Do you prefer the puzzle solving or lack of puzzle solving

TellTale has definitely gotten away from the amount of puzzle solving that they had in season 1. Which I personally don't think is a bad thing because going through some of those puzzles just became annoying in season 1 when I just wanted to get on with the game.

Only drawback is that it does make the episodes go by a lot quicker now since there isn't the same amount of puzzles to solve.

Comments

  • I liked the puzzles, but I could do without them. I think that is most people's opinion, and I think that most people are pissed that there aren't those hub moments like there were in Season 1, where you could talk to other characters and get to know them. They're still there in Season 3, but they're much more abbreviated. Just adding these hub moments with the characters would probably go a long way in fixing the short length issue.

  • Yeah though I am not sure Hub moments fit as well into a game set four years into the apocalypse as they did in a game just set weeks to months into the apocalypse. In season 1 people were still trying to make sense of what was going on where as now the characters have all accepted their new reality. I think having more action scenes and fewer talking moments is more suited to a game taking place when New Frontier is.

    I liked the puzzles, but I could do without them. I think that is most people's opinion, and I think that most people are pissed that there

  • I can frankly do without the puzzles if I'm being honest. If they can make it fun, like clearing out the motel in A New Day, instead of one that screws up the pacing and momentum of the episode, like the train in Long Road Ahead, I'd be open to it. However, not having puzzles isn't going to affect me all that much. I would like more hubs though, and with what we saw in Michonne and in Season 3 so far, it does look like they're going back to that, but they could do a bit more.

  • I love puzzles, personally.

    Besides The Walking Dead, one of the games I constantly go back to is Unravel. That game, while being extremely pretty and having an adorable player icon, had some pretty awesome puzzles, and was an extremely engaging game.

    I feel there needs to be a balance, though. People are right in saying that some puzzles can tear you out of the moment, but I feel that an apocalypse survivor would need to be able to think creatively while also being able to take out walkers. For example, the clearing out of the motel or the luring of the walkers in the sewer, during Around Every Corner. By having these puzzles, I feel you get a little closer to playing what it'd be like to be an apocalypse survivor. Creative thinking would be a really important trait, at least to me, and puzzles would be a great way of showing that.

    If it was a toss up between puzzles and hub areas, though, I'd probably choose hub areas. Character development is too important in games like these, in my humble opinion, and hub areas are a pretty awesome way of spending time with characters.

  • I personally like to think that they just wanted a faster paced premiere for the people new to TWD not that you can't do hubs because of the setting. The opening junkyard hub wasn't bad, wasn't as great as S1 Hershel's farm but it was nice. The Prescott hub was such a wasted opportunity. Only Tripp and Conrad but none of them really said much. Granted Eleanor had to go somewhere after stabilizing Kate, Clem wasn't even there depending on your choice previously, Gabe was outside and Marianna was dead so I guess that pretty much only leaves Tripp the only one Javi would have any reason to talk to.
    Hub at the blocked path was weak as well though I guess it would be weird for Javi to catch up on everyones backstory while Kate is in the back of the wagon dying. Then again its not like anyone was working on moving the wreck, just standing there like always (damn it telltale, closest thing to people actually looking busy I think was in S1 E5 after getting through the wall in the room before Bens fall).

    Having more action scenes in Telltale game is redundant even more so now that its completely QTE's. I understand its 4 years (still gets jumpy in junkyard after seeing 1 zombie coming at him lmao) and Javi being baseball star or whatnot but I still rather "point & click" on the approaching zombies. Telltale was supposed to tell us engaging stories, while they certainly are welcome they shouldn't overshadow actual story and character development.

    sony12 posted: »

    Yeah though I am not sure Hub moments fit as well into a game set four years into the apocalypse as they did in a game just set weeks to mon

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