It feels too much like the Kenny's boat plan to me. Going to Michigan just because you think it is safer there seems like a repeat of Season 1 to me.
Oh and i have some more.
Stop adding new characters like Jane/Mike when you haven't developed the ones you have. We already had tons of characters to pick from why couldn't one of the DLC characters of had that role.
Reggie's character should of been cut and replaced with a 400 days DLC character.
Make conversations actually matter, when if they remember something it will become relevant in the story later. By learning things you can open new dialogue choices
I am sure this has been said but bring back hubs.
Disagree on a few points
- Wellington is actually a great idea. It provides something to hope for, a goal to strive for. Whatever it en… moreds up being, it provides the season with an overarching goal beyond mere survival.
- Too many Lee flashbacks/dreams cripples Clementine's ability to develop into an independent character and would have made me feel they didn't have any original ideas, but were simply recycling the appeal of season 1. Lee shouldn't be forgotten, and should always hang as a presence over the feel of season 2 and Clementine's development, but he works best as just that: a presence, not a character with a voice actor and lines.
- Already mentioned why I think the time skip was needed.
Otherwise, though, I generally agree.
Trying to find someplace safer is a repeat of season 1 in about the same way being attacked by walkers is a repeat of season 1. Its an essential part of the genre. The alternative is that the characters accept that they'll be wandering around, starving and being picked off one by one by walkers, for the rest of their sure-to-be-very-brief lives.
When trapped in the darkness, you need a light to head towards, even if the light is an illusion. If it weren't Wellington, it would be something else.
It feels too much like the Kenny's boat plan to me. Going to Michigan just because you think it is safer there seems like a repeat of Seaso… moren 1 to me.
Oh and i have some more.
Stop adding new characters like Jane/Mike when you haven't developed the ones you have. We already had tons of characters to pick from why couldn't one of the DLC characters of had that role.
Reggie's character should of been cut and replaced with a 400 days DLC character.
Make conversations actually matter, when if they remember something it will become relevant in the story later. By learning things you can open new dialogue choices
I am sure this has been said but bring back hubs.
Trying to find someplace safer is a repeat of season 1 in about the same way being attacked by walkers is a repeat of season 1. Its an essen… moretial part of the genre. The alternative is that the characters accept that they'll be wandering around, starving and being picked off one by one by walkers, for the rest of their sure-to-be-very-brief lives.
When trapped in the darkness, you need a light to head towards, even if the light is an illusion. If it weren't Wellington, it would be something else.
- Make Carver a more well-rounded and understandable character. I feel like there was an enormous missed opportunity by making him an irredeemable big bad. Having him be an understandable foil to the "keep everyone alive" moral leader and having him point out very real flaws and impossibilities in trying to be that "moral" leader would have been SO much more interesting. Instead they just made him psycho. I REALLY wanted to come out of that episode with an uncomfortable feeling in the pit of my stomach. A feeling of "I would never want to be like him but....he's not wrong and it disturbs me that he's not wrong". We never got that with this Carver even when it felt like they were setting it up for that.
- Not have Luke secretly be some bad person who did bad things. At this point it's just way too expected and wouldn't even be that much of a plot twist anymore. Can we just have a normal, nice guy be part of our group without him having some kind of crazy back-story and motives?
- Make more people treat Clementine like her age. I know she's capable but this is getting crazy. Like the recent choice with choosing to leave or stay and watch. If I was in that group I would have said "hell no" and dragged Clem's happy little butt out of there no matter what she said or what she's seen. Nobody needs to see that, especially not a child. I'd like to see someone act like an adult for once even if Clem doesn't like it and intervene if you start choosing the cold, more disturbing choices.
- Have more people than one would expect live at the end. At this point, having everybody but Clem die is what everyone would expect. It wouldn't destroy the genre to end on a little bit of a hopeful note. On this topic.....
- There are more ways than killing off characters to explore dark, emotional topics. In fact, having a character break down just because of everything going on around them might just be more effective than having them break down because so and so friend and family member was killed. Kenny is going down a path that could play into this but I suspect that they'll just kill him off in the end.
- No determinant characters. They just end up feeling like they're barely there and you expect they're going to die at some point so you stop caring. Just because you failed to convince Walter not to let Nick die doesn't mean that you had to let Nick die, for example. Nick could have lived somehow even if Walter didn't try to save him. I just feel like I can't attach myself to characters like that. Either they die or they don't, I say. If they could implement it really well then determinant characters are fine but I don't feel like it's being implemented well.
I will make it after Carver is Dead Clementine takes out an ammo pack and puts unlimited C4 on Carvers body and Tbags him and runs away blowing up all of Howes.
I will make it after Carver is Dead Clementine takes out an ammo pack and puts unlimited C4 on Carvers body and Tbags him and runs away blowing up all of Howes.
Comments
Oh and i have some more.
Stop adding new characters like Jane/Mike when you haven't developed the ones you have. We already had tons of characters to pick from why couldn't one of the DLC characters of had that role.
Reggie's character should of been cut and replaced with a 400 days DLC character.
Make conversations actually matter, when if they remember something it will become relevant in the story later. By learning things you can open new dialogue choices
I am sure this has been said but bring back hubs.
When trapped in the darkness, you need a light to head towards, even if the light is an illusion. If it weren't Wellington, it would be something else.
All dialogue would be like the comments in the thread "Your Favorite Quotes, Urbanized." Fo sho.
htt(p)://steamcommunity.com/sharedfiles/filedetails/?id=260941421
Eh? Eh?
- Not have Luke secretly be some bad person who did bad things. At this point it's just way too expected and wouldn't even be that much of a plot twist anymore. Can we just have a normal, nice guy be part of our group without him having some kind of crazy back-story and motives?
- Make more people treat Clementine like her age. I know she's capable but this is getting crazy. Like the recent choice with choosing to leave or stay and watch. If I was in that group I would have said "hell no" and dragged Clem's happy little butt out of there no matter what she said or what she's seen. Nobody needs to see that, especially not a child. I'd like to see someone act like an adult for once even if Clem doesn't like it and intervene if you start choosing the cold, more disturbing choices.
- Have more people than one would expect live at the end. At this point, having everybody but Clem die is what everyone would expect. It wouldn't destroy the genre to end on a little bit of a hopeful note. On this topic.....
- There are more ways than killing off characters to explore dark, emotional topics. In fact, having a character break down just because of everything going on around them might just be more effective than having them break down because so and so friend and family member was killed. Kenny is going down a path that could play into this but I suspect that they'll just kill him off in the end.
- No determinant characters. They just end up feeling like they're barely there and you expect they're going to die at some point so you stop caring. Just because you failed to convince Walter not to let Nick die doesn't mean that you had to let Nick die, for example. Nick could have lived somehow even if Walter didn't try to save him. I just feel like I can't attach myself to characters like that. Either they die or they don't, I say. If they could implement it really well then determinant characters are fine but I don't feel like it's being implemented well.