How many times did this game series disappointed you?
What were the disappointing moments from season one, season two & the newly released season three? And why?
I'm curious...
Sign in to comment in this discussion.
What were the disappointing moments from season one, season two & the newly released season three? And why?
I'm curious...
Comments
Many. The entirety of Amid the Ruins, the flashback in Ties That Bind, the fact that I can't end the conflict between Michonne and Norma peacefully in What We Deserve, etc.
Season 1 - 0 (let's be real; that game is a masterpiece)
Season 2 - 1 Story was completely jumbled and lacked any end goal
Season 3 - 0 Honestly, Season 3 is amazing.
Provided you have no investment in your Season 2 ending, and you don't care about the fact the first two episodes are one cut in half.
I wouldn't go that far, sure the game back then at 2012 was great and all, but it definitely has it's flaws, like the treatment of characters and lack of logic in Around Every Corner.
Season 1 - I thought the set up with the stranger was kinda weird
Season 2 - Definitely Nicks death, and the way Bonnie and Mike left considering my interactions with them.
Season 3 - Short episodes, lack of Clem's story/playtime, forced relationships, overreliance on QTE action scenes in place of character interactions and development.
I was disappointed when I found out I left Kenny for a shit community Telllale had absutely no plans for.
...And even more when I realized I couldn't go back and change my decision because I would get an even worse conclusion to that whole arc.
Lilly's departure. Her story was getting good. Christa's disappearance. She deserved better than being forgotten. Less Clementine. Wanted more time as her, but we still have 3 episodes left.
I was hardly ever disappointed. If I had to pick something I'd say Sarah & Nick's character arcs.
Hey, you asked.
I take a Telltale game for the story. If you can get past the fact that choices don't really matter, you'll see how good Season 3 really is.
It's just my opinion.
Crawford: This place was built up so much throughout Around Every Corner, I think it had a lot of potential, but they decided "Fuck it, they're all walkers." I think it would have been a lot cooler and more entertaining to plan an actual break in, have to navigate our way and sneak around people, it adds a different kind of threat. With the walkers, it pretty much just becomes a standard and typical TWD scavenge supplies mission.
Sarah: So much potential, she acted as a great foil for Clementine in S2 in the first couple of episodes and she showed a willingness to learn and become a stronger survivor, despite her father attempting to shelter her. After Carlos' death, she just kind of shut down, but even then, that could have been an interesting take on her character and they really could have done a lot with that. To try and save her, just to have her die 30 minutes later, it's disappointing on so many levels.
Season 2 Endings: This has been talked to death, but whatever. Jane's was out of character, Wellington fell faster than a Jenga tower, and Kenny's (while a fitting send off) was rushed and lazy.
Chuck: I will never get over this, this is easily the worst death in the entirety of TWD video game series. Chuck was such an awesome character, but nothing more than a plot device, and no one even seemed to care or notice that he was gone and never showed up again.
Length and amount of Clem flashbacks: When they said Clem was going to be a co-playable character, I thought we were going to get more than 10 minutes of playtime as her in the first two episodes. I wasn't expecting it to be 50/50 between her and Javi, and I'm completely fine with it being only flashbacks, but they need to be more numerous and longer in order for them to justify her being a co-playable character. As a side character, she's been great, but her being a PC feels forced in, almost like an after thought. We need more time as her in the flashbacks, there's a lot of potential for character growth and ways for our choices to impact her in the present, Telltale needs to utilize this.
These have been the times I've been seriously let down or disappointed, the good in this series has FAR outweighed the bad and easily makes up for it.
But there was? Telltale took the time to make four flashbacks, when they could've outed Clem altogether. Something is better than nothing.
I know, I just threw my 2 cents that's all, thanks for answering tho.
Yes, about two minutes.
Which is what they should have done, or at least relegated her to a cameo.
I disagree, I would have rather had nothing to do with Clem than what we got, personally. Anyway, not that I mean for this to come across as rude or attacking. Sorry about that.
Keep in mind that no one and no where is safe. Just because you spent a whole season with a certain person or looking for a community that was bound to fall doesn't mean it's unrealistic. That's what TWD is all about.
The Flashbacks from TWD A new frontier
I apologize if I came off that way as well. in the end it's just a video game.
I can respect someone who always tries to look at the positives, so hats off to you.
Still, most of us play TTG because they sell us on 'The illusion of choice.' Not for the gameplay, the graphics or much of anything else. Sure, the story is great, but when I pay 25 dollars I expect a little more than just that, you know?
It's good. you're welcome!
I'll focus on actual moments that disappointed, instead of more abstract stuff like episode length
Biggest offenders (stuff that still irks me quite a bit when I think about it):
Nick's episode 4 death
Sarah's episode 4 death (the observation deck one. Her first death is actually decent)
Ben and the hatchet in Around Every Corner (I don't care what anyone says, I will never be able to take that scene seriously. It's just too ridiculous, even for Ben)
The first set of flashbacks in S3 (for me, mostly the Kenny one. I can live with the Jane ending, and I don't have many problems with the Wellington and alone endings personally. Still think they could have been done better overall, though. And of course the Kenny/Jane models, but that goes without saying)
Moderate annoyances (stuff that still slightly annoys me, but I've mostly gotten over and accepted):
The lack of Clementine/Kenny interactions in S1. Lee, Clem, Kenny: the three main characters of S1, basically. Yet Kenny and Clementine almost never interact with one another. I always found that kind of weird. I think there was some interesting stuff that could have been explored in that relationship, especially given Kenny being a family man and all.
Kenny's relationship with Lee after the Larry choice, mainly for the first act of episode 3 (I get that they wanted the decision to have a consequence, but they took it too far with Kenny-- Lilly has a valid reason for hating your guts if you helped Kenny, but Kenny turns against you way too much for the first part of episode 3, even if you backed him on everything else up to that point)
Chuck's off-screen death
The minor appearances of the 400 Days characters in S2
The outcome of the Amid The Ruins cliffhanger (the cliffhanger itself was great. Episode five's continuation of it... not so much)
Monroe getting burned down entirely, regardless of how you chose to escape. I can understand that happening if you kept Pete with you, but I wish letting him go would have let at least some part of Monroe survive, and somewhat mitigate how pissed Norma and co were.
You didn't, and that's true
I'm just still salty about it, as you can probably tell. Just in my opinion, the moment Telltale realized they couldn't have delivered on the different endings is the moment they should have decided to not fully include Clementine.
I suppose, I mean, going with nothing would have saved me 25 dollars lol. I didn't really expect the endings to result in anything but the same outcome with her inclusion in the game, but I do wish we would have spent more time following up on them.
Bound to fall? In Season 2 Wellington was like a goddamned fortress. Hell, we were just shadows in the distance and they had already fired a warning shot. I'm I really supposed to just accept that it was overrun by a couple bandits? I'm sorry, but I expected a bigger payout.
I think Telltale has made the point that no place is safe already pretty clear. Wellington fell, so did Prescott and Richmond-and that's exactly the problem. They're not doing anything interesting or new; just more of the same.
To be fair, something being considered a masterpiece doesn't mean it's without flaws
I mean, if it didn't have any flaws, we'd call it flawless instead, right?
I remember back before episode five, that there were major discussions and straw-polls on who would survive the gunfight. But everyone survives? It was one of the best episode endings of their entire series in my opinion, but the outcome was not realistic, they were at point-blank range, and they had time to duck and hide in places? At least they could've been spaced out a bit more before the end of episode four for realistic expectancy. I actually liked how Rebecca's turning caused the gun-fire, it was a clever plot device in my opinion.
The only real disappointment with this series was the 400 days characters. Tehy were just a waste of time with the exception of Bonnie.
I see what you're saying, but Wellington had internal problems as well. Giving supplies to complete strangers? What? That was a horrible mistake that cost them when they couldn't pay up to the bandits (btw they were the New Frontier)
My God, I forgot about that, that entire scene's sole purpose was just to make Ben look extremely dumb, and those rush-plot-zombies too... wew.
Dang it, I should've put the "minor annoyances" in the topic thread. Oh well...
Yeah. No Going Back is my second favorite episode of the entire series, I ain't afraid to admit that. But I won't lie-- the outcome of the gunfight was disappointing. But for me, the rest of the episode made up for it, so I was able to get over it. Even if it was a mistake, at least it was a fast mistake that was over within the first 5 minutes of the episode. That's still better than waiting 2 years for S3, then waiting another 40 minutes, only to get those 5 minute S2 ending flashbacks.
I can understand, but Telltale is still a relatively medium sized studio. If you wanted Until Dawn type choices, it would take much more people and much more work. Making choice and consequence sequences aren't easy, and cost a lot of work and money.
Also, thank you:)
Exactly.
While it's definitely dumb, the Ben and hatchet scene was never something that really bothered me. What really irked me was that, with walkers pounding on the classroom door, Kenny trying to open the only exit, Ben decided right then was a good time to confess. Really dude? Seriously, there are way more important things going on than this right now, how about you wait until after we escape from the flesh eating monsters who want to kill us before you explain how Katjaa and Duck's death was your fault.
The very first time I played the hatchet scene, I was like "Yeah, no. I get that Ben doesn't make the best decisions, but this is taking it too far"
I thought it was a cop-out since day 1, and I haven't wavered from that for 4 years. I don't even hold that against Ben, because I felt that was out of character even for him. Even the resident fuck-up wouldn't fuck up that badly.
I hear you, and that's why this conversation isn't about Wellington being attacked-that's bound to happen to every community at some point. My problem is with how vulnerable they looked and the plot-holes all over the damn scene.
If they were over capacity why did they just give up? You would assume at least half of those people know how to defend themselves, right? Or at least they had some guards? Instead, we're forced to just run away as if its the damn 'Battle of the Bastards' when really we were dealing with a few punks.
It's easy and even somewhat logical to say that whoever they were had been there before and killed most of the survivors, fair enough. But that doesn't change the fact that Telltale took the lazy approach when they could have really done something special with our endings.
There are more moments like that in EP4. Like why can't we brake through the medicine cabinet, why leave Clem alone with sick Omid and no one else, why did everyone decided to gamble with their lives and split up into a team of 2 to get the boat parts, why doesn't Clem hate you for dropping Ben (she really wanted him to stay with the group) and so on and so forth.
I kinda wish Molly comes back, I doubt that there are supplies left in Crawford now.
I like how they incorporated Clem for new players. It makeseems her seem like a mystery and the flashbacks make her seem even more mysterious.
Well, I mean, they had over two years to work on Season 3. I don't think anybody here is asking for Until Dawn level branching. That would be unfair. However, Telltale does pride itself on the illusion of choice so they should live up to it.
Yeah, man. No problem.
I understand that, but the majority of people aren't new players, and they shouldn't be the demographic Telltale are aiming to please the most.
It's really... off character.
I saw Ben as a insecure kid with a good heart, like when he tried to save his "friend" from bandits but instead was tricked into to bringing them food & medicine so they don't kill the Motor Inn group and blaming himself over Katjaa and Duck's deaths... I really don't see how is that his fault but he sure convinced himself it was, but that, with the hatchet, just no.
Carley/Doug die no matter what, because choices matter.
Pete dying to walkers instead of being part of Cabin Group vs Carver
400 Days characters only having one line cameos
Carver being introduced as a potential ally or enemy depending on your relationship with the Cabin Group only to end up as a brute willing to kill the only person he considers worthy of passing his rule onto (Clem)
The Cabin Group vs Carver should have lasted all season instead of introducing Arvo & Co.
Clementine should have been the protagonist of Season 3. Telltale fell into the Bioware trap of Artistic Integrity. Javier = Catalyst.
I don't even think he did anything bad up to that point, it just felt completely out of character. Up till that point, younger me was of the opinion that the bandits would've attacked anyway, and Ben only delayed the inevitable, even if he could have told someone to allow for preparations (but the bandits were already sieging the location, so it might not have mattered), but no one died to the attack anyway.
He helped the group practically for rest of the season, so the hatchet thing was just out of the left field.
The lack of the ability for Lee to say it wasn't Ben's fault (The mildest response is basically telling him to shut up), and the forced admittance at a strange time felt like artificial drama.