The Positivity Thread and 2 Years In
Hey :-)) I've been checking out a lot of the recent discussions and the focus seems to be more on what u guys don't like. There is also waaaay too many Kenny is better than Jane or Jane is better than Kenny comments and some belittling of other forum members. So I have created this thread as a positive place to talk about the better parts of the games and why you like the characters you do. Basically anything you enjoy about TWD in general. For instance, I thought the second season made sense chronologically. Consider how much time has passed since the beginning of the first game when the outbreak happened. I think it would be like 2 years later. People wouldn't be the same. They would be either hardened or weakened and most wouldn't put the same trust in others. The fear would be different also in that they would be past panic and into doubt and hopelessness. I think the Season 2 characters reflect this well. I see Nick and Kenny as being shells of their former selves and characters like Carver and Jane have probably strengthened parts of their personality at the expense of other more humane parts. Clementine's experience with this group is much different than her experience with the old group who worked together even if in disagreement. The new group is very dysfunctional comparatively. I think Telltale handled this well and people are expecting the second game to be too much like the first, forgetting how much the new characters have experienced offscreen since the outbreak. Feel free to add your opinion. :-)
Comments
This isn't a ground-breaking or unobvious comment, but Carver, in my opinion, was a great antagonist before episode three. While he was definitely not a mentally-healthy individual, he wasn't evil. I'm not claiming that he was a "good" guy, and black and white words such as "good" or "bad" are not words that I like to throw around, but he wasn't evil.
I liked the relationship he had with Rebecca, and his reasonings for being so adamant about chasing down the Cabin Group. In episode three, I guess he did maintain his admirable qualities, but I preferred them beforehand, before they seemed to go a little bit overboard with them. (Calculating, intelligent, cunning, charismatic, good leadership skills, ect.)They struck a perfect balance with the typical villainous traits. That scene where he came into the cabin with Clem gave me chills the first time playing. CHILLS
We didn't know his life story up to the end of A House Divided, but at that point, because of the allusion to the dark pasts of the Cabin Group, it seemed as if he could actually be reasonable, with not entirely evil, typical, big-bad must destroy motives. Maybe Carver's character wasn't a completely original concept, but it didn't have to be. He just had to be done well, and he was before In Harm's Way, in my opinion. I was really into his character, and interested to see what paths he would go down. So kudos for that player interest, Telltale!
Edit: And needless to say, I never was extremely against Carver's character. Just compared to the awesomeness of his episode 1 and 2 portrayal, it felt a little off later on. But man, they really managed to hook me.
The cliffhanger scene that ended off Amid the Ruins was one of the most intense standoff confrontations of either season.
Ben And Kenny's final moments in Season 1...Beautifully Orchestrated. The emotion of the scene was excellent. And Kenny's redemption was just Fantastic.
Shame that the opening to the following episode was as unrealistic as a snail lifting the empire state building.
I do love myself some positivity!
I love both The Walking Dead Seasons 1 and 2
I'm pumped for Season 3
Javier seems cool
If you look very closely, you can see a snail under there!
I agree, that scene was a golden moment in Season One in my opinion, my only problem with it is why Kenny locked himself in the alleyway when he could've just offed Ben and then left with Lee xD
I think the idea is that, as a father, Kenny was willing to do everything he could to save Ben, whether that involved yanking him off the railing or fighting back the herd, and, when it became too clustered to deal with, he just outright shot him to spare him from feeling anymore pain than he had to.
Because Kenny was dead set on saving Ben. He didn't want to kill him; he wanted to get him off that spike and save his life. Of course, after the walkers closed in, he finally realized it was hopeless, and shot him instead.
Kenny locked it to prevent Lee from trying to stop him, but failed to realize that he just trapped himself in the alley by doing so. Kenny's not exactly known for thinking things through.
That still doesn't really answer why he locked himself in the alleyway though...
So basically it was a case of "Oh shit, what have I done" fair enough xD
Yeah, got a little too poetic there. [Randalface] down there explains one way, but an alternative would be to make sure Lee is able to escape so he can save Clementine.
The beginning of No Going Back is one of the biggest middle fingers I've seen in a game.
I'm not saying that everyone should have died a-la Reservoir Dogs style, but when being presented a Mexican standoff, especially when guns start going off, people die. And the beginning literally defied all laws of realism and made what followed such a farce.
As someone who often writes little narratives, would've opted for a "bait-and-switch" and had Clementine mortally wounded and maybe shifted the narrative to Luke or favorably (and I know this is a shock) Kenny. It would've given the audience to see a different perspective and maybe even level some empathy from people like me and had the tone be to help keep a grievously injured child alive as a troubled man trying to keep his head above a constantly rising tide.
But of course, the game didn't want anything challenging for the audience to digest, just cover up people's indiscretions with a moral compass about as confusing as a Barnes maze. And not in a good way.
Such eloquence!
Believe me when I say I didn't want to hate Kenny as much as I do. I wanted the game to prove me wrong, it just ended up sweeping too much of his shit under the proverbial rug without acknowledging his real faults for me to really like his character in any capacity.
He became like a parody of his own disgusting character.
I've said it before—whether it is with Ben or Christa, Kenny's exit in Season One perfectly symbolizes his entire character.
Kenny is determined to help somebody out of sincere selflessness.
Kenny fabricates a plan in his mind and carries it out to be able to continue to believe that he is the hero, as a coping mechanism.
Kenny acts rashly and relies on intuition, without weighing consequences, and changes the group's situation fastly, often times for worse.
This is why I believe that Kenny should have died in Season One. Neither of his exits in "No Going Back" feel adequate. They depict him as either a selfless carefree man, or a melancholic man who admits that he acted wrongly, and he never was either of those things beforehand.
If I asked you who is at fault for this, would you say the character himself or the writers who failed to depict him correctly? Perhaps it's the latter and you cannot even take Kenny's existence seriously, which would explain why you are often found making fun of him.
I just found him to be too unpalatable to be taken even remotely seriously.
I hated him from the time he continued riding on Lilly after he murdered her father and left Lee to fend for himself in the drug store. But he was still a viable character, season 2 he just became such an asshole. The scene, for example, when Kenny kills Carver in a particularly gruesome fashion yet is presented in an almost heroic way and no consequence is ever presented is obviously the fault of the writers.
So it's a little from column A and a little from column B. But his lack of remorse coupled with the narrative seemingly never wanting to address his violent tendencies as a fault, and even in most cases favoring it as a necessity without consequence is for sure quite comedic in a game that is suppose to be heavy set on moral grey grounds.
technically, the episode did do that
just way later in the episode
and the game's definition of 'mortally wounded' was a liiiittle bit different than yours
You mean the shot to the shoulder that resulted in a slightly sore arm the following scene for 3 seconds?
Yes, that liberty as to what constitutes "mortally wounded" was fully taken advantage of.
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That's understandable.
I agree with this, so much.
I just had a vicious idea that, in my opinion, would've been a subtle and effective way of conveying the theme that Clementine is gradually losing her innocence and sanity. If the player decides that Clementine will stay with Kenny, they would be presented with an instruction to press the cue button; as they do this, the girl's gaze would shift back and forth between the brutal corpse and a distant shelf, and, for the first time in a Telltale game, the instruction at the top left would switch abruptly between…
…and…
…hopefully giving the impression that she is conflicted.
Just would've been a nice little addition.
Well, Let me Explain:
Kenny always wanted more control, He wanted to be able to make more executive Decisions as he always thought he was right, He enforced this by Killing Larry in the meat locker, But when Lilly was either left behind or Ran off in the RV, He had everything in his finger tips...but with Duck bitten, He had been given too much control, He wanted to run away from the responsiblity of putting his son down. Hiding behind denial...Eventually, with Lees Coaxing, Kenny comes to accept the fact that he can't let his Son die, unfortunately. He's very unwilling to Kill him without Lees support (Determinant.) However, with Ben and alleyway. His death was symbolic of the past. He could've ran away...but He didn't, he saw it through to the end and did what he couldn't with his Son. The scene was one of Season 1's highlights.
yes
it can definitely be considered a mortal wound
if you squint your eyes hard enough
and look at it from 50 yards away
and give yourself a concussion with the nearest blunt object
while under the influence of a hallucinogenic
Funny, these are two of my main issues with Jane.
You know what, for a demonizing as it comes off at first, that is a very interesting interpretation of Kenny.
It's simply a series of observations. Nothing too Major...just makes sense when you look at it in a certain light.
I think interpretation was the wrong word--maybe symbolism? But yeah, that's deep man.
I think part of the beauty of these games is that some things are left open to different interpretations. The last game came out in 2014 and people are still finding things to discuss. :-)
That gunshot left sooooo many unanswered questions. What happened to the bullet? How did Kenny and Jane sterilise the wound? Did they sterilise the wound? How did they stop the bleeding? Wouldn't Clementine be too weak from blood loss and shock to walk to wherever for days? Wouldn't her bandage become toxic and infect the wound if it wasn't changed regularly?
Minus the violent tendencies? I saw Jane as more passive-aggressive than violent.
I've always thought that rather than have a completely pointless flashback scene that didn't progress the plot in any meaningful way, why not supplement that with a scene of Clementine being bandaged up by Kenny and Jane? It could be done as if she's barely conscious and the player is given choices throughout to mutter certain responses to the two as they desperately work together for common ground, showing that although they don't like each other, they're willing to set aside their rivalry to help save Clementine.
It'd work to also make the final choice tougher cause rather than just imagining the two slinging Clem's unconscious body in the truck while shouting profanities at Arvo, Bonnie, and Mike in a boorish fashion in front of an infant as they scramble to find the keys. It'd give a much more nurturing vibe that the two do care in their actions rather than their words.
But, as I've stressed multiple times, No Going Back sucked so much you'd almost want to pay the episode $9.25 for the "Wrangler Special."
Umm....
Oh! You what, that actually sounds kinda interesting!
Technically, their cursing out their dust clouds, but its funny either way.
You know what, that episode is in the middle for me: while it isn't as good as Episode 2 or 1 and has a few issues here or there, they're nowhere near as bad as the problems in Episode 3 or especially Amid the Ruins and it manages to be tell a decent story. I've seen a number of people complain about that episode, but I never really had much of a problem with it and just assumed it was due to the fact it had to resolve the entire season.
I assume there were some medical supplies in Bonnie's backpack since Clementine cleans Kenny's eye. That of course brings up the question of why she put the same dirty bandage back on. What happened to Bonnie's backpack anyway??
True, though some could argue that can be even worse at times.
The point is she constantly dodges facing the consequences and doesn't accept responsibility for her more extreme actions.
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I can just about see it
For dramatic effect i guess and to write him out of the rest of the story because the final Lee/Clem scene wouldn't have worked quite the same had Kenny or even Christa/Omid been present as well
I would have liked that yeah!
Why not both?
Make it so you have a scene of Kenny and Jane tending to Clementine, all the while she's in pain and drifting in and out of consciousness. Eventually, she passes out for good. Cue the flashback sequence.
Maybe a little on the corny side, but I think just about anything would count as an improvement given your uh... disposition on No Going Back, no offense.