player's objective? In season one it was the finding of Clem's parents through the vojage to Savannah. Here? For what or who is Clementine fighting and struggling to survive? Why it's not immediately clear?
  • Why Clem takes decisions I wouldn't make? IE: I wanted to stay inside the garage, as everyone said me to do, waiting for the morning: why this isn't supposed to happen? This is a severe immersion breaking event, I felt forced as a player to do something I didn't want to.
    One other time i choosed to stay silent (at the campfire with Christa), but Clem talked. Why? :(

  • Why the gameplay seems "press the right object to continue watching the movie" for the whole first part of the game? Maybe too linear? Too few branching or interesting decisions (IE: kill or not an equally dying dog)? Where are here the true branchings that appeared early in Season 1 (day/night sequence or the choice to save Duck)? I even tried to enter the "meeting room" in the house during the night incursion, but people are incapable to see me inside the house.

  • Dont' you think that there are too many characters to develope in only 1.30h of game? It's getting a little difficult to handle all these souls and stories if you shortened the lenght of the episodes so much (1 hour less, at least for me) and deleting all the "walk&talk" parts to charachers, as they appeared in Season 1. That leads to: why should I care of Clementine if I know she'll live until chapter 5? What other relationships should I care of through the episode, if they only appear slightly at the end of episode 1?

Seems to me more like a prologue, more than an episode.
BTW it quite interested me, with good camera movements, atmosphere, music (excellent!) and nice cinematic takes. It can lead to a fantastic series.
TWAU seems more refined though.

Comments

  • It felt like an opening episode, with a lot of setup without a lot of payoff.

    But as far as the point, it's simply to survive. The end.

    And leaving the shed felt like the right move to me. Lying around letting her wound get infected overnight is probably just too dangerous for her to contemplate. Though it would have been funny if they'd given you that as an option and then you'd died overnight.

  • Well I had the same issue in the bathroom at the begining of the episode about picking the water and leaving the gun behind, my first reaction after the water fell was to pick up the gun before going for it, which I couldn't and it ended with two dead bodies

  • edited December 2013

    Agreed. My first thought was to pick the gun up then check for the bottle...

  • ManuelGarciaManuelGarcia Banned
    edited December 2013

    Also examples of bad graphics. And Dan Connors says the 10 years old engine is ok...

    Alt text Alt text
    Where's she looking? She stays the whole time not looking inside the bag...quite akward. :(

    Alt text

    And here it is! The magically glued-on-head Clementine hat!
    (this photo is taken underwater, even if Telltale forgot to put at least a blue filter)

    Alt text
    Where's he looking? And why he is quite smiling seeing Clem's scar?

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