It would be nice if it was more open and had some exploration and side quests, if it has puzzles please be real puzzles not the super easy puzzles they did in S1 and make the game much longer.
Fully agree!! Also, they should write the story with the determinant characters taken into account and then adapt the story afterwards to what would happen without the characters in these circumstances; this would make our decisions mean something. They shouldn't do it the other way around, writing the story without the character and then attempting to add like two lines of dialogue and an alternative death scene two chapters later. Additionally, even add optional dialogue choices with these determinant characters when exploring, so if they're saved you can talk to them. Have the characters make challenges easier as they assist, putting significance behind their being there. Hell, have the voice actors even adlib dialogue and talk to other characters in the background, just for god's sake. My main point, like you said, is that telltale needs to try harder to incorporate gameplay so it isn't just some movie we have a bit of say in. It should have tons of replay value. If our decisions simply don't mean anything then telltale should at least compensate with other gameplay like you mentioned. They shouldn't advertise it as being "a game" if it has no gameplay or "tailored by your choices" if it isn't.
It would be nice if it was more open and had some exploration and side quests, if it has puzzles please be real puzzles not the super easy puzzles they did in S1 and make the game much longer.
It would be nice if it was more open and had some exploration and side quests, if it has puzzles please be real puzzles not the super easy puzzles they did in S1 and make the game much longer.
Have you played any of Telltale's games before The Walking Dead or an actual adventure game? The "puzzles" in S1 were very simplistic and barely qualify as puzzles. I don't understand why anyone would hold them in high regard.
To be honest, I still stand by the belief that the most organic 'puzzle' was the Motor Inn in episode 1. It was still simple, but it felt the most natural out of the puzzles. It was integrated in a way that fit with both the world and the theme of TWD. Most of the puzzles were 2-step fetch quests, and felt a bit shoehorned in, as if to meet a puzzle quota. Take the sewer puzzle in episode 4, for instance. Does it really fit? It feels more like an arbitrary excuse to put a puzzle in. It doesn't really feel organic, like this is the kind of situation you'd run into in this world. On the other hand, finding a way to clear out a small group of zombies one at a time? That's a situation that you'd definitely see pop up in the world of TWD.
Have you played any of Telltale's games before The Walking Dead or an actual adventure game? The "puzzles" in S1 were very simplistic and barely qualify as puzzles. I don't understand why anyone would hold them in high regard.
To be honest, I still stand by the belief that the most organic 'puzzle' was the Motor Inn in episode 1. It was still simple, but it felt th… moree most natural out of the puzzles. It was integrated in a way that fit with both the world and the theme of TWD. Most of the puzzles were 2-step fetch quests, and felt a bit shoehorned in, as if to meet a puzzle quota. Take the sewer puzzle in episode 4, for instance. Does it really fit? It feels more like an arbitrary excuse to put a puzzle in. It doesn't really feel organic, like this is the kind of situation you'd run into in this world. On the other hand, finding a way to clear out a small group of zombies one at a time? That's a situation that you'd definitely see pop up in the world of TWD.
Are you trying to say that the "puzzles" in Season Two were better than the ones in the first season? Because reading both our comments, I can't see any other implication.
Have you played any of Telltale's games before The Walking Dead or an actual adventure game? The "puzzles" in S1 were very simplistic and barely qualify as puzzles. I don't understand why anyone would hold them in high regard.
A punch in the face option for every single dialogue where you can choose what to say. I just think it'd be funny to punch people in the face as clementine. It was funny when she slapped people in season 2.
Are you trying to say that the "puzzles" in Season Two were better than the ones in the first season? Because reading both our comments, I can't see any other implication.
Being able to pick your own weapons. Both Firearms, and melee weapons.
And I'd like to see character having to put pistols/revolvers in holsters, or sticking them in their belts, and slinging rifles over their shoulders by the shoulder strap, instead of just somehow being able to magically put them in their pockets.
Like how Lee was somehow magically able to put that car battery in his pocket after Molly gave it to him. Ridiculous!
And finally, not only do I want their to be more fight scenes, but I'd also like to see the brawls - like between Lee and the Stranger - be even more bloody and brutal. Like this... enter link description here enter link description here
It would also be cool if they have like different paths you can take. Like in season one and two you could either be nice or a scumbag or silent. If they had moral choice paths where you could just be ruthless or self sacrificing etc. And the path you choose they'd only give you options specifically catered to the path you chose and a normal path where they keep things in normal fashion. I'd like that.
I don't think that would work on a game that's mostly cinematic with only hubs as a means of walking around and interacting with things and cutscenes as battles.
I'm not saying i want to see a scene like that between Clem and Javier (at all).
It never ceases to amuse me though, when the default response is 'that's illegal, you can't do that!'. I mean, really, this is a fictional narrative set amidst the Zombie Apocolypse, where people are hunting and Eating each other. There are no laws anymore. There is only personal morality - what you can live with having done, be it for survival, protection of someone weaker, compassion/empathy, or even a sense of comfort and belonging.
Like i said, i don't want there to be that type of intimate relationship between them, but the argument should be from a moral standpoint and not a legal one that has no relevence in this world the characters inhabit.
conversation system like mass effect and fallout 4
Am I the only one that doesn't like the way Bioware changed their conversation system starting with Mass Effect? I prefer the way they did it in Knights of the Old Republic and Dragon Age: Origins.
* Model characters after their voice actors
* switch between Javier and clementine during free roam scenes
* fight scenes like a fighting … moregame
* More hub areas
* conversation system like mass effect and fallout 4
* Heath meter like in minecraft story mode during fight scenes with the walkers
I personally would absolutely love more confrontation with walkers. The mini series with michonne had exactly what I would love to see more of. Melee combat with weapons and your bare hands, feet, etc. I absolutely love swords, daggers, knifes, and machetes. It would be cool if they allowed you to use a crossbow and bow and arrow.
Being able to pick your own weapons. Both Firearms, and melee weapons.
And I'd like to see character having to put pistols/revolvers in h… moreolsters, or sticking them in their belts, and slinging rifles over their shoulders by the shoulder strap, instead of just somehow being able to magically put them in their pockets.
Like how Lee was somehow magically able to put that car battery in his pocket after Molly gave it to him. Ridiculous!
Another thing I'd like to see is the paragon and renegade type options that we saw in Mass Effect 2 and 3. Those were really cool, I thought!
enter link description here
enter link description here
And finally, not only do I want their to be more fight scenes, but I'd also like to see the brawls - like between Lee and the Stranger - be even more bloody and brutal. Like this...
enter link description here
enter link description here
I wouldn't mind brutality so long as clementine wasn't involved in it and women and children. When michonne got her shoulder dislocated it made me so mad. I also cringed when she fixed it back into place. I would love to see and be in more fights though and being able to decide peoples fate.
I wouldn't mind brutality so long as clementine wasn't involved in it and women and children. When michonne got her shoulder dislocated it m… moreade me so mad. I also cringed when she fixed it back into place. I would love to see and be in more fights though and being able to decide peoples fate.
@InstantShipping is believed to be stupid!
Fight! Fight! Fight!
so long as clementine wasn't involved in it and women and children
Just so you know, you are being sexist.
So you'd prefer to see women and children be maimed? or decapitated? Or see them having limbs removed among many of the multitude of ways that can happen with brutality? It just seems like that's what you're saying and implying. It's more of an in nature thing for men to be more violent and brutal then women. If you'd like to see women and children being involved and contributing in brutality that's you. I however would pass on that. And I think in your case it is better to sleep because you don't seem to have enough or to be getting enough of it.
@InstantShipping is believed to be stupid!
Fight! Fight! Fight!
so long as clementine wasn't involved in it and women and children
Just so you know, you are being sexist.
My head is perfectly fine, and I know that seeing a man be decapitated and a woman be decapitated is the exact same, of course leaving their character and personality aside.
I agree that children involved in violence is much worse. I was getting at the fact that you mentioned women.
So you'd prefer to see women and children be maimed? or decapitated? Or see them having limbs removed among many of the multitude of ways th… moreat can happen with brutality? It just seems like that's what you're saying and implying. It's more of an in nature thing for men to be more violent and brutal then women. If you'd like to see women and children being involved and contributing in brutality that's you. I however would pass on that. And I think in your case it is better to sleep because you don't seem to have enough or to be getting enough of it.
Replacing the ... option with a fourth dialogue and letting the time-out be silence instead. It happened most in Season One, so I think not doing that with other Telltale games is probably lazy underutilization.
To be honest I don't the moral paths to be binary or dated or too linear in a sense, because I want my choices to be more on the grey side of things also takes to interesting direction, instead of my choices not doing anything.
It would also be cool if they have like different paths you can take. Like in season one and two you could either be nice or a scumbag or si… morelent. If they had moral choice paths where you could just be ruthless or self sacrificing etc. And the path you choose they'd only give you options specifically catered to the path you chose and a normal path where they keep things in normal fashion. I'd like that.
So you'd prefer to see women and children be maimed? or decapitated? Or see them having limbs removed among many of the multitude of ways that can happen with brutality?
So you'd prefer to see women and children be maimed? or decapitated? Or see them having limbs removed among many of the multitude of ways th… moreat can happen with brutality? It just seems like that's what you're saying and implying. It's more of an in nature thing for men to be more violent and brutal then women. If you'd like to see women and children being involved and contributing in brutality that's you. I however would pass on that. And I think in your case it is better to sleep because you don't seem to have enough or to be getting enough of it.
So you'd prefer to see women and children be maimed? or decapitated? Or see them having limbs removed among many of the multitude of ways th… moreat can happen with brutality?
Yeah! Seems fun! Where can I get the Season pass?
DIE, LITTLE CHILDREN, DIE!!
So you'd prefer to see women and children be maimed? or decapitated? Or see them having limbs removed among many of the multitude of ways th… moreat can happen with brutality? It just seems like that's what you're saying and implying. It's more of an in nature thing for men to be more violent and brutal then women. If you'd like to see women and children being involved and contributing in brutality that's you. I however would pass on that. And I think in your case it is better to sleep because you don't seem to have enough or to be getting enough of it.
They possibly consider that, since women used to be treated as more gentle, more delicate and less prone to recurring to violence, they are less deserving of harm and suffering.
I personally don't have an issue against women—as if that wouldn't be a gross generalization. I judge who is more or less worthy of harm based on who they are as a person and the actions that they commit while under a conscious state, while of course taking into account the motivation and context.
Time limited free roaming. I want more freedom, but not freedom phases lasting forever until you click something, which is bad for immersion (especially hate the infiltration scenes where enemies/walkers wait for you to have clicked something to appear). I'd like a freedom phase where you may do something giving you an advantage for following scene (ie : easier combat if you find a weapon, easier climbing if you find a rope ; but you may fail to take them in time and then get a little harder action scene), or where you just have time to speak to one character when 3 are available, etc... For tension time should always be limited when you are not quietly camping.
A few really bad choices leading to death a few scenes later if combined with other bad choices, or leading to either death either action scene according to a serie of choice. Telltales approach of making all choices equally bad, and game over only happening if you take an evidently terribly one or fail at a QTE gets old I think, would only increase replayability if there were a few deadlocks.
I'd like for example situations like a) you make a choice angering someone, b) in a next choice you give away your weapon, c) in a next choice some time later you end alone wiith this person giving the occasion to kill you, d) if you made choice a and b you are dead and have to change either a or b (you return at point b as the last choice which could have changed your fate), if you made only the choice a but kept your weapon you get an action scene to save your life.
Eventually it may be choice to get X or Y killed that really matter. IE : you get hints character X is really dangerous / useless while Y is a good companion, instead of getting the usual choice between two as useless characters, and so game become really harder if you chose X.
I am in total favor of what you described in the first paragraph. It does get old if people are sitting around in the open, talking aloud, without any walker even stumbling upon the group—I'm talking about the following:
When Kenny, Katjaa, Duck, Ben, Clem and Chuck sit beside the train, talking about this and that, aloud.
When Kenny, Ben and Omid go inside the train, while Christa and Clem sit in the shadows, alone, under the bridge overhead, and Chuck plays his freaking guitar like it is a normal day without walkers.
When Luke and Carlos discuss about Nick "becoming a danger to the group," while Nick, Sarah, Alvin and Rebecca sit beside Matthew's refuge, without a single walker approaching the place.
When Kenny, Rebecca and determinantly Sarah stay at the fountain and not a single walker comes.
From what I understand, you are suggesting that one of your past decisions could affect the outcome of a future choice. That sounds neat, although I believe that time-traveling to fix decisions should stick to Life Is Strange.
Time limited free roaming. I want more freedom, but not freedom phases lasting forever until you click something, which is bad for immersion… more (especially hate the infiltration scenes where enemies/walkers wait for you to have clicked something to appear). I'd like a freedom phase where you may do something giving you an advantage for following scene (ie : easier combat if you find a weapon, easier climbing if you find a rope ; but you may fail to take them in time and then get a little harder action scene), or where you just have time to speak to one character when 3 are available, etc... For tension time should always be limited when you are not quietly camping.
A few really bad choices leading to death a few scenes later if combined with other bad choices, or leading to either death either action scene according to a serie of choice. Telltales approach of making all choices equally bad, and game over only happening if you take an evidentl… [view original content]
There is none. I would just prefer seeing men be or get decapitated and not see women be or get decapitated. If you're one of those people who had bad experience with women and enjoy seeing them suffer in various ways because of said bad experiences then at least to me it's pretty obvious you'd want to see that. I'm speaking in general.
It's a preference of mine to not want to see women get hurt. Only people who don't like women or have been scorn by women would prefer the opposite of my preference. That's what I think anyways.
My head is perfectly fine, and I know that seeing a man be decapitated and a woman be decapitated is the exact same, of course leaving their… more character and personality aside.
I agree that children involved in violence is much worse. I was getting at the fact that you mentioned women.
@InstantShipping is believed to be stupid!
Fight! Fight! Fight!
so long as clementine wasn't involved in it and women and children
Just so you know, you are being sexist.
I think moral path choices would be a pretty cool concept to the series. It could be like infamous. In those games depending on your actions they lead you to different paths. It could be implemented and expanded in season 3.
To be honest I don't the moral paths to be binary or dated or too linear in a sense, because I want my choices to be more on the grey side of things also takes to interesting direction, instead of my choices not doing anything.
I get what you are saying, though. Even if neither of them were indirectly responsible for the violence, you'd rather see a man get hurt than a woman. Some other people might agree with you, too.
Again, that is sexist, although subconsciously, but I'm not telling you to change it. I am honestly just wondering if you acknowledge that it is sexist.
It's a preference of mine to not want to see women get hurt. Only people who don't like women or have been scorn by women would prefer the opposite of my preference. That's what I think anyways.
That's exactly what i'm saying or was trying to say. And yeah i'm acknowledging that it is sexist. Wasn't intentional but that's one of the things it is.
I get what you are saying, though. Even if neither of them were indirectly responsible for the violence, you'd rather see a man get hurt tha… moren a woman. Some other people might agree with you, too.
Again, that is sexist, although subconsciously, but I'm not telling you to change it. I am honestly just wondering if you acknowledge that it is sexist.
I don't know, for me it's immersion-breaking when time is limited during hubs and exploration. Sure, I know it's not realistically feasible, but in a game the same rules don't necessarily apply.
I remember in the Michonne mini series, I played a music track as I just happened by it while exploring. It activated a cinematic, and while I would have liked to enjoy it, I was worried the whole time that I had triggered the next scene in the story without getting the most out of my exploration yet. I wouldn't want to be worried about a timer all the time... Sometimes the unlimited exploration gives players a chance to catch their breath and recover from the growing tension. It doesn't need to be building all the time.
I do think there could be scenarios that that would work though. The meat locker in season 1 was one of them. It was no guarantee you could talk to everyone and find everything because Larry's heart attack was more or less on a timer. Something like that, where building tension is necessary, would be a good place to use that.
Time limited free roaming. I want more freedom, but not freedom phases lasting forever until you click something, which is bad for immersion… more (especially hate the infiltration scenes where enemies/walkers wait for you to have clicked something to appear). I'd like a freedom phase where you may do something giving you an advantage for following scene (ie : easier combat if you find a weapon, easier climbing if you find a rope ; but you may fail to take them in time and then get a little harder action scene), or where you just have time to speak to one character when 3 are available, etc... For tension time should always be limited when you are not quietly camping.
A few really bad choices leading to death a few scenes later if combined with other bad choices, or leading to either death either action scene according to a serie of choice. Telltales approach of making all choices equally bad, and game over only happening if you take an evidentl… [view original content]
I don't "enjoy" seeing anyone suffer so I have no idea what you're getting at. You're still not providing any reason as to why you'd prefer seeing men get killed instead of women. So I'll just jump to conclusions as you did and say you're sexist.
There is none. I would just prefer seeing men be or get decapitated and not see women be or get decapitated. If you're one of those people w… moreho had bad experience with women and enjoy seeing them suffer in various ways because of said bad experiences then at least to me it's pretty obvious you'd want to see that. I'm speaking in general.
Comments
As soon as someone dies they don't immediately have to have their sins forgiven
It would be nice if it was more open and had some exploration and side quests, if it has puzzles please be real puzzles not the super easy puzzles they did in S1 and make the game much longer.
Fully agree!! Also, they should write the story with the determinant characters taken into account and then adapt the story afterwards to what would happen without the characters in these circumstances; this would make our decisions mean something. They shouldn't do it the other way around, writing the story without the character and then attempting to add like two lines of dialogue and an alternative death scene two chapters later. Additionally, even add optional dialogue choices with these determinant characters when exploring, so if they're saved you can talk to them. Have the characters make challenges easier as they assist, putting significance behind their being there. Hell, have the voice actors even adlib dialogue and talk to other characters in the background, just for god's sake. My main point, like you said, is that telltale needs to try harder to incorporate gameplay so it isn't just some movie we have a bit of say in. It should have tons of replay value. If our decisions simply don't mean anything then telltale should at least compensate with other gameplay like you mentioned. They shouldn't advertise it as being "a game" if it has no gameplay or "tailored by your choices" if it isn't.
Hey, those were at least more puzzle-like than turning on the speakers in Carver's office.
Press X to Alvin Jr.
Have you played any of Telltale's games before The Walking Dead or an actual adventure game? The "puzzles" in S1 were very simplistic and barely qualify as puzzles. I don't understand why anyone would hold them in high regard.
To be honest, I still stand by the belief that the most organic 'puzzle' was the Motor Inn in episode 1. It was still simple, but it felt the most natural out of the puzzles. It was integrated in a way that fit with both the world and the theme of TWD. Most of the puzzles were 2-step fetch quests, and felt a bit shoehorned in, as if to meet a puzzle quota. Take the sewer puzzle in episode 4, for instance. Does it really fit? It feels more like an arbitrary excuse to put a puzzle in. It doesn't really feel organic, like this is the kind of situation you'd run into in this world. On the other hand, finding a way to clear out a small group of zombies one at a time? That's a situation that you'd definitely see pop up in the world of TWD.
Agreed. It was frustrating, but it was still fun and made sense.
Are you trying to say that the "puzzles" in Season Two were better than the ones in the first season? Because reading both our comments, I can't see any other implication.
A punch in the face option for every single dialogue where you can choose what to say. I just think it'd be funny to punch people in the face as clementine. It was funny when she slapped people in season 2.
No, I'm saying the puzzles in both games are bad.
Being able to pick your own weapons. Both Firearms, and melee weapons.
And I'd like to see character having to put pistols/revolvers in holsters, or sticking them in their belts, and slinging rifles over their shoulders by the shoulder strap, instead of just somehow being able to magically put them in their pockets.
Like how Lee was somehow magically able to put that car battery in his pocket after Molly gave it to him. Ridiculous!
Another thing I'd like to see is the paragon and renegade type options that we saw in Mass Effect 2 and 3. Those were really cool, I thought!
enter link description here
enter link description here
And finally, not only do I want their to be more fight scenes, but I'd also like to see the brawls - like between Lee and the Stranger - be even more bloody and brutal. Like this...
enter link description here
enter link description here
It would also be cool if they have like different paths you can take. Like in season one and two you could either be nice or a scumbag or silent. If they had moral choice paths where you could just be ruthless or self sacrificing etc. And the path you choose they'd only give you options specifically catered to the path you chose and a normal path where they keep things in normal fashion. I'd like that.
I don't think that would work on a game that's mostly cinematic with only hubs as a means of walking around and interacting with things and cutscenes as battles.
Alvin, Alvin, Alvin, ALVIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIN!!!!!!!!!
I'm not saying i want to see a scene like that between Clem and Javier (at all).
It never ceases to amuse me though, when the default response is 'that's illegal, you can't do that!'. I mean, really, this is a fictional narrative set amidst the Zombie Apocolypse, where people are hunting and Eating each other. There are no laws anymore. There is only personal morality - what you can live with having done, be it for survival, protection of someone weaker, compassion/empathy, or even a sense of comfort and belonging.
Like i said, i don't want there to be that type of intimate relationship between them, but the argument should be from a moral standpoint and not a legal one that has no relevence in this world the characters inhabit.
Am I the only one that doesn't like the way Bioware changed their conversation system starting with Mass Effect? I prefer the way they did it in Knights of the Old Republic and Dragon Age: Origins.
I personally would absolutely love more confrontation with walkers. The mini series with michonne had exactly what I would love to see more of. Melee combat with weapons and your bare hands, feet, etc. I absolutely love swords, daggers, knifes, and machetes. It would be cool if they allowed you to use a crossbow and bow and arrow.
I wouldn't mind brutality so long as clementine wasn't involved in it and women and children. When michonne got her shoulder dislocated it made me so mad. I also cringed when she fixed it back into place. I would love to see and be in more fights though and being able to decide peoples fate.
@InstantShipping is believed to be stupid!
Fight! Fight! Fight!
Just so you know, you are being sexist.
this ^^
So you'd prefer to see women and children be maimed? or decapitated? Or see them having limbs removed among many of the multitude of ways that can happen with brutality? It just seems like that's what you're saying and implying. It's more of an in nature thing for men to be more violent and brutal then women. If you'd like to see women and children being involved and contributing in brutality that's you. I however would pass on that. And I think in your case it is better to sleep because you don't seem to have enough or to be getting enough of it.
My head is perfectly fine, and I know that seeing a man be decapitated and a woman be decapitated is the exact same, of course leaving their character and personality aside.
I agree that children involved in violence is much worse. I was getting at the fact that you mentioned women.
Replacing the ... option with a fourth dialogue and letting the time-out be silence instead. It happened most in Season One, so I think not doing that with other Telltale games is probably lazy underutilization.
To be honest I don't the moral paths to be binary or dated or too linear in a sense, because I want my choices to be more on the grey side of things also takes to interesting direction, instead of my choices not doing anything.
Yeah! Seems fun! Where can I get the Season pass?
DIE, LITTLE CHILDREN, DIE!!
I HATE CHILDREN THEY ALL SHOULD DIE MUHAHAHAHA ( except clementine)
What's the difference between a man being decapitated and a woman being decapitated? How does gender factor into this?
They possibly consider that, since women used to be treated as more gentle, more delicate and less prone to recurring to violence, they are less deserving of harm and suffering.
I personally don't have an issue against women—as if that wouldn't be a gross generalization. I judge who is more or less worthy of harm based on who they are as a person and the actions that they commit while under a conscious state, while of course taking into account the motivation and context.
Time limited free roaming. I want more freedom, but not freedom phases lasting forever until you click something, which is bad for immersion (especially hate the infiltration scenes where enemies/walkers wait for you to have clicked something to appear). I'd like a freedom phase where you may do something giving you an advantage for following scene (ie : easier combat if you find a weapon, easier climbing if you find a rope ; but you may fail to take them in time and then get a little harder action scene), or where you just have time to speak to one character when 3 are available, etc... For tension time should always be limited when you are not quietly camping.
A few really bad choices leading to death a few scenes later if combined with other bad choices, or leading to either death either action scene according to a serie of choice. Telltales approach of making all choices equally bad, and game over only happening if you take an evidently terribly one or fail at a QTE gets old I think, would only increase replayability if there were a few deadlocks.
I'd like for example situations like a) you make a choice angering someone, b) in a next choice you give away your weapon, c) in a next choice some time later you end alone wiith this person giving the occasion to kill you, d) if you made choice a and b you are dead and have to change either a or b (you return at point b as the last choice which could have changed your fate), if you made only the choice a but kept your weapon you get an action scene to save your life.
Eventually it may be choice to get X or Y killed that really matter. IE : you get hints character X is really dangerous / useless while Y is a good companion, instead of getting the usual choice between two as useless characters, and so game become really harder if you chose X.
I am in total favor of what you described in the first paragraph. It does get old if people are sitting around in the open, talking aloud, without any walker even stumbling upon the group—I'm talking about the following:
When Kenny, Katjaa, Duck, Ben, Clem and Chuck sit beside the train, talking about this and that, aloud.
When Kenny, Ben and Omid go inside the train, while Christa and Clem sit in the shadows, alone, under the bridge overhead, and Chuck plays his freaking guitar like it is a normal day without walkers.
When Luke and Carlos discuss about Nick "becoming a danger to the group," while Nick, Sarah, Alvin and Rebecca sit beside Matthew's refuge, without a single walker approaching the place.
When Kenny, Rebecca and determinantly Sarah stay at the fountain and not a single walker comes.
From what I understand, you are suggesting that one of your past decisions could affect the outcome of a future choice. That sounds neat, although I believe that time-traveling to fix decisions should stick to Life Is Strange.
There is none. I would just prefer seeing men be or get decapitated and not see women be or get decapitated. If you're one of those people who had bad experience with women and enjoy seeing them suffer in various ways because of said bad experiences then at least to me it's pretty obvious you'd want to see that. I'm speaking in general.
It's a preference of mine to not want to see women get hurt. Only people who don't like women or have been scorn by women would prefer the opposite of my preference. That's what I think anyways.
Yeah, for good reasons.
I think moral path choices would be a pretty cool concept to the series. It could be like infamous. In those games depending on your actions they lead you to different paths. It could be implemented and expanded in season 3.
I get what you are saying, though. Even if neither of them were indirectly responsible for the violence, you'd rather see a man get hurt than a woman. Some other people might agree with you, too.
Again, that is sexist, although subconsciously, but I'm not telling you to change it. I am honestly just wondering if you acknowledge that it is sexist.
That's exactly what i'm saying or was trying to say. And yeah i'm acknowledging that it is sexist. Wasn't intentional but that's one of the things it is.
I don't know, for me it's immersion-breaking when time is limited during hubs and exploration. Sure, I know it's not realistically feasible, but in a game the same rules don't necessarily apply.
I remember in the Michonne mini series, I played a music track as I just happened by it while exploring. It activated a cinematic, and while I would have liked to enjoy it, I was worried the whole time that I had triggered the next scene in the story without getting the most out of my exploration yet. I wouldn't want to be worried about a timer all the time... Sometimes the unlimited exploration gives players a chance to catch their breath and recover from the growing tension. It doesn't need to be building all the time.
I do think there could be scenarios that that would work though. The meat locker in season 1 was one of them. It was no guarantee you could talk to everyone and find everything because Larry's heart attack was more or less on a timer. Something like that, where building tension is necessary, would be a good place to use that.
I don't "enjoy" seeing anyone suffer so I have no idea what you're getting at. You're still not providing any reason as to why you'd prefer seeing men get killed instead of women. So I'll just jump to conclusions as you did and say you're sexist.