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Post by Deleted on May 16, 2015 16:06:46 GMT
From what we've seen right now, I think it's pretty obvious that the endings from Season Two will eventually re-converge. Although, in my hopeless optimism, the fact that Season Three isn't starting in 2015 might mean they're working on it more so that the endings will have an impact...
But assuming that they will reconverge, how do you think that will happen? I think most people believe that Kenny/Jane will die, and if the endings do end up re-converging early on, then yes, they probably will die early in Episode One, or maybe even before the Season starts. However, where do you think we'll end up?
It could be that Clem will be alone no matter what, but I think it's more likely that we'll end up at Wellington no matter what. It's a whole new location, and it was a pretty big focus for Season Two, so ending up back there in Season Three, to me at least, makes more sense than just ending up alone with AJ in the middle of nowhere.
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Post by Deleted on May 16, 2015 16:27:01 GMT
Hopefully not at all. Hopefully they choose a different protagonist, and leave Clementine. If you have to connect it to season 1, make Christa the protagonist.
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Post by Deleted on May 16, 2015 16:50:04 GMT
Hopefully not at all. Hopefully they choose a different protagonist, and leave Clementine. If you have to connect it to season 1, make Christa the protagonist. Well, I mean, I think I'd like that too. Actually, if I were to go with a "hopefully" scenario, we'd still follow the same story, but Telltale would manage to keep the storylines separate. But, right now, seems likely that Clem with remain the protagonist, or will at least be a big part of S3, and that the ends will re-converge.
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Post by Fushi no Eiyuu on May 16, 2015 16:52:24 GMT
I think you'll get separated like you did with Christa and end up going to Wellington.
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Post by Deleted on May 16, 2015 17:53:01 GMT
Clem ends up alone - great.
Clem ends up with Jane and family: it turns out they're bad (especially the father) there'll be bloodbath, Clem will manage to escape, but Jane will be killed, thus Clem ends up alone - great.
Clem ends up with Jane: Jane said that the family "will be back". They'll attack at nighttime. Clem will manage to escape, but Jane will be killed, thus Clem ends up alone - great.
Clem ends up in Wellington - Wellington turns out to be a safe community, but it's a TWD world, so either it'll be attacked by a horde of walkers/someone will reanimate before anyone takes action (just like in Crawford); there'll be bloodbath, Clem will manage to escape, but ends up alone - great.
Clem ends up with Kenny - despite his promise, Kenny will have yet another of his outbursts about something, endangering Clem and AJ, so Clem will kill/run away from him, thus she ends up alone - great.
See? Easy. All of the above will occur during the first 5 minutes of S3 premiere, though. TT doesn't like branching plotlines.
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Post by Deleted on May 16, 2015 17:57:38 GMT
Clem ends up alone - great. Clem ends up with Jane and family: it turns out they're bad (especially the father) there'll be bloodbath, Clem will manage to escape, but Jane will be killed, thus Clem ends up alone - great. Clem ends up with Jane: Jane said that the family "will be back". They'll attack at nighttime. Clem will manage to escape, but Jane will be killed, thus Clem ends up alone - great. Clem ends up in Wellington - Wellington turns out to be a safe community, but it's a TWD world, so either it'll be attacked by a horde of walkers/someone will reanimate before anyone takes action (just like in Crawford); there'll be bloodbath, Clem will manage to escape, but ends up alone - great. Clem ends up with Kenny - despite his promise, Kenny will have yet another of his outbursts about something, endangering Clem and AJ, so Clem will kill/run away from him, thus she ends up alone - great. See? Easy. All of the above will occur during the first 5 minutes of S3 premiere, though. TT doesn't like branching plotlines. I was thinking that if they did reconverge, it would be with Clem at Wellington. But, that works, too.
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Post by Teacakes on May 16, 2015 17:59:20 GMT
To answer the OP:
In a really shitty way
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Post by Teacakes on May 16, 2015 18:00:30 GMT
Better yet, not at all.
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Post by Bioshock Infinite WD on May 17, 2015 13:08:31 GMT
Hopefully not at all. Hopefully they choose a different protagonist, and leave Clementine. If you have to connect it to season 1, make Christa the protagonist. YES! This! Seriously people, do you realize what your doing when you ask for more Clementine? Your causing the potentially only happy ending of her story to keep going. The only way any story ends happily, depends on where you end it, and if you keep using the same character over and over, then eventually that character has to die. Seriously, start with somebody else, because if you don't, then whoever is determined is dead on the spot, and Clem will never get even the slightest ending that can be somewhat happy.
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Post by Bioshock Infinite WD on May 17, 2015 13:10:45 GMT
Clem ends up alone - great. Clem ends up with Jane and family: it turns out they're bad (especially the father) there'll be bloodbath, Clem will manage to escape, but Jane will be killed, thus Clem ends up alone - great. Clem ends up with Jane: Jane said that the family "will be back". They'll attack at nighttime. Clem will manage to escape, but Jane will be killed, thus Clem ends up alone - great. Clem ends up in Wellington - Wellington turns out to be a safe community, but it's a TWD world, so either it'll be attacked by a horde of walkers/someone will reanimate before anyone takes action (just like in Crawford); there'll be bloodbath, Clem will manage to escape, but ends up alone - great. Clem ends up with Kenny - despite his promise, Kenny will have yet another of his outbursts about something, endangering Clem and AJ, so Clem will kill/run away from him, thus she ends up alone - great. See? Easy. All of the above will occur during the first 5 minutes of S3 premiere, though. TT doesn't like branching plotlines. Actually it's not that they don't like branching plotlines, its that branching plotlines are incredibly hard to do, and likely impossible to the level people want. It just has to do with the amount of time and budget, and they do not possess the infinite Scrooge McDuck money vault that EA has.
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Post by Deleted on May 18, 2015 19:47:35 GMT
Clem ends up alone - great. Clem ends up with Jane and family: it turns out they're bad (especially the father) there'll be bloodbath, Clem will manage to escape, but Jane will be killed, thus Clem ends up alone - great. Clem ends up with Jane: Jane said that the family "will be back". They'll attack at nighttime. Clem will manage to escape, but Jane will be killed, thus Clem ends up alone - great. Clem ends up in Wellington - Wellington turns out to be a safe community, but it's a TWD world, so either it'll be attacked by a horde of walkers/someone will reanimate before anyone takes action (just like in Crawford); there'll be bloodbath, Clem will manage to escape, but ends up alone - great. Clem ends up with Kenny - despite his promise, Kenny will have yet another of his outbursts about something, endangering Clem and AJ, so Clem will kill/run away from him, thus she ends up alone - great. See? Easy. All of the above will occur during the first 5 minutes of S3 premiere, though. TT doesn't like branching plotlines. Actually it's not that they don't like branching plotlines, its that branching plotlines are incredibly hard to do, and likely impossible to the level people want. It just has to do with the amount of time and budget, and they do not possess the infinite Scrooge McDuck money vault that EA has. Sorry, but to me this kind of explanation is quite bad for TT. At the time TWDS1 was released, TT was still a small-time developer and was able to create a game that truly felt different depending on how you played it. The alterations were not very big, but made a huge impact on the player. TT themselved stated that 'No Time Left' had (I think) 32 starting points, depending on player's choices. And now, when they finaly made their name as 'choice-consequence storytellers', with expanded workforce and more money, they're not able to create a game where choices are truly meaningful. (save for TWDS2 end sequence; TWAU, while still heading towards the same ending for everyone, at least made the trial scene a sum-up of your actions without feeling forced like the Stranger talk in TWDS1). Besides, I still don't buy the 'two teams working on two games' argument.
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Post by Bioshock Infinite WD on May 18, 2015 19:51:29 GMT
Actually it's not that they don't like branching plotlines, its that branching plotlines are incredibly hard to do, and likely impossible to the level people want. It just has to do with the amount of time and budget, and they do not possess the infinite Scrooge McDuck money vault that EA has. Sorry, but to me this kind of explanation is quite bad for TT. At the time TWDS1 was released, TT was still a small-time developer and was able to create a game that truly felt different depending on how you played it. The alterations were not very big, but made a huge impact on the player. TT themselved stated that 'No Time Left' had (I think) 32 starting points, depending on player's choices. And now, when they finaly made their name as 'choice-consequence storytellers', with expanded workforce and more money, they're not able to create a game where choices are truly meaningful. (save for TWDS2 end sequence; TWAU, while still heading towards the same ending for everyone, at least made the trial scene a sum-up of your actions without feeling forced like the Stranger talk in TWDS1). Besides, I still don't buy the 'two teams working on two games' argument. I believe it if only because how many games do you know that make all your choices matter? Not even Mass Effect could do it, and it's fucking Bioware. Well okay there is Witcher, so perhaps my argument is not as sound as I thought. Let me repraise that, I HAVE never seen a game where branching choices are massive.
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Post by Deleted on May 18, 2015 19:56:46 GMT
Sorry, but to me this kind of explanation is quite bad for TT. At the time TWDS1 was released, TT was still a small-time developer and was able to create a game that truly felt different depending on how you played it. The alterations were not very big, but made a huge impact on the player. TT themselved stated that 'No Time Left' had (I think) 32 starting points, depending on player's choices. And now, when they finaly made their name as 'choice-consequence storytellers', with expanded workforce and more money, they're not able to create a game where choices are truly meaningful. (save for TWDS2 end sequence; TWAU, while still heading towards the same ending for everyone, at least made the trial scene a sum-up of your actions without feeling forced like the Stranger talk in TWDS1). Besides, I still don't buy the 'two teams working on two games' argument. I believe it if only because how many games do you know that make all your choices matter? Not even Mass Effect could do it, and it's fucking Bioware. Well okay there is Witcher, so perhaps my argument is not as sound as I thought. Let me repraise that, I HAVE never seen a game where branching choices are massive. Witcher is Polish Power (!!!), but that's offtopic What I mean is the choices in TT games or the branching of storylines doesn't have to be massive. They weren't in TWDS1 - they were just small alternations that nonetheless made each playthrough unique. Almost nothing like that is present in new games.
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Post by thatstoo2019man on May 18, 2015 20:12:34 GMT
inb4 time skip
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Post by Deleted on May 18, 2015 23:41:33 GMT
Actually it's not that they don't like branching plotlines, its that branching plotlines are incredibly hard to do, and likely impossible to the level people want. It just has to do with the amount of time and budget, and they do not possess the infinite Scrooge McDuck money vault that EA has. Sorry, but to me this kind of explanation is quite bad for TT. At the time TWDS1 was released, TT was still a small-time developer and was able to create a game that truly felt different depending on how you played it. The alterations were not very big, but made a huge impact on the player. TT themselved stated that 'No Time Left' had (I think) 32 starting points, depending on player's choices. And now, when they finaly made their name as 'choice-consequence storytellers', with expanded workforce and more money, they're not able to create a game where choices are truly meaningful. (save for TWDS2 end sequence; TWAU, while still heading towards the same ending for everyone, at least made the trial scene a sum-up of your actions without feeling forced like the Stranger talk in TWDS1). Besides, I still don't buy the 'two teams working on two games' argument. I still maintain that the end sequence of S2 did not make choices truly meaningful. The reason that S1's ending had truly meaningful choices was because your old choices were very present, and haunted your final minutes as Lee Everett. Whether it's Campman criticizing your choices, Kenny telling Christa about the fight in the train, or Clementine asking about killing Larry, you were constantly reminded of what you did earlier. Not to mention, the choice of cutting your arm off in the very beginning of the episode, which consistently shows itself again and again, whether it be people asking about the arm, or Lee using his arm to hold a second weapon or not, it shows up. Then it just ends so powerfully. Oh my God, that ending. Beautifully foreshadowed, beautifully executed, and just insane. In the ending of S2, people constantly remind you of your "friendship" with Kenny, despite EVERYTHING. Regardless of whether or not you actually like Kenny, or if he insulted Lee in his time of need, or any of the other shit Kenny could possibly do to you in S1, people assume you two are just the greatest of friends. Then people assume the same about you and Jane, who is literally the worst character in the TWD universe. I mean, I generally try to not get so overbearing with my opinions, but if you like Jane in any respect (aside from her design being kinda alright), you're straight up wrong. Then you get two choices out of the fucking blue, which lead to three VERY SHORT alternate paths, with the final choices (of which there aren't even enough to go around for all the alternate paths) being clearly unable to make a good cohesive third game. I'd be fine with that last part, had the alternate paths been more substantial, but they were actually something like 4-5 minutes a pop, and that's for the two paths that aren't complete horseshit. That last one is less than a minute, with no final choice of any description. The others split into 4 different 10 second endings, 2 of which are underwhelming, and 2 of which are basically acceptable for someone like me, although I do see the emotional appeal in those 2. Overall, though, having 2-3 choices (right at the very end, mind you. Nothing before has any impact whatsoever) impact the ending is not nearly as impacting or as meaningful as having practically every major choice in the game affect the ending.
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