I actually didn't have a problem with Cry Wolf being short. Honestly, I couldn't even tell. Kind of similar to how S1 E5 of TWD was a shorter episode, but it was still good.
Of the games you are comparing; they're different, but I see the point you are making.
where was it stated that Telltale would make the TWD and TWAU episodes longer
Nowhere. That is what people (should I use "some" or "many" as an adjective? Some/many people don't like to be included in others' opinions) would like to see.
why did so many people expected them to be longer..
The Walking Dead Season One. For good and ill, that is our frame of reference when we speak about Telltale's new story-based games. For many that started there, that is where their expectations come from.
Context? Context of what? I'm only saying that I played some older Telltale games in which some individual episodes barely reach the one hou… morer mark. So explain to me: where was it stated that Telltale would make the TWD and TWAU episodes longer or better question: why did so many people expected them to be longer..
The reviews are not exaggerating when they say that every second mattered in Cry Wolf. It was forward, forward, forward in a mostly good way. It was not flawless. Those statements are not mutually exclusive..
I actually didn't have a problem with Cry Wolf being short. Honestly, I couldn't even tell. Kind of similar to how S1 E5 of TWD was a shorter episode, but it was still good.
About those wolf among us episode lenghts, Episode 3 is longer than episode 2 if you choose right you get to visit all the three places and Episode 5 was 1 and 20 minutes long. It was still short but perfect episode, so it didn't matter whit this one.
I don't understand why people list the shortest play times.
Nope, that would really be S1, up until Long Road Ahead and some may argue till Around Every Corner. Season Two has a more distinguishable and focused story arc and all of its episodes are not what I'd call self contained stories.
while not detracting from the pacing or immersion in the episode.
I think it benefits those two things, really. Well, if done right, of course. Yes, people, I bloody heard you and I agree: Around Every Corner, Around Every Corner, Around Every Corner. Now Crawford will appear in my mirror and force me to travel through the eponymous place.
It prevents the pacing from being too... breakneck and rushed? I guess I'll have a hard time convincing people who consider them to be useless filler otherwise. As for immersion, those segments actually helped me immerse into the role I was playing and the world I was experiencing through the setting and what the cast had to say. As mentioned above, there is a thing as "too much of a particular setting".
The thing is, Clementine's season two story hasn't had many stationary moments
True, and part of the reason there have not been any is because they have actively decided not to have any. Did you read about that fishing scene from All That Remains? (Please excuse me, I must silently shed a tear)
Hypothetically, if a train blocks Clementine's path, would she be the one to fix it, while talking to everybody?
In that hypothetical scenario she could work with the rest of the people, passing stuff around, maybe aiding with a couple of things. It is easier to write a grown man doing this and for it to make sense, right? Well Clementine is a challenge. To write, to incorporate as a protagonist, hell, to a lot of things, and yet, Telltale decided to tackle it. It is not that it cannot be done, it is finding a way to make it work. Will some of these solutions seem contrived? Yeah, most likely, that is what some people have said about Clementine doing stuff these last couple of episodes. It requires more effort.
without telling them how or even why.
I believe they have said how and why numerous times. I think that some of us are not asking length for the sake of length, but to have more time dedicated to the exploration of our characters before they (inevitably) die and we're left indifferent. Not generalizing, but that is a thing for some of us.
There's a lot of stuff to do in our world, do something else after an hour and a half episode, instead of complaining to Telltale about time.
Being passionate about the matter does not mean I don't have other stuff to do. Also, not exclusively about time.
focus on player choice..., but that seems to be fading in the walking dead.
Agreed. Shall I tell you how I think that choice and consequence, character development, and some downtime are connected in a neat way? I don't want to, I am lazy today, and that is a legitimate question. Forgive me if I quote a lot for that post.
Find something else to be "infuriated" about. The Wolf Among Us, after episode two, released consistently ahead of schedule.
This thread seems to have split into two different subjects: the absence of character controlled hubs, and the absence of episode length.
E… moreach episode has been a self contained, well, episode. The environment, setting, and circumstances changes with every one. They're self contained stories. They can't just magically become longer, Telltale would somehow have to make something that uses that time, while not detracting from the pacing or immersion in the episode.
You also have to think about how a hub zone can be placed into a story.
In season 2 episode three, you are in the equivalent of a prison camp.
There is not much time to just go and talk to whoever you want, and in the opportunity where there was, on the first night, there was a hub zone where you could attempt to talk to Nick, (if alive, and without topic choice, though) Mike, and listen to Kenny talk to Reggie (which leads to some charming humorous dialogue.
The thing is, Clem… [view original content]
About those wolf among us episode lenghts, Episode 3 is longer than episode 2 if you choose right you get to visit all the three places and … moreEpisode 5 was 1 and 20 minutes long. It was still short but perfect episode, so it didn't matter whit this one.
I don't understand why people list the shortest play times.
Choosing to visit all three places. You spend little time in one of those because Bluebeard messed around and/or burned the scene, but you get an extra 2-5 minutes, so yeah.
Correct. There are basically two pieces of information you need to find out between those three places - once you've found the two things, you move on automatically. I think it's Crane's -> Tweedle's > Trip Trap that gets you all three locations.
What I am about to write here is my Honest Opinion on the matter. Some people might think I am a hater or that I am just following this "trend" of hating on Telltale games when the truth is I care about Telltale and the games they make which is why some of us take time out of our days to get on here and criticize the game in hopes for improvement but to a lot of people that makes you the bad guy.
TWD Season 2 and TWAU have been great games their stories are very good but I know they can do better but there's one thing that keeps holding them back and that being the 90 minute policy or One Sitting Policy that Telltale has recently placed on their games after the success of the first Season of TWD. Some of you believe that quality is better than quantity and this is true but why cant we have both? In Season 1 Telltale Clearly found a balance between the 2 and yes I agree that there were certain points in the game that didn't have any affect on story and should of have been avoided but those were very minimal. Up to this point in Season 2 I feel like the Character Development isn't on Par with what we saw in Season 1 where we had these optional dialogues that allowed us to better understand these Characters and your choices had an ACTUAL effect on how these characters reacted to you. In Season 2 there is little to no development in characters and the story doesn't care what you do or say to the characters they still will love you i guess its just Clem's cuteness I don't know but it just follows this strict line where it feels like instead of the game letting you play at your own pace it feels like its trying to push you to the end.
One problem with character development is (SPOILER ALERT is you haven't played Ep.3 don't continue reading) that they have been hyping carver up since Ep.1 they make you think he's like this Governor/Negan guy that shows no mercy and that he would be the main Antagonist of the Season. In episode 2 we finally meet carver he looked like he had potential to take the game to a new level this guy was smart and at any second he could of try to hurt you but instead he played with you and made you think if trusting this group was actually the right idea. At the end of Episode 2 Carver showed his true self and I was like alright I like how they going with him in episode 3 he should really do some fucked up shit and that will lead to Episode 4 and Episode 5 who knows maybe an all out war but Nope Episode 3 was just a complete Michael Bay movie were they just threw you in all this weird meaningless situations in order to make you feel like you got somewhere but in episode 3 what did you really gain? Nothing really.
Bonny was boring as hell and showed how they wanted you to sympathize with her but given the chance I will still kill her. Nick is another wasted Character model we know he is a determined Character and instead of allowing us to talk to him before his death he is just there I don't know its like they just decided that if you saved him you must be some dumbass xD(I Saved Him calm ya tits) and same thing goes for Alvin yeah we had that little emotional moment in the end with him but it still made me feel like saving him was a waste of time and killing off Carver which is just horrible because it felt too early for me. I would mention the rest of the 400 days crew but we are going to meet them later on so i didnt have too much of a problem with that except where you couldn't even interact with them just a bit like atleast the option to say Hi or punch Becca would of been Awesome TTG. Now this is what really pissed me off and caused me to want to make an account on these forums the Carlos and Sarita situation Episode 3 was rushed writing the guy they hired to write shouldn't comeback ever again atleast for TWD Episodes i'll start with Carlos his Death was just badly written you kill him off just like that? his character never developed I never learned to give a fuck about this dude and you kill him off for what to show that Sarah needs to grow up now?
if you really want to have a TWD emotional moment you do it right in an emotional way with a character that you care about or they make it feel like you cared for those 5 seconds. Now Sarita we all had to have a hunch that Sarita was going to die for the sake of the plot and make Kenny hit Super Saiyan 4 I just hoped it would of been different and less predictable. Once again this is my opinion and thoughts on what the effects of the One Sitting Policy is having in the Development of this Great game I at no point said I hate or disliked the game or Telltale for that matter instead I wish for it to improve because I know Telltale CAN do better. Also I hope I got my point out clearly since I just wrote all of this on a phone.
What I am about to write here is my Honest Opinion on the matter. Some people might think I am a hater or that I am just following this "tre… morend" of hating on Telltale games when the truth is I care about Telltale and the games they make which is why some of us take time out of our days to get on here and criticize the game in hopes for improvement but to a lot of people that makes you the bad guy.
TWD Season 2 and TWAU have been great games their stories are very good but I know they can do better but there's one thing that keeps holding them back and that being the 90 minute policy or One Sitting Policy that Telltale has recently placed on their games after the success of the first Season of TWD. Some of you believe that quality is better than quantity and this is true but why cant we have both? In Season 1 Telltale Clearly found a balance between the 2 and yes I agree that there were certain points in the game that didn't have any affect … [view original content]
You've made me deservedly look like an asshole.
I agree with everything you've said, but only because you've said it a rational and reasonable tone which contradicts the overentitled-ness present in the original post. People act like Telltale are repressing them, or like they need to go to war with the company that is still providing quality content, all the time, for us. Some person above said that episode quality is worsening because of them not caring after people initially buy-in, and got thumbs up? That better be a fucking joke. Telltale cares about their stories, and, by the way, S2e2 and s2e3 are better than S2E1, by lightyears. Basing half the episode off of a doctor not being able to tell the difference between a dog bite and a human bite is pretty silly.
Downtime allows us time to talk and explore the setting and characters, and maybe even have characters expand the world we're in through telling us some of what they think, or what they've done. It allows us to be there, instead of being guided, with time always running out. It's nice, and does a lot for the player.
In the event of having to choose to take a risk and save a character's life, or keep myself and a core group safe, it would be best if we had reasons to want to save that character, not only because they are a fellow human. Those reasons can be given through talking.
They are all connected in a more-than neat way.
But yeah, there haven't been stationary moments because they haven't been written in, when they could be, and should be. Episode 4 actually has a nice opportunity for one right off the bat: after escaping the zombie storm, several survivors could group up and make a camp, and just talk, kind of like the Clementine/Christa scene early in episode one of Season 2. We gotta start somewhere.
However, an equally realistic tragedy would be the fact that there is so little downtime in this real zombie world, that Clementine actually does never have the chance to properly bond with a lot of the characters, or hear them develop. Though that would make for a worse game for the player, it still happens in the world of the Walking Dead.
They're self contained stories.
Nope, that would really be S1, up until Long Road Ahead and some may argue till Around Every Corner.… more Season Two has a more distinguishable and focused story arc and all of its episodes are not what I'd call self contained stories.
while not detracting from the pacing or immersion in the episode.
I think it benefits those two things, really. Well, if done right, of course. Yes, people, I bloody heard you and I agree: Around Every Corner, Around Every Corner, Around Every Corner. Now Crawford will appear in my mirror and force me to travel through the eponymous place.
It prevents the pacing from being too... breakneck and rushed? I guess I'll have a hard time convincing people who consider them to be useless filler otherwise. As for immersion, those segments actually helped me immerse into the role I was playing and the world I was experiencing through the setting and what the cast had to… [view original content]
People have to remember they have people play-testing their games as well, and I've read that they did have HUBs to talk to more people, but… more then the play-testers didn't talk to everyone and felt they missed on development so the crew ended up turning them into cutscenes. (I believe the topic was linked somewhere in here, but I don't have the time to go about finding it.)
Clem doesn't have the luxury of time and scenarios like Lee did to talk to people extensively. The only time I can think of where one would have actually worked would have been in Episode 2 after you cross the bridge and stop for a second at Matthew's little cabin, because, I will admit, I was disappointed in the fact I couldn't talk to Sarah.
They're not going to just "make" episodes longer. The HUBs have to fit the narrative, the puzzles have to fit the narrative, everything has to fit the narrative. Clem's story is faster paced than Lee's. Shoe-horning in HUBs durin… [view original content]
I think the finale of TWAU was good even though it was short.
What I do want back are Hubs. I liked Hubs. Maybe it's a design choice to show how limited time is, and how little safe places there are. Maybe there will be a hub in a later location to lull the player into believing in a sense of security. But the hubs were limited and we only got to talk to only a few people each time. For example if we had gotten to talk to Reggie a bit more, I'm sure Carver killing him would've been far more effective to demonstrate his ruthlessness over random violence.
Because if Reggie demonstrated "weakness" in some dialogue Clementine could have with him, and Carver killed Reggie? It would make it a more personal experience. Is Clementine catatonic to deaths of her friends by this point? Angry with Carver to the point she'd watch Kenny kill him? Or does Clem agree with Carver's methods after seeing that weakness so often? It could've endeared us more to him, rather than just make him that one-armed optimistic guy, with an awkward voice actor, and developed Carver, Clementine, and maybe even Bonnie by extent in a more meaningful way. A few people probably even rooted for Carver after getting rid of Reggie, because outside of his demeanor and jokes he didn't have much going for him.
Carver would've looked more cruel, cold, calculating over looking like a ruthless sadistic asshole (Contrast Episode 2 Carver with Episode 3). Bonnie might've been seen as more hopeful, naive, or idealistic for wanting to believe in the best of Carver, or maybe in-turn made Carver look more manipulative. And given more routes, that while there in bare-bones could've been fleshed out more and made a more fulfilling experience. Hubs really helped develop these emotional bonds that allowed TWD to be more emotional and sad. I mean you talk with Katjaa about her job and life, and her love for Duck, how Duck's so fun and care free even when the world is ending, and all those conversations with Kenny, and then Episode 3 in Season 1 hits you like a train.
YES I saw and this community I'm so proud of everyone seeing all them essay responses to Puzzlebox just superb and well written think we got our message across. We fought and never gave up to get a response and we did just awesome mission complete SALUTE :'D
They also responded to my thread
http://www.telltalegames.com/community/discussion/75124/twau-episode-5-is-1-hour-what-will-happen-with-walking-dead/p1
How are they rushing anything? They're not rushing, if they were rushing then the episodes would be even half the length that they are now and released 1 week after previous episode. The only things they really focused on with Borderlands and GoT were advertisements and whatnot and probably setting up the games. Their main priorities were always Walking Dead and TWAU.
And just because they're done with TWAU doesn't mean the entire TWAU staff is going to dedicate themselves to Walking Dead, they're probably getting split up for different games. They are putting their best into Walking Dead Season 2, just like they did with 1. They put their best into everything. Some things could be improved, yes, but a lot of things are taken out or changed thanks to the feedback of play-testers. Do a lot of people forget that? It sure seems like it.
It seems that they are rushing their current games to get to Bordelands and GoT.
Why would they shorten their episodes just like that ? Ima… moregine if some of the best games we had used this BS excuse ? "One-sitting thingy".. You can pause and all. But at least, now they are done with TWAU, they could easily put their best into TWD, like they always did in TWD season 1.
Ogay, well at first, it seems like some people want the episodes be short so they can bash telltale around. I saw some dude's comments about how they got 1 hour and 40-50 minutes play trough times and lots of people disliked those comments. Wtf?
Also, Telltale said Episode 4 of TWD s2 is gonna be longer than TWD finale, so we may finally get the 2 hours episode that everyone wants.
Edit: this exactly what I mean, I got dislikes for saying it. It really seems like some people's toughts are like this: " Shut up, no, the episode was only 1 hour long, telltale sucks, boo"
I play "fallout", and it has endless playing time (actually you can choose not to end the story at all, playing it endlessly),
even one qu… moreest takes at least hours, but I don't play it for hours straight, I just save it and quit the game, get up to do other things in real life.
Telltales don't have to worry about one sitting playing time. I can handle it even if they release open world game.
I think that since Telltale has finished a project (The Wolf Among Us), they can focus a bit more on the length of their future episodes for The Walking Dead
Episode 4: 1 hour
Episode 5: 30 minutes
Guess what? Not only is episode 4 longer than episode 5 it's twice as long!
This is exactly what I expect from TTG.
Episode 4: 1 hour
Episode 5: 30 minutes
Guess what? Not only is episode 4 longer than episode 5 it's twice as long!
This is exactly what I expect from TTG.
Agreed, besides we don't know if the episode will be longer than it actually is... I remember when I was playing Season 1 I felt like I played on episode for a long time xd but it was only about 2-3 hours
My main problem with the length is that the length shape the episode. Whereas back in season 1, the story shape the episode and the length (No time left, was the shortest, because it needed to be). They might have the best ideas for this season, but maybe, some of them are being cut off in order to respect this limit.
For example, we should have more opportunities to interact with our group in episode 3. They could have talked before they slept, at least. you were there for one or two days, I think. I believe that they cannot/won't do this because of the 90 minutes limit.
I have a problem with the "... will remember this" too. But I don't think that the 90 minutes limit is the problem. It just seems that the game is getting more linear. Or another cause perhaps ?
Seriously, there will be the "Pizza VS Ice Cream". It seems that it's going to be who to save between two characters. But.. One has way more screen time than the other, you know him/her better than the other one (who do almost nothing, apart from disappearing like Batman). If they don't do something about it, this choice will be too easy for most of those who play this game.
I could write more , but you will understand by reading my name why I won't.
Also, don't get me wrong, I really love this game, if I have the chance to become a father in the future, my children will play this game, I even told my friends/family to.
I'm not angry at the length, I am angry because this is a limit.
Well, it definitely didn't dilute Season 1 of TWD. I was constantly engrossed during the first season. I'm not saying that S2 of TWD or S1 of TWAU haven't been engrossing. They have, but they feel way too short. We're paying the same amount of money as we did for S1 of TWD, but we're getting about half of the time we had. I really hate that they're doing this. It feels cheap and almost like they don't care about their customers. I would be less inclined to say that if they were more communicative with us. It's the short episodes, coupled with the long wait times and lack of communication that make me think that they just want our money, that they don't really care what we think. I love Telltale games and I wish that I didn't feel the need to say these things about them, but they're kind of leaving many of us with no choice.
There was a lot of talking in circles in the scene down by the Witching Well. That was one of my complaints. It kept going back and forth, the Crooked Man blathering on. He became less intimidating/imposing the more he talked. I liked the episode, so I'm not complaining about the entire thing. I just felt that the Witching Well scene kind of went in circles. Bigby/Snow are bad, no Crooked Man is bad. Bigby/Snow are good, no the Crooked Man is good. That was a bit boring to me. The rest was pretty awesome though. I loved the Bigby/BM fight and the chase.
The reviews are not exaggerating when they say that every second mattered in Cry Wolf. It was forward, forward, forward in a mostly good way. It was not flawless. Those statements are not mutually exclusive..
Wow. You wrote all that on a phone! I would go nuts writing that much on a phone. Lol. I hate making mistakes and having to tap to just the right spot to correct them. You're a good phone typist.
Anyways, back to the subject at hand...I agree with most everything you said. I feel like we don't really get much time to breathe anymore. That's why the hub areas were very useful in Season 1. We could relax, get to know people, form relationships and opinions based off our interactions with group members, while they did the same about Lee, not to mention, appreciate all the graphic design that went into backgrounds and scenery. It felt fully fleshed out. There's hardly any exploration anymore, of either locations or other characters. Some does exist, but when it happens it's very minimal compared to the feast of exploration we got in Season 1.
I really like TWAU and TWD S2, so these things obviously aren't enough to make me give up on the games, but I think there's tons of potential that hasn't quite been realized. TWD S1 was a home run of a game. It's not surprising that Season 2 will face some extra scrutiny in comparison to it. It's a tough act to follow. I just hope they can correct these things before the season's end. I'm not too optimistic, given the short finale for TWAU (which I enjoyed, regardless), but who knows? Anything is possible. A lot of people have voiced these complaints recently. Hopefully, Telltale will listen and cater to their audience. After all, isn't that what episodic gaming is all about? Being flexible, gauging audience reactions and adjusting accordingly?
What I am about to write here is my Honest Opinion on the matter. Some people might think I am a hater or that I am just following this "tre… morend" of hating on Telltale games when the truth is I care about Telltale and the games they make which is why some of us take time out of our days to get on here and criticize the game in hopes for improvement but to a lot of people that makes you the bad guy.
TWD Season 2 and TWAU have been great games their stories are very good but I know they can do better but there's one thing that keeps holding them back and that being the 90 minute policy or One Sitting Policy that Telltale has recently placed on their games after the success of the first Season of TWD. Some of you believe that quality is better than quantity and this is true but why cant we have both? In Season 1 Telltale Clearly found a balance between the 2 and yes I agree that there were certain points in the game that didn't have any affect … [view original content]
Comments
My first words that I said at the end 'was that it?'
There was fuck all to cry wolf.
I felt it was too short. The story ended too quickly.
Of the games you are comparing; they're different, but I see the point you are making.
Nowhere. That is what people (should I use "some" or "many" as an adjective? Some/many people don't like to be included in others' opinions) would like to see.
The Walking Dead Season One. For good and ill, that is our frame of reference when we speak about Telltale's new story-based games. For many that started there, that is where their expectations come from.
The reviews are not exaggerating when they say that every second mattered in Cry Wolf. It was forward, forward, forward in a mostly good way. It was not flawless. Those statements are not mutually exclusive..
.
About those wolf among us episode lenghts, Episode 3 is longer than episode 2 if you choose right you get to visit all the three places and Episode 5 was 1 and 20 minutes long. It was still short but perfect episode, so it didn't matter whit this one.
I don't understand why people list the shortest play times.
Nope, that would really be S1, up until Long Road Ahead and some may argue till Around Every Corner. Season Two has a more distinguishable and focused story arc and all of its episodes are not what I'd call self contained stories.
I think it benefits those two things, really. Well, if done right, of course. Yes, people, I bloody heard you and I agree: Around Every Corner, Around Every Corner, Around Every Corner. Now Crawford will appear in my mirror and force me to travel through the eponymous place.
It prevents the pacing from being too... breakneck and rushed? I guess I'll have a hard time convincing people who consider them to be useless filler otherwise. As for immersion, those segments actually helped me immerse into the role I was playing and the world I was experiencing through the setting and what the cast had to say. As mentioned above, there is a thing as "too much of a particular setting".
True, and part of the reason there have not been any is because they have actively decided not to have any. Did you read about that fishing scene from All That Remains? (Please excuse me, I must silently shed a tear)
In that hypothetical scenario she could work with the rest of the people, passing stuff around, maybe aiding with a couple of things. It is easier to write a grown man doing this and for it to make sense, right? Well Clementine is a challenge. To write, to incorporate as a protagonist, hell, to a lot of things, and yet, Telltale decided to tackle it. It is not that it cannot be done, it is finding a way to make it work. Will some of these solutions seem contrived? Yeah, most likely, that is what some people have said about Clementine doing stuff these last couple of episodes. It requires more effort.
I believe they have said how and why numerous times. I think that some of us are not asking length for the sake of length, but to have more time dedicated to the exploration of our characters before they (inevitably) die and we're left indifferent. Not generalizing, but that is a thing for some of us.
Being passionate about the matter does not mean I don't have other stuff to do. Also, not exclusively about time.
Agreed. Shall I tell you how I think that choice and consequence, character development, and some downtime are connected in a neat way? I don't want to, I am lazy today, and that is a legitimate question. Forgive me if I quote a lot for that post.
Did an official schedule ever exist?
What did you choose that allowed you to go to all three places?
I feel like Carver at this point...
Didn't happen in my playtrough but puzzlebox (laura perusco) said it can happen.
Choosing to visit all three places. You spend little time in one of those because Bluebeard messed around and/or burned the scene, but you get an extra 2-5 minutes, so yeah.
Correct. There are basically two pieces of information you need to find out between those three places - once you've found the two things, you move on automatically. I think it's Crane's -> Tweedle's > Trip Trap that gets you all three locations.
Okay, thank for the reply
I'll try that when I play the wolf among us trough again.
What I am about to write here is my Honest Opinion on the matter. Some people might think I am a hater or that I am just following this "trend" of hating on Telltale games when the truth is I care about Telltale and the games they make which is why some of us take time out of our days to get on here and criticize the game in hopes for improvement but to a lot of people that makes you the bad guy.
TWD Season 2 and TWAU have been great games their stories are very good but I know they can do better but there's one thing that keeps holding them back and that being the 90 minute policy or One Sitting Policy that Telltale has recently placed on their games after the success of the first Season of TWD. Some of you believe that quality is better than quantity and this is true but why cant we have both? In Season 1 Telltale Clearly found a balance between the 2 and yes I agree that there were certain points in the game that didn't have any affect on story and should of have been avoided but those were very minimal. Up to this point in Season 2 I feel like the Character Development isn't on Par with what we saw in Season 1 where we had these optional dialogues that allowed us to better understand these Characters and your choices had an ACTUAL effect on how these characters reacted to you. In Season 2 there is little to no development in characters and the story doesn't care what you do or say to the characters they still will love you i guess its just Clem's cuteness I don't know but it just follows this strict line where it feels like instead of the game letting you play at your own pace it feels like its trying to push you to the end.
One problem with character development is (SPOILER ALERT is you haven't played Ep.3 don't continue reading) that they have been hyping carver up since Ep.1 they make you think he's like this Governor/Negan guy that shows no mercy and that he would be the main Antagonist of the Season. In episode 2 we finally meet carver he looked like he had potential to take the game to a new level this guy was smart and at any second he could of try to hurt you but instead he played with you and made you think if trusting this group was actually the right idea. At the end of Episode 2 Carver showed his true self and I was like alright I like how they going with him in episode 3 he should really do some fucked up shit and that will lead to Episode 4 and Episode 5 who knows maybe an all out war but Nope Episode 3 was just a complete Michael Bay movie were they just threw you in all this weird meaningless situations in order to make you feel like you got somewhere but in episode 3 what did you really gain? Nothing really.
Bonny was boring as hell and showed how they wanted you to sympathize with her but given the chance I will still kill her. Nick is another wasted Character model we know he is a determined Character and instead of allowing us to talk to him before his death he is just there I don't know its like they just decided that if you saved him you must be some dumbass xD(I Saved Him calm ya tits) and same thing goes for Alvin yeah we had that little emotional moment in the end with him but it still made me feel like saving him was a waste of time and killing off Carver which is just horrible because it felt too early for me. I would mention the rest of the 400 days crew but we are going to meet them later on so i didnt have too much of a problem with that except where you couldn't even interact with them just a bit like atleast the option to say Hi or punch Becca would of been Awesome TTG. Now this is what really pissed me off and caused me to want to make an account on these forums the Carlos and Sarita situation Episode 3 was rushed writing the guy they hired to write shouldn't comeback ever again atleast for TWD Episodes i'll start with Carlos his Death was just badly written you kill him off just like that? his character never developed I never learned to give a fuck about this dude and you kill him off for what to show that Sarah needs to grow up now?
if you really want to have a TWD emotional moment you do it right in an emotional way with a character that you care about or they make it feel like you cared for those 5 seconds. Now Sarita we all had to have a hunch that Sarita was going to die for the sake of the plot and make Kenny hit Super Saiyan 4 I just hoped it would of been different and less predictable. Once again this is my opinion and thoughts on what the effects of the One Sitting Policy is having in the Development of this Great game I at no point said I hate or disliked the game or Telltale for that matter instead I wish for it to improve because I know Telltale CAN do better. Also I hope I got my point out clearly since I just wrote all of this on a phone.
Shit, sorry my friend. I can recognise sarcasm when I hear it, not read it.
Added some formatting to your post, as it was previously just one big wall of text.
Thanks Blind.
Yeah, that episode was awesome!
You know the sad thing is, lately when I replay TWD S2, I doze off. I'm not happy about that. :C
They also responded to my thread
http://www.telltalegames.com/community/discussion/75124/twau-episode-5-is-1-hour-what-will-happen-with-walking-dead/p1
You've made me deservedly look like an asshole.
I agree with everything you've said, but only because you've said it a rational and reasonable tone which contradicts the overentitled-ness present in the original post. People act like Telltale are repressing them, or like they need to go to war with the company that is still providing quality content, all the time, for us. Some person above said that episode quality is worsening because of them not caring after people initially buy-in, and got thumbs up? That better be a fucking joke. Telltale cares about their stories, and, by the way, S2e2 and s2e3 are better than S2E1, by lightyears. Basing half the episode off of a doctor not being able to tell the difference between a dog bite and a human bite is pretty silly.
Downtime allows us time to talk and explore the setting and characters, and maybe even have characters expand the world we're in through telling us some of what they think, or what they've done. It allows us to be there, instead of being guided, with time always running out. It's nice, and does a lot for the player.
In the event of having to choose to take a risk and save a character's life, or keep myself and a core group safe, it would be best if we had reasons to want to save that character, not only because they are a fellow human. Those reasons can be given through talking.
They are all connected in a more-than neat way.
But yeah, there haven't been stationary moments because they haven't been written in, when they could be, and should be. Episode 4 actually has a nice opportunity for one right off the bat: after escaping the zombie storm, several survivors could group up and make a camp, and just talk, kind of like the Clementine/Christa scene early in episode one of Season 2. We gotta start somewhere.
However, an equally realistic tragedy would be the fact that there is so little downtime in this real zombie world, that Clementine actually does never have the chance to properly bond with a lot of the characters, or hear them develop. Though that would make for a worse game for the player, it still happens in the world of the Walking Dead.
Episode 2 did the best job of character / player interaction, with the harrowing Walter / Nick dilemma.
That was wonderful, for so many reasons.
I think the finale of TWAU was good even though it was short.
What I do want back are Hubs. I liked Hubs. Maybe it's a design choice to show how limited time is, and how little safe places there are. Maybe there will be a hub in a later location to lull the player into believing in a sense of security. But the hubs were limited and we only got to talk to only a few people each time. For example if we had gotten to talk to Reggie a bit more, I'm sure Carver killing him would've been far more effective to demonstrate his ruthlessness over random violence.
Because if Reggie demonstrated "weakness" in some dialogue Clementine could have with him, and Carver killed Reggie? It would make it a more personal experience. Is Clementine catatonic to deaths of her friends by this point? Angry with Carver to the point she'd watch Kenny kill him? Or does Clem agree with Carver's methods after seeing that weakness so often? It could've endeared us more to him, rather than just make him that one-armed optimistic guy, with an awkward voice actor, and developed Carver, Clementine, and maybe even Bonnie by extent in a more meaningful way. A few people probably even rooted for Carver after getting rid of Reggie, because outside of his demeanor and jokes he didn't have much going for him.
Carver would've looked more cruel, cold, calculating over looking like a ruthless sadistic asshole (Contrast Episode 2 Carver with Episode 3). Bonnie might've been seen as more hopeful, naive, or idealistic for wanting to believe in the best of Carver, or maybe in-turn made Carver look more manipulative. And given more routes, that while there in bare-bones could've been fleshed out more and made a more fulfilling experience. Hubs really helped develop these emotional bonds that allowed TWD to be more emotional and sad. I mean you talk with Katjaa about her job and life, and her love for Duck, how Duck's so fun and care free even when the world is ending, and all those conversations with Kenny, and then Episode 3 in Season 1 hits you like a train.
YES I saw and this community I'm so proud of everyone seeing all them essay responses to Puzzlebox just superb and well written think we got our message across. We fought and never gave up to get a response and we did just awesome mission complete SALUTE :'D
How are they rushing anything? They're not rushing, if they were rushing then the episodes would be even half the length that they are now and released 1 week after previous episode. The only things they really focused on with Borderlands and GoT were advertisements and whatnot and probably setting up the games. Their main priorities were always Walking Dead and TWAU.
And just because they're done with TWAU doesn't mean the entire TWAU staff is going to dedicate themselves to Walking Dead, they're probably getting split up for different games. They are putting their best into Walking Dead Season 2, just like they did with 1. They put their best into everything. Some things could be improved, yes, but a lot of things are taken out or changed thanks to the feedback of play-testers. Do a lot of people forget that? It sure seems like it.
Ogay, well at first, it seems like some people want the episodes be short so they can bash telltale around. I saw some dude's comments about how they got 1 hour and 40-50 minutes play trough times and lots of people disliked those comments. Wtf?
Also, Telltale said Episode 4 of TWD s2 is gonna be longer than TWD finale, so we may finally get the 2 hours episode that everyone wants.
Edit: this exactly what I mean, I got dislikes for saying it. It really seems like some people's toughts are like this: " Shut up, no, the episode was only 1 hour long, telltale sucks, boo"
OMGOMGOMG I LOVE FALLOUT!!!!
Episode 4: 1 hour
Episode 5: 30 minutes
Guess what? Not only is episode 4 longer than episode 5 it's twice as long!
This is exactly what I expect from TTG.
I think that since Telltale has finished a project (The Wolf Among Us), they can focus a bit more on the length of their future episodes for The Walking Dead
I don't think it's really fair to judge the length of the episodes that haven't even been released to the public yet.
Agreed, besides we don't know if the episode will be longer than it actually is... I remember when I was playing Season 1 I felt like I played on episode for a long time xd but it was only about 2-3 hours
My main problem with the length is that the length shape the episode. Whereas back in season 1, the story shape the episode and the length (No time left, was the shortest, because it needed to be). They might have the best ideas for this season, but maybe, some of them are being cut off in order to respect this limit.
For example, we should have more opportunities to interact with our group in episode 3. They could have talked before they slept, at least. you were there for one or two days, I think. I believe that they cannot/won't do this because of the 90 minutes limit.
I have a problem with the "... will remember this" too. But I don't think that the 90 minutes limit is the problem. It just seems that the game is getting more linear. Or another cause perhaps ?
Seriously, there will be the "Pizza VS Ice Cream". It seems that it's going to be who to save between two characters. But.. One has way more screen time than the other, you know him/her better than the other one (who do almost nothing, apart from disappearing like Batman). If they don't do something about it, this choice will be too easy for most of those who play this game.
I could write more , but you will understand by reading my name why I won't.
Also, don't get me wrong, I really love this game, if I have the chance to become a father in the future, my children will play this game, I even told my friends/family to.
I'm not angry at the length, I am angry because this is a limit.
https://mobile.twitter.com/jobjstauffer/status/487469934260133890
In case y'all haven't heard!
Well, it definitely didn't dilute Season 1 of TWD. I was constantly engrossed during the first season. I'm not saying that S2 of TWD or S1 of TWAU haven't been engrossing. They have, but they feel way too short. We're paying the same amount of money as we did for S1 of TWD, but we're getting about half of the time we had. I really hate that they're doing this. It feels cheap and almost like they don't care about their customers. I would be less inclined to say that if they were more communicative with us. It's the short episodes, coupled with the long wait times and lack of communication that make me think that they just want our money, that they don't really care what we think. I love Telltale games and I wish that I didn't feel the need to say these things about them, but they're kind of leaving many of us with no choice.
There's totally a joke involving the word "girth" to be had here, but I'll refrain. ;-)
There was a lot of talking in circles in the scene down by the Witching Well. That was one of my complaints. It kept going back and forth, the Crooked Man blathering on. He became less intimidating/imposing the more he talked. I liked the episode, so I'm not complaining about the entire thing. I just felt that the Witching Well scene kind of went in circles. Bigby/Snow are bad, no Crooked Man is bad. Bigby/Snow are good, no the Crooked Man is good. That was a bit boring to me. The rest was pretty awesome though. I loved the Bigby/BM fight and the chase.
What? You can go to the Tweedles'? I didn't even know that was possible. I thought you could just go to the Pudding & Pie and the foundry.
Oh wait. I'm an idiot. I thought you were talking about "Cry Wolf". Disregard my above comment.
Yeah, I always go to all 3 in my playthroughs. Is it possible to go to less than all 3? I thought you had to visit them all.
Yea "Aiming" for first peek... Nek minit "Oh sorry couldn't show you first peek "aiming" for tomorrow. This is still good news at least.
Thanks dude !
Wow. You wrote all that on a phone! I would go nuts writing that much on a phone. Lol. I hate making mistakes and having to tap to just the right spot to correct them. You're a good phone typist.
Anyways, back to the subject at hand...I agree with most everything you said. I feel like we don't really get much time to breathe anymore. That's why the hub areas were very useful in Season 1. We could relax, get to know people, form relationships and opinions based off our interactions with group members, while they did the same about Lee, not to mention, appreciate all the graphic design that went into backgrounds and scenery. It felt fully fleshed out. There's hardly any exploration anymore, of either locations or other characters. Some does exist, but when it happens it's very minimal compared to the feast of exploration we got in Season 1.
I really like TWAU and TWD S2, so these things obviously aren't enough to make me give up on the games, but I think there's tons of potential that hasn't quite been realized. TWD S1 was a home run of a game. It's not surprising that Season 2 will face some extra scrutiny in comparison to it. It's a tough act to follow. I just hope they can correct these things before the season's end. I'm not too optimistic, given the short finale for TWAU (which I enjoyed, regardless), but who knows? Anything is possible. A lot of people have voiced these complaints recently. Hopefully, Telltale will listen and cater to their audience. After all, isn't that what episodic gaming is all about? Being flexible, gauging audience reactions and adjusting accordingly?