Upset Spideyfan
Look on the bright side
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I've been playing the Xbox version and yeesh. These load times between people talking and the camera just moving around really kill the mood.
Lee handcuffs her in the back of the RV. There is some dialogue, then when you get to the blocked train, she ends up stealing the RV. She offers to take you and Clem with her (I agreed as I was very much on the outs with Kenny and my decision to not abandon her did not do me any favors and I was sympathetic to her and her emotional stress, even though I felt very bad for Carley), but when I went to get Clem, she just stole the RV anyway.
I personally think it would be really cool for Telltale to do some DLC exploring this. Maybe make an additional episode or two that is sort of an Elseworld tale of what happens if you go with Lilly (maybe Lee and Clem can encounter the Governor?). Personally, her stealing the RV was the most cheated that I felt throughout the game and the one time I felt that my decisions didn't matter. I had built a strong relationship with Lilly and the game gave me the choice to go with her, it should've let me follow through with it. I know it would be a pretty heavy branching point....but that is what we were promised.
the game really isnt as free and open with choice as it presents itself. I hope the second season isnt as restrictive now that they have a good formula downI'd like to discuss this more in depth:
Ever since I've made this post I've been kinda thinking about this. The first three episodes are all about the conflict between Kenny and Lilly. Then we finally get to make a relevant choice between the two, it is meaningless and plays out the same regardless. That kinda irks me. I really wish there was a more significant break in the story at this point.
It's kind of criminal that at the beginning of every episode they say "Your choices shape the story." or something. The balls on those guys for putting it there when they know damn well its bull****.
Good post. Even a huge game like ME3 struggled with the promise of divergent paths as the result of choices you make. At the end of the day, its hard for developers to deliver on these promises since it would require almost making two or more campaigns. For an Arcade game like TWD, I was mostly pleased with how they handled the "choices".I don't want to knock them too hard over that, especially when they are a smaller developer and the game is only $25. Its a thin line to walk between trying to keep enough control over the plot threads that they can continue to actually make the episode and offering the player at least the illusion of choice within their own story, the latter of which I think they do a really good job on especially in your first run through. I mean a Lee that smashes Larry's head in is a pretty different Lee than one who doesn't or even one who chooses to leave Lilly on the side of the road verses accepting her offer to abandon the group. I
I mean granted that stuff doesn't have you careening down a radically different game but it really is just a case of they can only make so much game. Episode 5 is probably the most divergent but it is also by far the shortest. There's a trade off inherent to their model and pricing and going by the response to the game, I think players understand that and that Telltale delivered on a significant feeling of agency, illusory or not. don't think it always a 100% worked, and that is why I wasn't awed by Ep3 like a lot of people but for the most part I thought there was a good compromise in letting me deal with how I approached events even if they were fixed or not.
I guess, but for an Arcade game I maybe let them off the hook a little. For big title games I'd agree that excuses shouldn't be made."Bu-bu-bu-but it's haaard." isn't an acceptable excuse to me. If developers can't deliver on the promise of divergent paths and making your choices matter then they shouldn't promise it. Or at maybe set their sights lower. I don't know.
I'm saying its not financially feasible to go and develop 2 games simultaneously, especially at budget title prices. There are deadlines to meet and costs to consider. The work doesn't just materialize, its not like there is a Make Game button that developers hit and that stuff comes pouring out.
If you're ever expecting something like a "Go with Lilly" path that totally changes the cast and setting then I'd say your holding out hope for a pipe dream honestly. There's certainly room for improvement, I think being allowed 1-2 divergent characters for example who can live or die (like they did with Doug/Carly) is very reasonable - but I'm never expecting to have some kind of a crazy alternate season 2 to somebody else.
I'm not talking about The Walking Dead specifically, but in general games that boast "choice" as a main feature and ostensibly offer divergent paths and outcomes.
All I'm saying is that until someone can figure out how to do the "choice and consequence" thing for real, I mean really do that concept justice, then they need to stop over promising and under delivering.
I don't want to knock them too hard over that, especially when they are a smaller developer and the game is only $25. Its a thin line to walk between trying to keep enough control over the plot threads that they can continue to actually make the episode and offering the player at least the illusion of choice within their own story, the latter of which I think they do a really good job on especially in your first run through. I mean a Lee that smashes Larry's head in is a pretty different Lee than one who doesn't or even one who chooses to leave Lilly on the side of the road verses accepting her offer to abandon the group. I
I mean granted that stuff doesn't have you careening down a radically different game but it really is just a case of they can only make so much game. Episode 5 is probably the most divergent but it is also by far the shortest. There's a trade off inherent to their model and pricing and going by the response to the game, I think players understand that and that Telltale delivered on a significant feeling of agency, illusory or not. don't think it always a 100% worked, and that is why I wasn't awed by Ep3 like a lot of people but for the most part I thought there was a good compromise in letting me deal with how I approached events even if they were fixed or not.
I think in retrospect they should have removed the Lilly offer, I will certainly agree on that, since it sets up this moment that doesn't come.
I mean honestly, I just would have had Lilly in tow for 4/5 if you kept her verses not if you didn't.
Upon the release of the Road to Woodbury novel, which features a different back-story for Lilly than the video game, the developer Telltale Games removed from the official website all references to Lilly being the same character from the comic series. Also, the in-game achievement that displays when Lilly leaves the group was changed from "Woodbury bound" to "What now?" This indicates that Telltale Games changed the game Lilly to be a different Lilly from the comics and novels after all, in an effort to keep all three mediums in the same canon.
No company is ever going to put "Illusory Choice and Consequence!" on the front of the box. Its just not going to happen, especially when most players seem satisfied, even downright pleased with how TWD handled their choices which is ultimately the bottom line. The crowd that is calling out for wholly divergent paths and multiple outcomes or what have you is largely the message board crowd.
If I was in the position of choosing between saying "We offer choice and consequence!" as a selling point to our consumers of whom the majority are in turn satisfied with verses not doing so because a few people on a message board felt like we didn't wholly deliver on that promise I know which one I would go with.
It doesn't mean that criticism is invalid but it might make it irrelevant in the grand scheme of things.