What Would You Do To Fix The Walking Dead: Season Two

edited April 2015 in The Walking Dead

Many people have many issues within The Walking Dead: Season Two (myself included), and so here's a thread in which you can tell me a problem (or problems) that you found in the game. I will give you a reply on what I would change/do if I were Telltale in order to fix them. Just a general pass time. Any of you may respond with your own ideas on how to fix The Walking Dead: Season Two.

EDIT: This is not a request for Telltale to fix The Walking Dead: Season Two. I don't know where people got that idea. This is a thread which allows you to list what YOU feel is wrong with Season Two and what YOU would do to fix it. That's all.

Comments

  • edited April 2015

    Alt text

    I'd rather it didn't get fixed

  • Alt text

    This, again?

  • None, it's fine.

  • edited April 2015

    ER-HEM

    i may list what should be "fixed" now

    • Nick determinantly surviving the games events if saved in episode 2, also having about as much dialogue each episode as he had in episodes 1 and 2 if he's still around
    • Sarah at least making it to mid episode 5 if she was saved, just to at least give a greater allusion of choice
    • A Bonnie/Mike/Arvo ending if you choose to go with them
    • The ability to make major characters actually dislike you
  • edited April 2015

    ಠ_ಠ

    Inconsistent and unrealistic plot points involving lakes, where opinions vary stupidly on ice and where only people under the age of 18 are the only ones capable of being saved once falling through, regardless if the rescuers weight, because ice does not discriminate, except if you have a southern accent.

  • That's not what fans were saying constantly, as it was released.

    DoubleJump posted: »

    None, it's fine.

  • That was cold, Lilac.

    Lilacsbloom posted: »

    ಠ_ಠ Inconsistent and unrealistic plot points involving lakes, where opinions vary stupidly on ice and where only people under the age of

  • Not all of us, though.

    HarjKS posted: »

    That's not what fans were saying constantly, as it was released.

  • Was Season 2 perfect, no, neither was Season 1 though. I'm perfectly happy with the game we got, it was still an enjoyable and memorable experience for me, as Season 1 was, and it gets better every time I go back and play it.

    The only thing I would probably want changed was Nick and Sarah after they became determinant. It would have been better if they died in the shootout, that's all I'm saying.

  • or maybe making it so they lived at least into mid to late ep5? or not even die at all

    Was Season 2 perfect, no, neither was Season 1 though. I'm perfectly happy with the game we got, it was still an enjoyable and memorable exp

  • Nick and Luke died

  • Oh please just move on, we all know the problems season 2 had, but you really think they're going to fix it? Jeez, you are silly.

  • ikr

    kaza125 posted: »

    Oh please just move on, we all know the problems season 2 had, but you really think they're going to fix it? Jeez, you are silly.

  • You really did not like that ice scene XD most of your post I see are about that lake

    Lilacsbloom posted: »

    ಠ_ಠ Inconsistent and unrealistic plot points involving lakes, where opinions vary stupidly on ice and where only people under the age of

  • Nope XD I hate it so much, I had dream about that stupid lake and guess what? I dreamt of characters dying stupidly in that too [I mean seriously, the ice just froze over super quick and this guy's just stuck under water with his leg in the ice and I was just like 'Oh come on! It doesn't work like that!' I really shouldn't have read all those ice crossing safety tips online before bed, ah...]

    There were a few other scenes in the season that I don't like mostly because they didn't work in plausibility to me as well, but that lake thing was the big one, and it's made worse that one of my favorite characters had to die from it and after barely getting developed.

    So yeah, I do have valid reasons for not liking it, mostly because I simply don't think it was a well written scene. If they'd handled it better, maybe I wouldn't be so bitteeer >.>

    You really did not like that ice scene XD most of your post I see are about that lake

  • " The Walking Dead Season 2 DLC :Fixed Season 2!"

    kaza125 posted: »

    Oh please just move on, we all know the problems season 2 had, but you really think they're going to fix it? Jeez, you are silly.

  • DeltinoDeltino Moderator
    edited April 2015

    Since I posted about how I'd do the gunfight in episode 5 before, I decided to expand upon that and write about a bunch of revisions/alternatives I'd do to the back-half of the season. I've been building up a list of these ideas for quite some time, and now is the perfect excuse to post them.

    I'm mainly gonna focus on the last three episodes, as the first two don't have many gleaming problems to really make note of. I'm not trying to do a full re-write of the episodes, but touch-ups and revisions of the current story points. I am also not going to focus on character development. I'll mention where I think hubs/interactions should be, but I'm not going to detail what they should talk about, as I think you can fill in those blanks pretty well on your own.

    This is a long ass post, and I'll be surprised if anyone will actually read this all the way through (even I'm looking at this like "oh god how can anyone read this")

    Episode 2:

    One thing people have had some problems with, is how you actually see the flashlights of Carver's people in the distance, but don't really get the option to tell everyone straight away, and most of them don't treat the situation as heavily as they should. I propose a change, where instead of actually seeing them yourself, you end up seeing nothing behind you. Clementine says its all clear to Luke, who she notices has run off to the rest of the group. As Clementine climbs down, the camera lingers on a shot of the bridge, as the player sees lights emerge in the distance, coming towards them.

    This way, no one can complain about characters not acknowledging the issue, while also having that slow-burn tension of knowing that shit is about to hit the fan. Some dramatic irony to spice things up.

    Episode 3:

    Pans out mostly as it does, except that there's more hub moments and exploration of the compound. Nick would be much more involved this time around. You'd be able to talk to him during most of the hub sequences, and he'd have a larger role in helping formulate the escape plan. Basically, he's involved in almost everything that happens, rather than sitting around listening in like he does currently. You'd also get the chance to see more of the random members of the community, seeing regular people walking around and doing stuff along side the guards. Also, more appearances of the 400 Days characters, plus an attempt to reinforce the fact that this place isn't fully evil/bad, it just has someone in charge that largely acts as the source of the problems within the community (Carver).

    A small list of areas that could have hubs/interactive sequences:

    • More robust hub during the first night, when Kenny wants you to look around for something they can use

    • After Carver gives the debrief. You're able to talk to most of the characters, before Bonnie eventually comes over to take you to the armory.

    • Bonnie decides to take Clem on a small 'tour' around the base, showing her more members of the community, the medical bay (where Carlos would most likely be), and other places like that. Clementine and Bonnie talk, pretty much having the same conversation they have in the armory, only on the move. Bonnie finally takes her back to give her the special jacket, before Tavia comes to take her up to the greenhouse.

    • A small hub sequence in the greenhouse, where you can talk to both Sarah and Reggie. The choice to help Sarah or do your own work is made in this hub; you either choose to go over to your table to do your work, or go over to Sarah and help her, rather than it being an analogue choice.

    • A small hub sequence leading up to the shoe store where Kenny and Mike are at. You have to walk down the strip yourself, being able to look at various things (the fence, the comic store, at Troy, at the speakers, etc). This carries into the shoe store, where you can also look around at stuff inside the store, while Kenny and Mike bicker in the distance. Once you finally approach Kenny and Mike, the little fight they have breaks out, where Kenny pins him against the wall.

    • You actually get to walk over to Carver's office yourself, being able to look at/talk to some of the random members of the community (including the 400 Days characters, depending on who's there).

    • During the second night, after discussing the plan. You are able to talk to people individually before going over to the winch.

    • A final hub during the third night, just after Kenny's beating. You're able to talk to people individually, before Luke and Mike come back from talking to Bonnie, leading into the current scene.

    During this, you actually meet another guard of Carver's group, who like Bonnie, decides to defect and help you guys out. Unlike Bonnie, he's someone who realizes what's going on in the community, and has actually wanted out, but never had the opportunity to duck out. Due to the capture of Clementine and the rest, he now has the people who can help orchestrate an escape. For the rest of this post, I'm just gonna call him Steve, because why not?

    When they discuss the herd/radio plan, you see Steve come up to the gate. You can choose to tell him the plan or not. This is a remix of the current scene where you choose to tell Bonnie about the radio/Luke or not. If you tell him the plan, he'll promise to do what he can to make things easier for you. If you don't, he'll understand the trust issues, but mention that without knowing what they're doing, he won't be able to help.

    The stealth sequence where you steal the radio would be more robust, complete with a fail state. What I imagine for an interesting sequence is navigating the ground floor, avoiding Tavia by ducking in and out of cover. If you poke around at the wrong time, you will alert her, leading to her attempting to track you down, which amount to essentially having a time limit on getting to the radios. If you are caught, it results in a game over, although in this case you don't actually die.

    When you eventually make it to the radios, the result of telling Steve the plan comes in to play: if you told him about it, Steve will enter the room and see you trying to grab the radios. Playing along, he will purposely distract Tavia to buy you time to escape, essentially doing what Vince does currently.

    If you didn't tell him the plan, either Vince or another guard will end up coming in to the room and talk to Tavia, acting as unwitting distractions for Clem's escape.

    Going forward from here, things play out as normal, except that when you go to talk to Bonnie, she'll ask about what's going on: if you told Steve about the plan, Bonnie mentions that she heard about it from him, while if you didn't tell him anything, she gives you a final chance to be honest with her. The choice to tell her the plan shows up, although this one isn't as important, as the choice to trust Steve would be the one that shows up on the ending stats screen instead.

    Everything going forward through to the end of the episode plays out the same. Nothing drastic changes, except that along with Bonnie, Steve also escapes with the rest of you.

    Episode 4:

    Like episode 3, this episode will have it's hub sequences expanded in general, with more dialogue coming out of characters.

    The beginning plays out largely like it does now, except that Nick doesn't eat a bullet in this version, and doesn't die.

    The observation deck attack pans out differently. If Sarah was saved, she doesn't fall/die here. As for a substitute, I'd have it so Clementine ends up taking a tumble down, leading to a fight sequence reminiscent of the bell tower escape in Around Every Corner, where you're fighting off walkers as you try to crawl back up the broken deck.

    The campfire/power station scene is moved into episode 4 instead. The scene where you get to hold AJ is built into a new version of the campfire scene (minus the fire, to continue with the symbolic lack of fire throughout Amid The Ruins). This provides time for other characters to all get to talk and interact with each other, including both Nick and Sarah, should both be alive. Jane sticks around, but doesn't actively join in on the conversation.

    Eventually, Clementine and the others decide to lay down and get some rest. Clementine is woken up by a fussing AJ, who Rebecca and Kenny are up and attending to. This is when Clem will notice Jane about to head out. That scene plays out as it does now, along with Luke finding Clem awake, and Kenny chiding him over his little pow-wow with Jane. From here on out, the scene goes as per normal.

    The Arvo choice bears much more weight in the stand-off ending of the episode. The scene opens as normal, as you are trudging along until Rebecca gives out. This leads into them deciding to take a stop like they do now.

    This is where things start getting different: instead of Arvo walking over to you, you are taken by complete surprise as Arvo's group comes out of the trees around you. As tension is running high, along comes Arvo, emerging from the trees. He instantly recognizes Clementine, and realizes this is her group. This is where the effect of your choice to rob him or not plays in.

    If you let him go, he will attempt to convince his friends to let you go, as he realizes you're good people. He actively vouches for you, not looking for a fight to break out. If you robbed him, he'll hold obvious contempt towards you, and actively go along with his group in robbing you. Basically, the way it plays out now, with him mentioning to his friends that this is the group that indeed robbed him.

    Ultimately, the situation escalates into a gunfight regardless, but Arvo's disposition towards the player can be substantially different.

    Also, as a minor mention, Buricko and Vitali switch places to line up with episode 5.

    Episode 5:

    For this, I'll just repost my shootout idea from another thread.

    The gunfight starts out as it does, with Clementine hitting the ground as the scene pans around the chaos. Bonnie is immediately killed in the gunfight, along with Natasha. Steve has also been shot, and is now on the ground, desperately attempting to pull himself behind cover. Buricko is shot, but still able to stand and fight in this version. Mike is shot in the arm as usual, but manages to get behind cover, along with Sarah (if alive). Vitali and Kenny, just like the current version, are both taking potshots and swearing at each other.

    When Clementine notices the baby, she starts crawling towards it like she does now. From this point forward, the fight plays out differently.

    If Nick is alive, he will grab AJ and get him safely behind cover. He takes cover behind the wall, across from where Luke is. If Nick is alive, Clementine will get to choose which side of the wall to go to: with Nick or with Luke. There's no huge difference in the choice, other than that you get different dialogue out of them depending on which one you went to.

    Meanwhile, Buricko moves in on Steve, and executes him (if you've developed Steve properly over the last few episodes, this could definitely be one of those real bummer deaths).

    Nick, noticing him, takes a potshot at Buricko, managing to strike Buricko. Buricko falls to the ground, but not before firing off a shot in Nick's general direction. Nick is fatally shot, which prompts Luke to try to run over to him. While Vitali and Kenny are still fighting, one of the stray rounds from Vitali manages to hit Luke's leg, sending him to the ground. From here, the incapacitated Buricko who is still going, tries to take aim at Luke, but is finally put down by Kenny like he is currently.

    If Nick was already dead, the opening will be different: after Clementine tries crawling towards AJ, Luke will get out of cover, providing covering fire to Clem, telling her to get behind the wall. He will then grab AJ and try to make a run back behind cover, only to get shot in the leg like he does now. Luke pulls himself behind cover before Buricko can get another clear shot off. Afterward, Buricko instead moves in on the injured Steve, and executes him. Luke musters enough strength to peek over the wall and shoots Buricko, truly killing him this time.

    Nick, if alive, ultimately bleeds out from his wounds next to Clementine and a devastated Luke.

    Fight plays out as normal from this point forward, with Kenny moving in to take Arvo hostage and what such. In the end, Clementine, Kenny, AJ and Sarah are unharmed.

    From here on out, not much changes, other than that the mourning sequence over Rebecca is expanded to include Bonnie, Steve, and Nick.

    Regardless of what happened last episode, Kenny is still hostile towards Arvo, and you still get the choice to try and stand up for and defend Arvo, which will actually play a role later on.

    The campfire scene will still show up in this episode, but plays out differently. Mike, having picked up Bonnie's backpack, finds the bottle of rum in it, and thus leads to the scene where you try to convince Kenny and Jane (who have wandered off) to rejoin you by the fire. This time around, however, you also get the option to talk to Luke, Mike, Sarah and Arvo as well. Talking to Arvo depends on the relationship with him; if you've been nice to him, he'll talk to you, thanking you for the kindness you've shown. If you've robbed him/been a dick, he'll just tell you to leave him alone.

    The scene will play out just as it does now, with Mike offering Arvo the rum, only for him to blow up at him.

    Let me preface the next part by apologizing to the people that like Luke: the lake scene will still happen, and Luke will still wind up dead, sorry.

    First off, we're going to change one detail that bugs people. It will not be a lake, it will be a river. Art assets and camera angles are changed to better convey that this is a river. Secondly, that blizzard that you ultimately end up trudging through to get to the rest stop? It shows up earlier. Recognizing that the blizzard is setting in, coupled with no nearby river crossing, the group make the risky decision to cross the river in order to reach the house, rather than risk getting trapped in the blizzard trying to find a way around.

    When the ice ends up cracking around Luke, you still get the same set of choices you do now:help him or cover him. Helping him plays out the same as it does now. Covering him, however, plays out differently: you try to shoot the approaching walkers, but realize that there's more than you can handle. Despite your best efforts, one of them manages to get close enough to Luke that it causes the ice to break, plunging both the walker and Luke into the icy depths. From here, his death plays out the same, with the choice to try and break the ice in a last-ditch effort to save him, but he ultimately drowns regardless.

    The group shack up in the house (which, to add, is more complete in this version. Art assets are updated and the model is more fully modeled, to compensate for the incoming blizzard) for the night, and the scene with Kenny beating up Arvo still happens. Given that the choice to save the baby has been removed, the choice to stop Kenny from beating up Arvo is substituted instead. Like other choices, this still affects Arvo's opinion on you based on what you decide to say/do. Once the blizzard lets up a little bit during the night, Kenny realizes that staying at the house is still a risk, and has been trying to get one of the trucks out back started.

    From here, once again, things pan out as they currently do, up until the betrayal.

    The betrayal that happens here is much different. It still happens, but Arvo shooting Clem becomes a determinant event. If you've been siding against him and treating him like shit, he will shoot you like he does now.

    However, if you've been nice, he takes a much more... non-lethal route. If you've been nice, he regrettably makes the decision you knock you out with the gun, in order to ensure that you won't try and foil their escape. He will express guilt over having to hit you, but he makes it clear that he's only doing it for his own safety/survival. This would still be a controversial scene regardless, but it'd be much more in character and believable than him just shooting you on the spot. After knocking you out, he leaves along with Mike, but decides to fire off a shot to alert Jane and Kenny, so they can find her and get her back inside.

    After the betrayal, the Lee flashback plays out as normal, with Clementine waking up in the truck as she does now. At this point, Sarah is also still alive, and in the truck with the rest of them. Nothing here changes, as Jane and Kenny still continue to bicker back and forth and ultimately come across the roadblock.

    When Kenny starts shooting, and the walkers start approaching, you kick the truck in to gear but end up crashing into the walker like you do now. Now you're separated from Jane and Kenny, trying to find the rest stop. But at least this time, you aren't completely alone: you have Sarah along side you.

    As Clem and Sarah make your way through the blizzard, Clem is attacked by a final walker, and the choice of teaching Sarah how to shoot will finally receive its payoff: she'll save you from it. If you didn't teach her how to use it, you ultimately manage to shoot it yourself (mirroring the Kenny situation way earlier in the episode, where it ambushes him just before the river).

    The blizzard kicks in to overdrive, which ultimately leads to you and Sarah getting separated. From here on out, Sarah's status ends up becoming unknown, leaving the potential to have her return in the third season.

    After this, the episode's climax and ending(s) play out as they do now.

  • I'm not trying to do a full re-write of the episodes

    I think you pretty much did re-write them. XD

    But anyway those are great ideas! Things like this just make me realise how much potential Season 2 had but was lost because of time limits.

    Deltino posted: »

    Since I posted about how I'd do the gunfight in episode 5 before, I decided to expand upon that and write about a bunch of revisions/alterna

  • Alt text

    Deltino posted: »

    Since I posted about how I'd do the gunfight in episode 5 before, I decided to expand upon that and write about a bunch of revisions/alterna

  • delete episode 4,make new content

  • I never really wanted a second season really I thought they should have put their time and money elsewhere

  • Why bother season 2 has been released, no way to simply fix season two without a tremendous amount of work. The problems have been stated about a billion times, some people are ok with inconsistent plot, whatever i don't give a shit anymore.

  • edited April 2015

    I really like all this however I would change a few things (forr one I dont really think the steve character needs to exsist)

    In episode 5 to be with you or not in the truck and you get seperated that means Bonnie,Mike,Arvo,Nick and Sarah can all be lost in the storm and have the possibility to return.

    • The gunfight involves various actions that can lead to character deaths for example if nicks alive he stops bonnie getting killed etc or maybe the opposite in some cases, such as Mike going to save sarah and getting shot in the process

    The characters that remain can be with you, kenny and jane in the truck until you crash and then you all get seperated or not

    • Bonnie turns on you based on covering luke, trusting her at howes and more

    • Mike turns on you if you mistreat arvo in dialogue

    • Arvo will always turn on you but without either mike or bonnie its impossible for him too

    • Sarah will always come with you but she can be dead

    • Nick always comes with you but can be dead

    After the Kenny jane stuff you run into the remaining members and continue to your chosen destination

    Deltino posted: »

    Since I posted about how I'd do the gunfight in episode 5 before, I decided to expand upon that and write about a bunch of revisions/alterna

  • fix it? what do u mean?

  • you, this is better than anything else on this thread, i like you, this is poifect

    I really like all this however I would change a few things (forr one I dont really think the steve character needs to exsist) In episode

  • Alt text

    Amid the ruins and No going back :l

  • I know. Only most of you.

    fallandir posted: »

    Not all of us, though.

  • This isn't a thread to ask Telltale to fix Season Two. This is a thread that allows people just to list what they personally thought was wrong with Season Two and how they would fix it. It's literally just a discussion not a request.

    kaza125 posted: »

    Oh please just move on, we all know the problems season 2 had, but you really think they're going to fix it? Jeez, you are silly.

  • Everyone has something to complain about, doesn't mean Telltale should try and fix whatever to please whoever.

    HarjKS posted: »

    I know. Only most of you.

  • So you aren't one of TT fans?

    HarjKS posted: »

    I know. Only most of you.

  • This is the second time I've had to say this. This thread is not me saying "Telltale should fix The Walking Dead", in all honesty they don't have the time and they don't need to. This thread is here so say what YOU feel is wrong with Season 2 and what YOU would do to fix it. That's all.

    DoubleJump posted: »

    Everyone has something to complain about, doesn't mean Telltale should try and fix whatever to please whoever.

  • I don't recall saying I wasn't.

    fallandir posted: »

    So you aren't one of TT fans?

  • You said "most of you" instead of "most of us" and I thought it was about you not being a fan because that one episode. But nvm.

    HarjKS posted: »

    I don't recall saying I wasn't.

  • I, the person responding to your topic said "none, it's fine", answering your question. Then you tell me fans of the game say it needs to be fixed. Sounded to me like your implying on the people's behalf that TWD S2 is broken so Telltale must fix it. I'm sorry if your intentions were to help somehow, but this started out looking like another lets hate on S2 thread.

    HarjKS posted: »

    This is the second time I've had to say this. This thread is not me saying "Telltale should fix The Walking Dead", in all honesty they don't

  • Inconsistent and unrealistic plot points involving lakes

    In the precious words of you, Lilac...

    REALISM.

    Lilacsbloom posted: »

    ಠ_ಠ Inconsistent and unrealistic plot points involving lakes, where opinions vary stupidly on ice and where only people under the age of

  • Wow! very nice, I think I like this version of the story even if Luke and nick still died. But I think I would have it so if Nick is alive, he saves Luke from the ice, and possibly drowns instead.

    Deltino posted: »

    Since I posted about how I'd do the gunfight in episode 5 before, I decided to expand upon that and write about a bunch of revisions/alterna

  • I doubt anyone could fix it. Because they totaled it.

  • What Would You Do To Fix The Walking Dead: Season Two, you asked. My answer is nothing. Yes there are flaws. One or two of those flaws are terrible, but lets be honest, it's way too late now to do anything.
    The time to fix, or repair has long gone, so just wait for the remastered versions in say 5-10 years time, when they might have gotten bored and re-written a few things - You never know.

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