An activity for those who didn't like S3's Flashbacks.
If you didn't agree with season 3's flashbacks, here's your activity for the day. I want you to take the flashback you received, and rewrite it. However there's one rule you must follow, you have to keep the main point of the flashback. Here are some examples:
Alone ending: How did Clementine lose her finger?
With Kenny: How did Kenny die?
With Jane: How did Jane die?
At Wellington: How did Wellington fall?
I don't care about length, I just hope all of you enjoy. Feel free to add pictures or music, too.
My flashback is with Kenny.
Set about a year and a half after season 2's ending, Kenny, Clementine, and AJ are all in Wellington. Kenny's helping with the wall maintenance and a group (not NF) approaches. The group makes threats, but Kenny's having none of that. He holds up a rifle that he had strapped over the shoulder, and dares them to make a move. His loud yelling catches the attention of just about everyone, especially Edith and Clementine. The group backs off and talks some more smack once they enter their vehicles. Kenny fires a shot and the group hurries off. Later that night Kenny talks with Clementine about the group that's been showing up there causing trouble. Clementine can suggest running, getting prepared, or making peace. Kenny refuses to run since this is the best place for them (Clem & AJ). Kenny is confident that he and Clementine can hold their own, but doubts the others. Kenny doesn't think these men can be negotiated with, "They're the 'all or nothing' kind, darling. We give them an inch, they'll take the whole damn arm and then some." Either way he's clearly stressed about the situation despite standing his ground against the group. An explosion wakes them up. Kenny makes sure that AJ and Clementine are both okay. He gets dressed so fast that he forgets his hat and eyepatch. He steps out for a few moments while Clementine gets dressed, and dresses AJ. Kenny comes back in a panic, he tells Clementine to hurry and grab everything she can. "We have to go," he looks at her with an expression she hadn't seen him show before. Clementine can grab Kenny's belongings, her belongings, and other supplies if the player's fast enough. Before they exit, he gives Clementine a gun and tells her to, "Keep moving, and shoot any shitstain you have to. If we get separated, I will find you. Keep AJ close, Clem." The three of them exit. Wellington is up in smoke and flames. The cries, screams, and shots are deafening. Amidst all the chaos, Clementine runs into the men that Kenny was arguing with. One of them aims a gun at Clementine but Kenny shoots him in the head. "Run, Clem," he yells and continues a shootout with the group. Wellington is clearly fighting back, but they're outmatched by the attacking gang - as you can see in the background while Clementine makes her escape. Just before dawn, Clementine goes back toward Wellington in order to find Kenny. She uses a knife to take out any walkers in her path while keeping AJ close and safe. Wellington is destroyed, a few fires remained, smoke has filled the air - a stark contrast from when they first arrived at Wellington to now. Clementine sees walkers, a lot of them, but she continues - an homage to Lee's heroic scene when he's approaching The Stranger's location. When she gets just a bit past the gate she sees Kenny. He stands just a couple of feet away from her as a walker. Clementine can run away, shoot him, or stab him. Running away leaves Clementine without a scar. If she shoots him, a ricochet grazes her forehead. If she chooses to stab him, during the struggle she gets a cut on the forehead.
Comments
Well, that's rude. If you didn't want to contribute, you didn't need to bother commenting either.
I've had this one in the old noggin for a while now, so here goes...
Jane's Flashback - Episode 1
Set about a week or two after encountering the family, Jane and Clem have been slightly on edge after Randy, Patricia and Gil stole a bunch of their supplies, leaving them with limited resources in the store. Convinced that her "partner" would be on the same page as her with leaving and trying to find another (preferably smaller and more manageable) place to settle, Clem is surprised with how quiet, sleep-deprived and almost lifeless Jane's been acting lately with regards to the whole thing. No longer is it mostly about her wanting to survive and be at the top of her game at all times to try and keep ahead of danger, but rather, Jane's been going with the motions around Howe's; often just following along with whatever Clem decides to do, and trying her best to keep away from AJ at all times, much to the younger girl's confusion.
Deciding that the two of them might just need to get away from the store for a little while, Clementine suggests trying to head into the nearest town to look for any supplies that might be left over. They stumble upon an old neighbourhood and carefully loot through some of the houses, coming across relics of a time without walkers and managing to just enjoy themselves for a change. Clem finds an old foosball table in the basement and, based on your previous interactions in season 2, can try to convince Jane to play a round of it to take their minds off of things. AJ nearly swallows the ball halfway through their game, and although Clem abruptly stops and pulls him away, Jane seems to be feeling a little more lighthearted about the whole affair; reminiscing on a time where she and her sister, Jaime, had accidentally broken a window after playing a similar game back then and having blamed it on the raccoons that sometimes wandered near their house. She then apologizes for always bringing up her sibling, explaining that Clem's really been the only one she's known for a long time that'll actually listen to her, and as the player, you can decide whether to tell her that it's annoying, stay silent, bring up a memory from her own past, or ask for more information about Jaime.
AJ's crying, and Jane stares wide-eyed at the baby for no apparent reason, but hurriedly shakes her head and mutters that she'll check the upstairs portion of the house. Clem comforts the child and can explore the main floor, interacting with the various things around her, including a smashed television, a clock that hasn't moved in years, an old baby playset that AJ seems enamoured with, a toolbox with a screwdriver you get to keep, an old set of tennis rackets that you can take a couple practice swings with, and a family portrait that's been largely torn down. By the time you return to the main hallway, Jane's walked downstairs; carrying some sort of box with a slight grin on her face. When asked what's inside, Jane shrugs and says it'll be a surprise, wandering out the front door with Clem and AJ close behind.
Episode 2
Cut to a day later, with Clem still waiting for an answer as to what's in this mysterious box of hers. AJ's taken an impromptu nap on a little plastic table they've set up outside, figuring that some fresh air would do the three of them some good. Jane pulls out a tattoo gun that she'd found in that house they went through, and she explains how she'd used to make some pretty cool designs back during her college days. When she asks if Clem would like to have one, you can either say no, or agree to it and get access to three different designs: AJ's name, the "D" that's planted on her hat, or Lee's name. Once checking that the immediate area's clear of walkers, Jane (if you agree to the tattoo) warns you that this is probably gonna hurt. Clem grunts as the device makes contact with her skin, biting her lip as Jane say's "told ya so". You can come back with a snarky comment, tell her to shut up (to which she just chuckles slightly and rolls her eyes), or ask how long it's going to take before it's over.
By the time she's finished, Jane's bent down on one knee in front of you, wrapping up your hand in a dirty cloth to prevent any injuries from occurring. Clem smirks as AJ's eyes flutter open, and shows off her new tattoo, calling him "goofball" as Jane shuts her eyes and breathes in through her nose. Clem, concerned at the recurring behaviour, asks if Jane's alright, to which she puts on a fake grin that falters as Jane goes into her "ghosts" monologue. You have the option to probe for more information in several conversation chances, but if you do it too many times, Jane gets annoyed and tells Clem that she just needs some time alone. If you don't and give her some space, Jane adjusts the hat on your head as she suggests for the kid to do a perimeter sweep.
During this time, you have a hub section where you get to interact with the various things around Howe's. Clem shudders and shakes her head as she passes by the outside of the pen, noting the "bed" she was forced to sleep in, the barbed wire, and the spot where Carver beat down Kenny with the radio. If you look at that particular section again, it's faint, but in Clem's mind, you can hear Kenny's grunts of pain, Sarita's begging for the punishment to stop, and Bill's rage-induced voice counting to three. Clem whispers that she's sorry before walking away.
If you click on the old comic book store, Clementine slightly opens the door with a deep frown on her face, remembering that she had originally found Luke in here trying to find a way for their group to escape. She can hear his laugh and, depending on your dialogue choices with him, one of his responses from the power station scene in episode 5. If you mostly stayed silent in that encounter, you instead hear the toast that he made for is birthday, and you whisper his name under your breath as AJ fusses in your arms, forcing you to turn away.
The rest of the sections are mostly to do with where she is in the present, with her being able to try (and fail) to lift up and repair a portion of the wall that was torn down after Randy had knocked it down to escape. Clementine can either glare at the wall, shrug her shoulders or curse their names, calling them assholes before dropping the broken section back to the ground. Either way, she remarks that she's going to need Jane's help in repairing the thing pretty soon, noting how much easier it could be for a walker or another survivor to pop in now.
A trail of blood is the last thing you can interact with aside from some of the other less meaningful things, and Clem glares at the spot where she and Jane had to drag Carver's lifeless body out through an emergency exit earlier in the week. They hadn't been able to properly clean up any of the blood, but comments on how it would've taken the two of them a lifetime to do it with all of the death surrounding this place.
Clem finally does the perimeter sweep, coming up with a suitable middle name for the bundle in her arms so that she doesn't have to keep calling him Alvin Goofball Junior all the time. The same four options apply, with Clementine telling AJ a very brief story about the person depending on who she picks. AJ obviously doesn't know what she's telling him, but Clem smirks tiredly all the same as he stares up at his "big sister". By the time the two re-enter the building, Clementine hears a loud bang coming from upstairs and, frightened as to what happened, she tries to calm down AJ's wails while making her way towards the staircase.
Episode 3
Clem's come face-to-face with the door to Carver's office, which has been cracked open just a smidge as she can faintly hear something moving back and forth inside. Confused as to what's going on, Clem calls out Jane's name and has the same dialogue options as she had before. Either way, she opens the door to find a bunch of the furniture toppled over, papers thrown carelessly onto the floor, and, most disturbingly, a belt swaying back and forth from the ceiling fan, which has come undone slightly and is now dangling sideways from the electric cable that held the thing together. Jane is nowhere to be seen, and Clem loudly calls out her name after placing AJ onto his back on Carver's old desk. You can interact with many different things in here, and similarly to Telltale's Batman game, you have to try and put some of the clues together as to what might've happened in here. It's not nearly as complex, seeing's how Clem doesn't exactly have Batman's detective skills, but you end up finding a filing cabinet with many of the old folders looted through, the desk drawers opened wide with an empty pill bottle that Clem can't pronounce the name of, the belt and the ceiling fan which causes Clem's face to widen in fright (she quietly asks, "Jane, what the hell did you do?" when you click on it), a number of books strewn carelessly on the carpet as if Jane was desperately trying to find something, and lastly, sticking out from just underneath one of the papers, is the pregnancy test. A big plus sign is on the end of it, and although Clem's not familiar with these types of things, we as the player already know what's going on, and she doesn't say anything.
"...why?" she asks aloud, worried and scared about her friend's well-being as she sinks down against one of the walls and brings her knees up to her chest, burying her head in her folded arms as the flashback for episode 3 ends.
Shorter one here, I know, but it'll lead up nicely into the next one, I think.
Episode 4
Clem's eyes are slightly red as she sits up, glancing over at AJ as he gargles absentmindedly. She's about to wander over towards him when all of a sudden, she hears a noise coming from above their heads. Widening her eyes, she books it over to the guy, scoops him up and bounds for the roof access, using a QTE to open the door with one hand as we're blinded by the sunlight. Once Clem's eyes have adjusted, she looks around until she finally spots the person she's been looking for.
Jane's sitting with her back turned towards us, overlooking the parking lot as she sits on the edge of the rooftop. She doesn't turn her head when we approach, nor when we set AJ safely down and sit beside her. Jane's face is ghostly pale, with beads of sweat collecting on her forehead as she blankly stares out at nothing in particular. After about five seconds of nothing said between either of them, she slowly shakes her head and says, "I can't do it, Clem."
You can either encourage the woman and say that you can get through this together, stay silent, ask her what she's talking about, or mention how you found this stick-looking thing in the office, to which she abruptly snatches it from your grip and chucks it as far as she can while sitting down.
Jane, with angry tears in her eyes threatening to form as she struggles to keep her shit together, berates herself for acting out of impulse and doing the one thing she swore up and down would be the death of her. You can let her keep talking, interrupt and angrily tell her that it's not worth killing herself over, try to ask if there's anything you can do to help, or try to lean up against her (depending on how close the two of you have bonded over the course of the story, she can either shuffle away, or tense up for a moment before just letting it happen).
She looks over at AJ with a frown, explaining how difficult it already is with one kid, let alone another one thrown into the mix. "I can't let myself be a fucking liability for you, Clem. I won't," she insists after things quiet down for a second, to which you have four options:
Silence.
"Then why'd you let it happen in the first place?!"
"We can still make this work. Somehow."
"I wouldn't be here if it weren't for you, Jane. I need you."
A big, old "? Jane will remember that" appears with whichever you choose, and Jane responds accordingly. At this point, after Jane sighs and places a hand over her stomach, she says that she's got a big decision to make now, already heavily leaning towards an abortion, but you as the player have the option to influence this decision. If you tell her to go with what she feels is best, the flashback will end with her patting Clem on the shoulder, giving a squeeze and heading back into the hardware store.
The other choice, where you say that Jane should keep the child, will require some convincing on your end. She'll list off some of the reasons why that would be a bad idea, and as another prompt comes along, you can either change your mind and go along with Jane's line of thinking, or you can explain that you don't want Jane to give up so easily, and that they can pack up and leave to find a place that'll have someone to help her along. If you've kept a good rapport with Jane for the most part, she'll breathe deeply, shut her eyes, and then ask if she's absolutely sure this is the way to go. You can give her the cheesy line of, "Would I ever lie to you, partner?", simply give her hand a squeeze, or tell her that it was getting boring around here anyways, all of which causes Jane to snort slightly before sighing and reluctantly nodding her head.
If you end up going this route, Jane jokingly acknowledges that she'll need to end up picking a name for her unborn child. You can pick a silly one like "Jane Jr.", to which she immediately rolls her eyes, a boy option, stay silent, or give her one that kind of melts her heart a bit - Jaime. Regardless of what you choose, the scene ends with the two of you staring out over the parking lot again; looking solemn yet hopeful since the two of you are starting off on another adventure.
Alright, so that's what I've got so far, but I'm going to come back and think of something for episode 5, too. I didn't ignore your character death requirement just yet
I would've had the Wellington ending.
Clem is with AJ in the same room as in the actual flashback. Instead of her just laying down at first, she's doing something on her own while watching over him. He's drawing a pic, which is randomly generated, but the answers are basically the same. Clem tries to get AJ to say her name, and that's when Edith comes in, watching Clem fail hilariously, and Edith tells her that even though he should be speaking by then, he'll talk when he's ready. It's time for bed, so the kids go to sleep. In the middle of the night, bandits (if using reused models would be using updated versions of the S1 bandits) show up and demand food, to which Edith says they don't have enough to spare. There's a shitton of bandits, so Edith says reluctantly that she'll round up all the food. The leader of the bandits believes her and says he'll (I imagine it's a guy) give her a few minutes to do that before they start shooting up Wellington, so while Edith is away pretending to get the food together, she escapes with Clem and AJ (hastily grabbing up only a couple of necessities) out the back of the community, and they manage to make it far enough before the bandits decided to start gunning people down prematurely.
Clem, AJ, and Edith spend as much of the next day as they could finding somewhere to take refuge away from Wellington, hopefully some place that's already been scavenged (if the bandits already scoured the area that Edith and the kids hide in, they're not likely to come back). Walkers have hardly been a problem since less people are dying and the cold slows them down. Wellington guards have also been tasked over the years with going out and hunting down a few walkers every so often, to help keep the community safe and reduce the walker problem. (It's taken some casualties, but it has overall proven effective.) They do find shelter closer to the evening, and they scope it out to make sure no-one is in there. At either this part or later on, Edith is determinently either injured (like Christa) or killed by someone who also decided to take refuge there, either before or after they got there. Edith does manage to ensure Clem and AJ get away safely, but Clementine endures a bullet cut (like the one on her cheek) as she tries to escape the refugee (and there is an interactive sequence for this event). We fade to black as Clem keeps running with AJ while they cry.
Assuming Ties That Bind Part 2 is generally the same in this situation as it is in the game proper, Clem recalls to Javier (over a snack break) that Clem and AJ once found a new home. It was a decent community with good protection, and her caretaker was nice. She used to tell funny stories and tried to teach Clem stuff when she wasn't busy helping secure (and maybe run) things, which was often. Sure, maybe Clem had a complaint or two about Edith, but she still liked her, and Clem didn't envy the times between then and when Lee died. But like all people, Edith was gone from her life, and the last home she had fell, so Clem knows not to get her hopes up. Clem would like to make friends with Javi and Gabe, but she keeps her distance since no real good will come of that. Finally, there is a very brief of mention of Wellington and/or Edith when Clem is trapped with Ava before the scene plays out normally (maybe something like "I wonder what Edith would say to [the invite to the New Frontier]."
Sorry in advance for the wall of text. I really got into this! Kudos to you, OP, for having such a cool idea for a thread!
I guess I'll give this a go! I'll just tell my personal favourite ending from Season Two, as that's the one I was most gutted about seeing in-game. Been doing a whole lot of research for this character, too, for writing. So this might be a good way to practice writing, a little, see if I can't get myself out of this funk I seem to be in.
Jane
Make Them Leave
Yes, this is my favourite ending. By a country mile.
The main difference to her "ending" is pretty simple, really - Jane wouldn't be pregnant. Without getting gross, sex doesn't guarantee you make a baby. And while Luke Jr. and his massive nose sounds really appealing to me, I don't really wanna consider Jane either -
Killing herself 'cause she's pregnant
Actually having the baby. It'd just kinda feel... Weird. And it'd kind of contradict what she said in Episode Four, Amid the Ruins
"Rebecca's just worried about her baby. I mean, wouldn't you be?"
"I wouldn't bring a kid into this word."
So, anyway, with those little "editorials" out the way, let's give this a shot!
Flashback One
One year after the rest stop incident
Clementine's a bonafide bad-ass, with a matching companion to boot! This first flashback wouldn't be too long, but it'd include - wait for it - a tiny hub area! Wa-hey!
Supplies, anywhere, are finite. So, Jane and Clementine go on a little walk to a nearby town not too far away from Howe's Hardware. Unfortunately, the little brat - I mean, ahem, the adorable baby! - is also with them. It'd be kind of reckless to leave a baby where you can't keep an eye on it. Especially if you're meant to be looking out for the sucker. So, Clementine's chief baby holder, and Jane is chief ... loner? Dammit, I had something for this.
Regardless, the flashback picks up with the two looking for supplies. Clothes which aren't drenched in walker guts, medicine, food, water - You get the idea, you're a smart one! You'd be looking around a little clothing store - after a year, Clementine's jacket is just a wee bit small. So, y'know, you get the idea. You can talk to Jane about a whole variety of things:
[ Is everything okay? ] - This'd offer a bit of exposition, where it's revealed that things aren't so peachy. Boredom and loneliness is starting to get to the two, as - despite having each other - they both can't help but wish they had more company. Despite this, however, the two are mistrustful of strangers. Again, through dialogue, it'll be revealed that the family came back and held both Clementine and Jane at gunpoint while they made off with a fair few supplies - thus, their frequent runs into town to stock up.
[ Do you think we should move on? ] - Jane'll give her opinion that the hardware store has more than lived its course, and that they should get out ahead rather than wait to die. Similarly to the beginning of Long Road Ahead, when Kenny asks Lee about where he stands on getting out in the RV or staying at the motel, Jane will ask Clementine what she thinks should happen in regards to this.
[ Shouldn't AJ be talking, by now? ] - Gonna be honest, this'd purely be showing how inept Jane can be at some things, while also showing that Clementine is aware that AJ's a bit "slow" developmentally. But, y'know, Jane can be funny at times. Especially in regards to the baby.
Clementine - Shouldn't AJ be talking, by now?
Jane - Psh, I dunno. Maybe?
Clementine - I'm kind of worried.
Jane - Just be glad he isn't chucking up all over you.
Clementine - He doesn't puke on me. You must just be doing it wrong.
Jane - Be grateful I'm holding him at all, Clem.
Clementine - Wh - What're you talking about, you never hold him!
Jane - That's not... entirely true.
Clementine - Hold him now, then.
Of course, she'd refuse, but it'd be funny to watch that unfold. One of my favourite moments is when the baby pukes on Jane - the look of horror on her face, and Christine Lakin's voice acting for that bit was just priceless.
Maybe you could comfort the baby - how Clementine chooses to settle the goofball will depend on how you handled it back in No Going Back. You know, when you could call him a whiny jerk, pull a face or shush him? Yea, that one. While you're at it, take a look around the store - take your time, it's been a little while since we've had a little hub (admittedly, this isn't a great one, but y'know.) Clementine would have a pack on her, and you get to choose what she takes away. When you're finished, a dialogue option would open up with Jane, telling her you're good to go.
As they leave, two lovely little walkers will stumble up on them. Teleporting walkers, they're just the worst. Using the little knee trick, the two survivors will dispatch the walkers. Jane'll mention that there seem to be more and more walkers every time they come back to the town, having to raise her voice 'cause AJ's crying like a ba - oh, right, yeah. Scene ends with Clementine looking worriedly out the window, frowning at the thought of the growing amounts of walkers.
Flashback Two
One month after the previous flashback
This little flashback would be showing the "teacher" element to Jane that we see during Amid the Ruins, and would focus on showing how Clementine has really adapted into a survivor/as a person - her colder personality, her vast knowledge of skills etcetera. The main issue I had with the premiere episodes of "A New Frontier" is that my Clementine didn't really behave in a way that suited how I played her in season two.
So! This short thing'd be showing some of Jane's - admittedly aloof - persona rubbing off on her, a little, amid a little lesson. The setting'd be on the roof of Howe's Hardware, with Jane and Clementine overlooking the parking lot, towards the woods they escaped into after escaping Carver.
Jane - Shit, looks like the herd's getting closer after all.
Clementine - Is it going to hit us?
Jane - Hard to say. Although...
Clementine - Although?
Jane - Here, lemme show you something. Learned this trick a while back, too. Been waiting for a moment to teach you something.
Clementine - Besides all the other crap you stuck in my head?
Jane - Laughs. Just shut up and listen. Might learn a thing or two.
Clementine - With you as a teacher, Mary Jane?
(You can insert more lovely sister-sister dynamics, here, but I'll stop writing it for the sake of not squealing too loudly)
Anyway, this technique of Jane's would be an iddy-biddy thing called parallax. Here's an online article about how it's used to calculate the distance between two objects. Anyway, this is where the "lesson" aspect comes into play.
This one wouldn't be too grisly. Likely, it'd end with Clementine getting a basic grasp of how to use this little "trick" of Jane's to guess how far away the herd is, with the two friends sharing a look as they wonder if the herd'll hit them or just mosey on by. This is meant to be the shortest of the three flashbacks, as it's mostly just confirming the main thing that's gonna tear Clem and Jane apart. That, and I feel it's important to show how Clementine is so resourceful at being able to survive alone without Jane after these flashbacks.
Flashback Three
One week after the previous flashback
Oh dear, the herd hit them. Stupid baby, crying and screaming! It's a little dinner bell for walkers. But an adorable one. So, this'll be the rather unfortunate flashback for Jane. Sucks in breath.
As we know, Howe's wasn't really prepared for a herd with a full set of guards armed with automatic rifles. Admittedly, it probably didn't help that their leader's face was being violently introduced to a crowbar, and his knee caps to a pair of bullets, but, hey, that's just a nitpick. Two survivors and a baby - no matter how bad arse those survivors are - probably aren't going to be able to hold off as a herd busts down the doors and ransacks (for want of a better word) their home.
So, without any other options, the two girls - Clementine and Jane agree that baby AJ doesn't have the capacity to do much other than scream, shit and be a baby - decide "fuck it, let's just get out of here". This'd be Clementine and Jane packing up whatever they could in the short time until the walkers tear their way through their shoddy-at-best defenses, and then getting the hell outta dodge - preferably without their guts being torn out, but y'know. This'd be a bit like the current Wellington flashback, wherein you have to pick certain supplies to take from the supply room, or somewhere similar. AJ is being held in that little baby backpack thing that Clementine uses - might just be her backpack, I dunno.
Either way, you pack up your bag, stuff the lovely baby into your bag, and rush out to meet Jane and make your escape. You link up with her, where she explains grimly as both Clementine and her run to the back door that, once they're out of this, they'll need to do some harsh rationing to get through the next couple of months. Clementine makes to reassure Jane that everything'll be fine, that they've not come this far to die -
However, as they make to go out their main exit, walkers burst in. Well, crap.
They turn to head out the loading bay doors. But a series of loud banging noises - and a set of dents appearing in the metal - show that walkers are out there, too.
Clementine - We're - We're trapped!
Jane - Fuck! W - Wait, how about the pen?
Clementine - What do you - ?
Jane'll tug Clementine along to the pen hastily, rushing over to the corner with the ladder ripped in half. You know, the one Mike helps Clementine get up by lifting the rope as some sort of pulley? When Jane first talked to Clementine?
Without explaining her plan, Jane starts pulling the hook down towards the pair. She'll be looking between the herd and Clementine as she does so, looking torn by what she's thinking. Clementine will try to ask what is going on, but Jane won't respond. There'll be a determined look on her face as the hook hits the floor, but she'll take a brief moment to talk, and she'll sound upset as she talks.
Jane - Up. Now!
Clementine - What about you?!
Jane - Now, Clementine! We don't - we don't have time for this!
To accentuate the point, the walker groans that'd be in the background would be getting louder and louder. Clementine will look at the walkers, then back at Jane, who's definitely not thrilled by the arrangement.
Clementine - I'm not going without you!
Jane - I'll - fuck - I'll be right behind you! Go!
Despite being extremely hesitant, Clementine will get on the hook and look at Jane as she holds onto the rope. Jane'll start pulling Clementine up, looking at the herd with a much less confident air as they get closer and closer. Just like last time, Clementine will jump from the hook to the ladder, panicking over AJ's wellbeing, before seeming to remember the "situation" and looking down to see Jane being, y'know, surrounded by walkers.
Camera would show Clementine shutting her eyes, trying to hold back the tears as she starts to climb. As her eyes open, it'd shift to present day.
So, yeah. That's just something I made up as I went along. It's not perfect, but it'd be a bit more sensible than her hanging herself in my mind. Plus, it'd be a bit of a full circle thing - Jane first talks to Clementine one on one when she's broaching her plan for the little girl to get into the stock room using the pulley. And then, y'know, this'd be where she dies.
However, what I also find interesting about this one, is that it'd be a reversal of the way Jaime died. Jane claims she abandoned her sister and left her to die. But, in this ending, she'd have forced her little friend to abandon her. And that's also not mentioning the reversal of direction - Jane jumped to the next rooftop, implying a loss of height, while Clementine would be raised. The ending I propose would kind of be a juxtaposition to how Jaime died, deliberately so, with the idea being of showing how - despite Jane clearly thinking of Clem as if she were something like her little sister - Clementine and Jaime are ultimately two completely different people.
Hopefully that wasn't too unbearable to read, heh. I'm a bit rusty at the whole writing thing. And, uh, yeah, I'm sorry for the really long post.
That's a nice alternative, though I doubt that your flashback would be any longer than 5 mins.
I won't go and explain what I would do to the flashbacks because I have already explained in my 2 threads on how Kenny and Jane could be brought back, however if they really had to die in that flashback:
Kenny and Jane are killed by The New Frontier. Honestly I'm surprised this didn't happen. Kenny's death was spoiled for me, I saw a pic of him trying to sit up. The thumbnail looked like there was a fire in the back too as if they got attacked, so when I saw the scene for myself and it was a car crash I was really mad. This is one of the biggest problems with Kenny and Jane's deaths. They just die, there's no motivation either, they both die without getting killed by someone else. For example, right now we don't have a real motive to not like the New Frontier, all they've done is attack Prescott and killed Mari and we know that David didn't say to do that, it was badger stepping out of line. We have no incentive to not like the bad guys really, but if Kenny and Jane were killed by the New Frontier than atleast we ourselves wouldn't like them.
I like that one...it could be fleshed out more..but yes not bad at all
Thanks for sharing, everyone. I was away for a couple of days prepping for a snowstorm. Now I've got plenty to read while stuck in-doors, and I'm looking forward to it.
I can't lie, you're right about that lol.
That's a lot of detail you've got there, I'll be waiting for you to come back for episode 5. I really dig how you spread out the flashback across multiple episodes. You have me wishing I had done the same.
Don't worry about the wall of text, I welcome it, and also thank you! Although being with Kenny is my favorite ending of season 2, I really didn't like Jane's suicide. I agree that it made no sense, that it was completely out of character for her. Suicide is a touchy subject, so to have a character such as Jane kill herself for that reason seemed disrespectful. But anyway about what you wrote, first off I think it would've been awesome to explore a "map" of season 2 on the season 3 engine. We already saw glimpses of it, also I think it would've brought back some old emotions. I'm interested in seeing if you plan on adding more or changing it up some because - as it is - it's pretty easy to imagine most if not all of it.
Kenny flashback
How's about we get rid of those flashbacks... and actually use the dialogue in the game for exposing what happened??
Remember how Lee's wife mystery got fully exposed, using dialogue, in Ep5!? Why can't this game do the same now, why couldn't the game, I don't know revealed what happened during those 3 years in like Ep3 or Ep4?
I prefer the flashbacks because I feel like it's better to experience the story behind what happened with these characters we've been with for a couple of years. Gotta remember that we never played as Lee before so it made sense to have the mystery revealed through dialogue. Whereas we were with these characters - specifically Clem & Kenny - over the course of years (season 1 & 2). And if you chose to be with Jane, that was a big decision because you're choosing this "new" character over the one you knew for much longer. So yeah, I think it's important to give us time with those characters instead of saying, "Jane hung herself because she was pregnant, and the father was dead." "Kenny and I got into a car accident, and he was paralyzed then some walkers ate him." "I jammed my finger in a car door," okay the last one could've been left to dialogue lol.
Flashbacks, to me, pause the plot, why not use the dialogue to reveal or use it to bond with someone by revealing what happened; instead of using a lazy excuse for a flashback and not focus on character development?
Hell, people were expecting to get some sort of a clue in dialogue about Christa's baby. *Once again they don't have to reveal to us immediately what happened, like how the whole mystery with Lee's wife resolved in EP5, no rush; there are more important things to be focused on *
Why couldn't ,per say, have Javi asked how Clem lost her finger, and her telling him that she lost it rescuing AJ, at least that would've been enough, but instead we get a stupid flashback where zombies suddenly popped up and her, stupidly, brute forcefully opening a locked car door with her bare hands!
I do agree that in most cases flashbacks pause the plot, but specifically with this game's use of flashbacks I believe it was essential. The flashbacks we received were crap - imo - but if they were good then I'd appreciate it a lot. On the flip side though, it would have really sucked just to hear what happened rather than play through it. There would be plenty of questions, and I think exposition through dialogue can be both lazy and boring as well. In this case I suppose it's a damn if you do, and damn if you don't situation.
Also I never understood the misunderstanding over Christa's baby. It's obvious that she had a stillborn - most likely due to the stress of Omid's death and malnutrition. I believe that Clementine sort of hinted at that during season 2 when she said, "Not again. Not again" when AJ was apparently dead.
I think my problem with Kenny's flashback is that his death happened too suddenly.
What I would've done, is have episode 1 play out exactly the same, until the accident. There'd be no walkers, and Kenny wouldn't die here, he'd just be paralyzed. The scene would end with Clem getting AJ out of the car and helping Kenny.
In episode 2, Clem would be getting Kenny to safety when they meet up with Ava. Ava mentions how the NF can help with Kenny's situation.
Over the course of episodes 3-5, Clem and Kenny would meet with the NF, who supplies Kenny with a wheelchair, and we learn that there are 2 branches of the NF. The branch with the "good people" that Clem talks about that David would be a part of (because I like this theory and want David to be more than a generic villain) and the more violent branch that was starting to form that Max and Badger are a part of.
In episode 5, the violent branch of the NF try to take AJ. I haven't really thought out a reason for why, but considering this won't be happening anyway, I guess it really doesn't matter. Kenny obviously doesn't take too kindly to this, tries to fight them and ends up getting shot. The NF get away with AJ, and Clem and Kenny share an emotional goodbye before he dies. Clem swears to Kenny that she'll get AJ back and keep him safe.
I'd also show over the course of the season that Clem feels guilty about the car accident, with Kenny assuring her that it's not her fault and that accidents just happen sometimes.
I always assumed "not again" was directed at Kenny. He had already lost his real family, then his new girlfriend, and now he had apparently lost AJ as well.
I do agree though, I also thought it was obvious that Christa's baby was stillborn.
It wouldn't be difficult. I'm not even really trying to be that critical, but the Kenny flashblack was nothing but complete and utter laziness, which is absolutely ridiculous considering he is one the three most major characters in the entire series. His story deserved a far more fleshed out, appropriate ending than the terribly written, no effort garbage that was given for him in the first episode of Season Three. Aside from the flashback being lazy, it didn't even remotely line up with who Kenny is as a character.
I wish that I would have just stuck with my original ending from S2, which was the "stay at Wellington" ending. That's really the way that Kenny's story with Clementine should end in my opinion.