Do you like the puzzles?

I honestly liked episodes with no puzzles rather than ones with them.

Never forget the train.

Comments

  • I like short puzzles, like the one in season 1 episode 4, where you're Lee in the sewers spinnin wheels n shit. No train puzzles though please :P

  • I enjoy them, the time it takes to solve them makes the episode longer, when Clementine volunteered to fix the wind turbine I thought we were finally getting a nice Season Two puzzle, oh how wrong I was...

  • Yeah I liked the small simple puzzles like in Wolf Among us with the Glamour tube because it was fast and easy. But it took me an hour to get that damn train working lol

    Green613 posted: »

    I like short puzzles, like the one in season 1 episode 4, where you're Lee in the sewers spinnin wheels n shit. No train puzzles though please :P

  • edited October 2014

    yeah I like puzzles. some of the harder ones make me want to quit. however I haven't come across any of those types in the walking dead. the train was a bigger puzzle I agree but it wasn't too complicated, however I feel the story flowed to the train moment then stopped, once the train moved the story plot seem to picked up. So yeah I have no problems with puzzles but it dose hold up the story plot some times. If a walkinig dead episode has puzzle in it doesn't put me off. not everyone likes puzzles so if those episodes put people off then I understand.

    MayorMilk posted: »

    I enjoy them, the time it takes to solve them makes the episode longer, when Clementine volunteered to fix the wind turbine I thought we were finally getting a nice Season Two puzzle, oh how wrong I was...

  • edited October 2014

    Was the train really that much of a hurdle for people? I thought it was actually pretty straightforward. And since there were plenty of things to do while figuring it out like finding water and animal crackers for Duck and talking to Katjaa and Clem, it didn't feel obstructive to the story. I'm much more turned off by being propelled from one story sequence to another without much agency or challenge. I mean, Lee's whole thing to Clem was that she should use her intellect to beat the walkers, so it would make sense to give her (and thus the player) more intellectual challenges to overcome. For me, more sequences like the one outside the motor home with Jane would be a welcomed change of pace for Season 3

  • There was just too much, go here, check that, now back, Miss click, "The Door to the Box Car !"

    DomeWing333 posted: »

    Was the train really that much of a hurdle for people? I thought it was actually pretty straightforward. And since there were plenty of thin

  • I hate puzzles I always find myself going in circles.

  • But it should be like that. You're getting a train to work. It shouldn't be as quick and simple as tying your shoes. I was much more annoyed that turning off a wind turbine was as easy as putting a key in a hole and turning it.

    Poogers555 posted: »

    There was just too much, go here, check that, now back, Miss click, "The Door to the Box Car !"

  • Id rather get on with the story then hearing Lee talk about Box Cars for an hour ;3

    DomeWing333 posted: »

    But it should be like that. You're getting a train to work. It shouldn't be as quick and simple as tying your shoes. I was much more annoyed that turning off a wind turbine was as easy as putting a key in a hole and turning it.

  • Mild ones are okay, but PLEASE, nothing like the glamor tube in TWAU! I had to look up the answer to that!

  • Blind SniperBlind Sniper Moderator
    edited October 2014

    I was much more annoyed that turning off a wind turbine was as easy as putting a key in a hole and turning it.

    Yeah. If anything, it kind of killed my immersion that Clementine already had preconceived knowledge of how to handle a wind turbine when adults could not.

    I get that Telltale does not want to ruin story pacing, but I think they under estimate the intuition of their audience. I think that sticking to logical/contextual puzzles (like the glamour tube from Wolf Among Us as another user mentioned in a reply below) instead of the quirky puzzles from their classic Adventure titles would be more than sufficient at stimulating players without ruining the pacing.

    Actually (on a tangential note), I'm going to look back at one of Telltale's last puzzle titles and point out the Toys of Power from Sam and Max: The Devil's Playhouse. The "Psychic Toy" gameplay allowed players to use items that always had a predefined use, whereas their older puzzles revolved around using items you collected in unexpected ways. The Psychic Toys from Sam and Max: The Devil's Playhouse were, in my opinion, good examples of logical puzzle solving that were friendly to both casual and experienced players, which shows to me that Telltale could incorporate some form of puzzle solving besides their classic Adventure game puzzles that would not alienate their newer audience or ruin story pacing.

    DomeWing333 posted: »

    But it should be like that. You're getting a train to work. It shouldn't be as quick and simple as tying your shoes. I was much more annoyed that turning off a wind turbine was as easy as putting a key in a hole and turning it.

  • I think it would be cool if Telltale designed "story"/"cinematic" and "immersion" gameplay modes to accommodate for both gamers and casual players. "Story" mode could play out like Walking Dead Season 2 or Wolf Among Us where Episodes are 90 minutes of choice making, whereas "immersion" could be play out like Walking Dead Season 1 (or older Telltale titles depending on the source material) where Episodes are longer than 90 minutes and players could solve puzzles (if it makes sense in regards to the source material), walk around in more Hub areas, etc.

  • That is part of the story. Figuring out how to fix a train so they can head to Savannah. And the whole point of playing it rather than watching it is that we get to experience what the character experiences, whether that be joy, anger, frustration, or bewilderment.

    Poogers555 posted: »

    Id rather get on with the story then hearing Lee talk about Box Cars for an hour ;3

  • The puzzles in Walking Dead: Season 1 - with the exception of the train puzzle for some - weren't terribly hard. Did you not like the disruption to the story, or did you find those puzzles in particular hard? I ask because, back during Season 1 of Walking Dead, Telltale used casual puzzle design in comparison to their older games (whereas Season 2 and Wolf Among Us only focus on story).

    Ehkay posted: »

    I hate puzzles I always find myself going in circles.

  • The puzzles in Season 1 were very mediocre so I'm glad telltale decided to take them out for Season 2.

  • edited October 2014

    I like them but none of them was challenging, i think the hardest one was the train one

  • This is the best idea ever. Telltale do this!

    I think it would be cool if Telltale designed "story"/"cinematic" and "immersion" gameplay modes to accommodate for both gamers and casual p

  • edited October 2014

    A little bit of both I guess. I never was good at "problem solving" in any game. That is where youtube came in handy :).

    The puzzles in Walking Dead: Season 1 - with the exception of the train puzzle for some - weren't terribly hard. Did you not like the disrup

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