Ideas for puzzles in Season 3?
Since Season 2 seemed to have none, what kind of puzzles do you think Season 3 could have?
I think there could be something like building a trap to catch food. And depending on how well it's made determines if we will catch something.
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How about find the hidden objects game. Like if Clem is looking for equipment in a messy supply closet.
Or a Rube Goldberg Machine set up.
Or just an optional kids game puzzle like connect the dots in one line for funzies and your reward would be funny/interesting dialogue.
They should take notes from Silent Hill for ideas on puzzles [the early ones that I know of anyway] they come up with some interesting ones...so long as it isn't the crazy ones like 'Lightbulbs in a can! Get them while stocks last!' but I find those games always had a way of using surroundings to create puzzles. Like for example of one puzzle there's a key under these pallet, there are supplies on top that are too heavy to move and Heather can't reach far enough under to get the key, so you have to go to this store to get some tongs to allow her to reach under far enough to get the key that way. Then there's some from Silent Hill 2 I recall about using a hook tied to a long strand of hair to get a key out of a drain to using a heavy pack of beer to thrown down the dumpshoot in a apartment building to get something stuck in there.
Some are a little crazy, but there's some interesting ones like mixing chemicals to clear out the man eating bugs, using a hanger wire to pull a ladder down from the ceiling or using a wine bottle to carry oil.
Setting up an animal trap would be fun
Those puzzles were always great and quite unforgettable. But part of me thinks that there were not any puzzles, because it would feel off and out of place in the middle of a straight up story telling perspective. Only in the right context and in very small doses to not interrupt the pacing it seems to work for TWD (this also could be due to lack of creativity from Telltale's developers).
I feel like Im the only one who likes that TellTale's newer games dont have many puzzles ;3
If they were used as a means of progressing to a location, or figuring out how to get something working or unlocking/breaking into a room or box for its supplies, etc, those type of puzzles could work.
And yesh, unforgettable, I love these games XD
I can't tell if puzzles are easier or more difficult to implement in a zombie environment, its kind of interesting. The puzzles would have to at least be realistic to an extent. May be tying a knot with some rope for a trap, with the camera angle panned down on Clementine's hands. Or a sneaking scene in a forest using trees to hide with the consequences of being caught different to that of staying concealed.
I think having choices are more appealing though. For instance looting a house or shack, Clementine's small size means she can only take 3 items with her, out of a possible 5. Leading to different outcomes during that episode.
I have a question and I think it's okay to ask it in this topic.
It's about Christa. Clem lost her at the eginning of Ep. 1 and never heard of her since then.
Do we actually know something about her? She was pregnant and there's no way she gives birth without help or even survive on her own with such a burden.
We don't know anything about her. Some people say she's dead, other people say she'll appear on season 3. The baby probably was a stillborn.
Nah, she most likely gave birth but it ended up getting killed at some point, most likely because she had to leave it behind. A couple of things lead me to believe this:
I took Clem saying "Not again" in reference to Christa having lost her baby. They never really explained what happened and using the part when Clem was sewing her arm she said "Just like Christa showed me" makes me think she had C-section.. Combining these two clues, I believe, Clem had to C-section Christa, and the baby was proably lost somehow while the two were hiding from walkers. Maybe torn from her arm's.
To address the OP and the title of this thread, I would like to see a couple more puzzles just as a way to lengthen the game's play time. Like trying to figure out how to start the train, finding the pencil, unhooking the cars.. Someone above mentioned setting traps.. I like that idea. Clem has to find the componants, assemble them then place them outside. Nothing really hard, but something that takes some thought and time to complete.
A lot of people complained about the length of the episodes, this would help make them longer if people had to spend time figuring out how to complete some task's.
I am pretty sure ''Not again'' was about Kenny getting mad about losing his child again. The first one to lose was Duck.
Honestly I dont like the puzzles, they just take me out of the game and story, even brief ones such as finding the zombie and putting it on the car horn just slowed the game down to a crawl and distracted me also long ones like the train are frustrating first times and even more so on repeat playthroughs
Oh oh oh! Hey DoubleJump, do you remember that trapdoor puzzle from Silent Hill 2? =D the one where there's no handle so you have to get a wax doll, melt it with some matches into the trapdoor indent, then push a horse shoe into the wax mold so you can lift the thing up as a new handle! I always loved that one, oh the nostalgia ¬
Yeah I do, I kept going back into the prison cells to see if I missed a key item, reading the ramblings on the walls by insane people during my first play-through. Also the combine item system while standing over the trapdoor had me stumped for a bit, BUT I'm proud of myself for not using a guide.
Couldn't agree more, I really don't like puzzles at all.
You are not.
You're not alone there bro, don't worry.
I find puzzles to tedious to do, but that might be because I just want to get on with the storyline and not do puzzles
One of my personal favorite puzzles, was the 'detective' sequence of Long Road Ahead. It managed to stay a puzzle without becoming overly tedious, but also managed to stay engaging and keep up a consistent pace as you 'solved' it. It was a puzzle that was fit in so well, it never really felt like it was one to begin with. The cabin stealth sequence in All That Remains feels very reminiscent of it, although more stream-lined in terms of the puzzle elements.
I feel those two are the best examples of puzzles that manage to stay interesting. Ones like the train sequence are just tedious. However, I don't think the problem is that puzzles like the train revolve around finding small objects, it's that they're placed so obscurely that's the problem. When you have design of the level/map actively guide you towards the direction you are meant to go, and ultimately lead you to the object of interest, it works well at a subconscious level. When you decide to tuck the object of interest away in an RV, while you have a giant train with all kinds of doors to open and places to enter, it doesn't work as well.
The addition of these puzzles actively leading the story also help. There's a reason people are more engaged in the motor inn puzzle than the train. One feels like it's moving the story along, while the other feels like the quintessential "Find a way around this object to proceed to the next area!" kind of puzzle.
Bottom line: make more progressive puzzles like the cabin/motor inn sequences, that have an emphasis on leading the player towards their solutions, while keeping both the tension of mood of the scenes at a consistent level.
Wish I could say the same [hides old print out walkthroughs, because those were the days.]
I find it bad that I haven't played any silent hill games yet...