It's a harsh and dangerous world, I got the message.

24

Comments

  • There's almost no challenge in the game. I tried to be seen in the house where you supposed to be hiding, but they cannot see you at all. Even if you try to enter their room, or fail to hide in the bathroom, they'll never see you.
    In this season there's no "tailored" experience at all, you just have to accept the screenwriter's view. You HAVE to escape the garage, you WILL NEVER be found in the house...
    damn, in the campfire with Christa I couldn't choose to stay silent (no ". . ." label), and if I let the timer end, the game choose a random phrase!!!! What the hell, If I choose to not to talk, DON'T TALK! Or, at least get rid of the timer and let me choose a dialogue, don't choose for me.

  • I agree

    I think it's how you related to the first season that predicts how you'll relate to this one. If for you S1 was all about saving an adorable l

  • Alt text

    I think it's how you related to the first season that predicts how you'll relate to this one. If for you S1 was all about saving an adorable l

  • 480ish days of living in hell isn't a short period of time.

    -Ell3- posted: »

    It's the short period of time that bothers me. When you first met her as Lee she could barely hand him over that hammer while shaking like cra

  • She wasn't fighting hand to hand with winston mostly running

    -Ell3- posted: »

    It's the short period of time that bothers me. When you first met her as Lee she could barely hand him over that hammer while shaking like cra

  • I said something similar. I wish we got choose
    A) stay in the shed and have cut get worse but the group trusts you a lot more
    B) escape shed have cut healed and no longer hurt but lose trust in group.
    It would have been way cooler of an experience though I don't agree with you completely

    There's almost no challenge in the game. I tried to be seen in the house where you supposed to be hiding, but they cannot see you at all. Even

  • You know they are just "options" right?

    She wasn't being a Carl wannabe she was trying to survive. Have you even seen some of Clem's dialogue options? They practically scream "Carl".

  • edited December 2013

    I would agree if the writing was only lackluster. Dull writing can be improved upon in the following episodes.

    Sadly, the writing is also just absolutely ridiculous and completely illogical in most scenes of the second season. You can't change that either, it will always be there like a thorn in your side.

    Rock114 posted: »

    Let's not judge Season 2 by the first Episode. You can't take the first 20% of something and make a definitive judgment of it, that's pretty d

  • It's not about her being "hardened", it's a pure physical thing.

    She's an eleven-year-old girl, she has a small body size and maybe weighs around 90lbs. That walker may be dumb and slow, but he still has the body mass of an adult male. There is simply no way that she would be able to push him off of her like that. Same goes for her winning the fight against the scavenger. It's an adult male, she's a little girl, simple as that.

    She's an ordinary child, not Hit-Girl from "Kick-Ass"...

  • They never said she was a girl from kick ass

    -Ell3- posted: »

    It's not about her being "hardened", it's a pure physical thing. She's an eleven-year-old girl, she has a small body size and maybe weighs

  • edited December 2013

    You are people rude.

  • edited December 2013

    Nah, there just giving there opinions on things that could be better and i respect that PERSONALLY I loved all that remains but others disagree and that's fine. It's just the trolls that are rude,

    santa cIaus posted: »

    You are people rude.

  • [removed]

    Carley123 posted: »

    Nah, there just giving there opinions on things that could be better and i respect that PERSONALLY I loved all that remains but others disagree and that's fine. It's just the trolls that are rude,

  • Another example of bad design: Telltale needed Clementine to leave the gun behind at that moment for their story beat to work, so to achieve this they simply remove the choice from the player. I don’t think this is satisfying game design. It’s extremely annoying to have such an obvious problem sitting in front of you, but you’re powerless to change how it plays out.

  • I agree :D it was probably my 2nd/3rd most liked episode

  • Did you not see her struggle first?? It took a lot of strength and zombies surely lose weight and plus it took her forever and it's not like she just kicks it off. She throws bricks and it and etc. (I'd say she's 70 - 80 pounds)

    -Ell3- posted: »

    It's not about her being "hardened", it's a pure physical thing. She's an eleven-year-old girl, she has a small body size and maybe weighs

  • Kenny-Kenny- Banned
    edited December 2013

    if stuff changes that means they would have to rewright Season 2 and i really dont want that to happen

    Carley123 posted: »

    I agree it was probably my 2nd/3rd most liked episode

  • ManuelGarciaManuelGarcia Banned
    edited December 2013
    • Clem CAN'T be caught in the house even if you can open the door.
    • Clem CAN'T stay inside the garage, as everyone says and suggest to, even if you wait.
    • Clem CAN'T take her gun in the bathroom, even if you know it'll gonna be useful.

      Those are important and heavy restraints.

    It seems that it's more about what Telltale wants you to go instead of what they let you choose to do (and they do it REMOVING other choices, instead of justifying/hiding their inappliability).

    There's no "tailor", there's ony one dress they say it's good for you.

    It's so driven and forced that you see the strings of the puppeteer.

    I agree; Telltale overdid it in this episode. Let's hope they lighten things up a little in the next chapter before going dark again. It's the

  • Well apparently she's not a bad ass. She's not going to run out of the bathroom and grab the gun. They do this in season one just as much... I don't know why you're complaining I mean it's there game...

    Another example of bad design: Telltale needed Clementine to leave the gun behind at that moment for their story beat to work, so to achieve t

  • edited December 2013

    clem ran away looking for her mom an dad, stop saying she was kidnapped. she can ever say it herself. she made a wrong move and got lee killed. she understands that now after a year and half

    I think it's how you related to the first season that predicts how you'll relate to this one. If for you S1 was all about saving an adorable l

  • I love badass clem it mean she learned what lee told her.

    I agree; Telltale overdid it in this episode. Let's hope they lighten things up a little in the next chapter before going dark again. It's the

  • Well, OK, she wasn't kidnapped if you define that as being violently carried off. She went willingly, thinking he had her parents, and yeah, definitely a bad move on her part. But the guy did hold her prisoner with the door tied shut, so tomato, to-mah-to...either way, head in a bag...shudder

    clem ran away looking for her mom an dad, stop saying she was kidnapped. she can ever say it herself. she made a wrong move and got lee killed. she understands that now after a year and half

  • Oh well... Since there has never been any zombie apocalypse in real life, no one can really tell how much (and how fast) that would really change the personality and physical strength of a child.

    I still think that this kind of transformation is not plausible for a lapse of 16 months, even under those circumstances.

    Having said that, all of the other survivors have survived just as long as Clem, so I guess they should be hardened as well, don't you think? I would assume they've been through the same stuff like her, so I don't see why she should have any advantage over them.

    Antero posted: »

    480ish days of living in hell isn't a short period of time.

  • Depending on how long he's been dead, he might not weigh as much as he did before he passed on. Not to get too much into anatomy, but it seems like zombies don't bleed regular oxygenated blood, more of a sticky black goo, which I guess makes sense since they're not breathing. To make a long story short (and less TMI) I would think they'd dry out as well as lose muscle mass if they're zombified for a while. (How do they swallow without saliva? There must be a way to find out...I never wondered about any of this until just now...)

    -Ell3- posted: »

    It's not about her being "hardened", it's a pure physical thing. She's an eleven-year-old girl, she has a small body size and maybe weighs

  • you are right , I wanted to talk to people so I can get to know them .

    vivec posted: »

    "On top of that you can't even actively talk to anyone anymore. Every conversation is initialized automatically and the dialogue options are e

  • edited December 2013

    Clementine could have just run for her gun when the scavenger slooowly entered the bathroom (normal reaction, she was like 1-2 meters away). But Telltale really wanted to kill off Omid and created some badly written bullshit to get rid of him. Uninspired writing at it's best!

    I also like how Clementine can hear somebody enter the bathroom without any problem. The scavenger was completely deaf and couldn't hear Omid enter though. ^^

    Season 2 writing at it's best. rofl.

    Another example of bad design: Telltale needed Clementine to leave the gun behind at that moment for their story beat to work, so to achieve t

  • Telltale can't go back now because we saw her stitched up her own arm with no pills. Did you see how much pain she can take? How do you make her innocence again after her stitching up a nasty bite. season 1 clem wouldn't have done that at all, lee would have.

    Carley123 posted: »

    She's not... It takes her twice as long to kill a walker than lee and it's also because WE are controlling her. They did a time jump for a reason, she's hardened and lost most of her innocence.

  • edited December 2013

    Clem has grown up and hardend , get over it.

  • edited December 2013

    Why would you stay in the shed? It will kill you, and Clem knows this. She has lived in this world for 2 years now, she knows about open wounds (she has stitched at least one before). If you listen by the door, Carlos will confirm that the open wound will likely cause Clem to die regardless, but he is not willing to risk the group if Clem turns fast.

    You want the option to make a choice that is completely out of character for Clem? Seems weird. I guess they could include a failstate where if she stays in the she, she becomes sick from the infection and gets shot the next morning. My guess is that Telltale did not wish to make us dislike the new group too much already.

    The same with the gun, Clem is not paranoid enough to take the gun with her to get a bottle of water that fell into a stall she knows is empty. There are no threats in the bathroom, Clem already checked. Why, outside of metagame knowledge, would Clem bring her gun with her? A 9 year old bringing her gun with her to pick up waterbottle is more immerison breaking than an 11 year old fighting a grown man (and losing badly. She only wins because of a walker, and he underestimates her, making sub-optimal choices).

    First point I agree with, I would have liked a failstate in the house. But the rest is an effort from Telltale to remove metagaming from the game, which I applaud. Armchair survivalist playing Clem like she is some kind of logic based automaton with perfect knowledge of all consequence, that knows she is in a video game would be completely immersion breaking.

    * Clem CAN'T be caught in the house even if you can open the door. * Clem CAN'T stay inside the garage, as everyone says and sugg

  • How can you choose wether she is badass/sassy or sweet?

    Sakisaka posted: »

    You can make her "badass" and sassy, but you also don't have, theres just an option to do it. Also, it's been like almost 2 years since the zo

  • Doesn't matter. Playing Clem as Carl is clearly how the game WANTS you to play Clem, and if you don't, you'll be punished.

    You know they are just "options" right?

  • edited December 2013

    I think it's how you related to the first season that predicts how you'll relate to this one. If for you S1 was all about saving an adorable little girl, then yeah, in S2 she's clearly not a little girl anymore

    Well, they've already said that no one is going to replace Lee. So no, I did not expect the game to have a built-in daddy-simulator again, if that's what you're thinking. But I think that there's more gameplay potential when playing as a little girl than simply using sheer force and kill stuff. That's all I'm saying.

    The scene with the scavengers at the camp actually starts really good. She sneaks through the bushes and distracts them by throwing a stone. Then she runs and hides and gets away one more time because she can take more paths than adults due to her small body size. THIS is how the game should've continued.

    But then the writers let the scavenger catch her and a duel to the death begins. And from that point of time the game suddenly starts to offer her shitloads of weapons at every turn, be it rocks, bricks, stakes, cans, knifes, hammers, rakes, boards or some suspiciously sharp anchor... These are a lot of weapons for one single episode if you ask me.

    When I entered the shed and saw said suspiciously sharp anchor, I immediately knew that some walker will end up being impaled by that thing. And as soon as she dropped the bandage, I knew that now was the time for that to happen.

    A lot of the scenes are pretty predictable. It already starts right at the beginning in the ladies' room during the intro when she drops the water bottle. You just KNOW that something's gonna happen and that it will end really bad, because the game doesn't allow you to pick up her gun.

    I can understand that my criticism may seem to be really harsh to some readers, but please keep in mind that I've still rated this episode a 7/10. I do not think that it's "shit". But I think that it could be much better and I miss the emotional power on a normal human basis that S1 had. "Shocking" action scenes just don't do it for me.

  • You are comparing one episode to a full season. I thought first season's episode 1 was pretty boring .

    -Ell3- posted: »

    I think it's how you related to the first season that predicts how you'll relate to this one. If for you S1 was all about saving an adorable l

  • this, the episode had hope for VERY short amounts of time. Hope literally died in the beginning (Omid's name means hope). Of course, that was arguably necessary to the story, but they could have added more hope. They should have made the scene with Clem and Christa a bit longer showing their relationship. Not to mention, we needed more interaction with the people in the cabin. The problem with the choice at the end was that it was in the worst possible time to choose in terms of writing. In 400 days, the decision on the bus was meant to be quick and hard to choose, and the decision in S1Ep1 with Doug/Carley was meant to be after you understood who they were a little more. This choice was in between those, and thus didn't really work well. And of course theirs the whole thing with sam, which may have been necessary but it really threw away any hope in the entire episode. The only way that telltale can fix that thing with sam is in a future episode. Clem could find another dog, who is tied up or something. Jaded by her last experience, she could kill the dog in order to preserve her life. But, she could set it free in order to preserve her humanity. It will give the player an option to decide how they want to play their Clem, and also provide a little more hope in such a bleak outlook.

    Zeruis posted: »

    You summed up nearly everything I thought of this episode. Ever since episode five ended, I thought that my number one concern for S2 would be

  • it makes me sad that clem got lee bite

    Well, OK, she wasn't kidnapped if you define that as being violently carried off. She went willingly, thinking he had her parents, and yeah, d

  • i am happy they are not replacing Lee he was a badass..

    -Ell3- posted: »

    I think it's how you related to the first season that predicts how you'll relate to this one. If for you S1 was all about saving an adorable l

  • [removed]

    vivec posted: »

    You are comparing one episode to a full season. I thought first season's episode 1 was pretty boring .

  • edited December 2013

    Well, we have different opinions then, because I liked it more. I took an immediate liking to some of the characters, the atmosphere (drugstore and motor inn) was amazing and the scene with Lee and Clem in the office was very powerful. I really wanted to protect that girl. For that reason alone this episode already deserves a medal, because I find any other child in any other game rather annoying.

    S1E1 had just so much more to offer for the player: You met Clem, you got a proper task and some kind of a main goal, you met other likeable(!) characters and the first relationships evolved, small factions formed and you could already pick a side, cool "quests" like saving Irene, funny stuff like Carley and the batteries, longer and better dialogues... etc.

    Whereas S2E1 mainly offered action, violence and an unnecessarily long gore scene involving an eleven-year-old girl and a needle...

    So yeah, for me S1E1 was CLEARLY better.

    vivec posted: »

    You are comparing one episode to a full season. I thought first season's episode 1 was pretty boring .

  • clem cant star in a game without lee

    -Ell3- posted: »

    Well, we have different opinions then, because I liked it more. I took an immediate liking to some of the characters, the atmosphere (drugstor

  • I respectfully disagree on the "bad ass" thing. Clem has to hit things over and over to kill them. Not like Lee at all. Lee could bust some zombie ass quickly and ruthlessly. Clem is always being grabbed, struggling, and it takes her a long time to kill stuff. You really can't compare the two. Also, I played a fairly polite young kid throughout the game. It gives you the option to be ruthless (which you don't have to take), however, and it makes sense. Clem has been exposed to a lot of ruthlessness and it isn't stopping. She should be picking some up along the way. Also 16 months is a long time. I know a guy who was still dating girls a year ago. A lot can change in a year. Especially when you do not have television, movies, radio, or other joys to distract you. Nope, you only have each other and a lot of each other. A child would pick up a lot of social behaviors and other behaviors in that 16 months.

    I DO however agree on the gun. Who the heck would leave their gun unattended? I thought about this harder than I should have and came to the conclusion it wasn't something that I would do as a scared 11 year old and it seem very foolish. I even tried to grab the gun when I went to get the water bottle straight away and no option. I KNEW something bad was gonna happen and the game never let me do it. I was disappointed in that.

    Otherwise I like the game. The story is good and Clem has as much of a definable goal as realistically possible. Survive, and get on someone's good side in that group.

This discussion has been closed.