The Walking Dead, season 2, what do you want to see?

Dec 14, 2009
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If you're reading this, I'm going to assume that you've played the first season of the Walking Dead, from this point there will be spoilers, you have been warned.

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With Lee's death and Clem's future uncertain, how would you like to see the next series unfold?

Personally, I think it should still follow Clem, either in her early or mid teens, but the player controls a different character. It would just feel weird influencing Clem directly. I would also love to see the game reference decisions you've made in past games, for instance, the lessons you taught Clem influence her personality and/or the way she approaches a situation.

I understand that it would probably be quite difficult to implement, but I'd be content with references, even if they have no major influence on the game.

Your thoughts?




'And Clem... keep that hair short.'
 

Sassafrass

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Needs more torture of the emotions.
Like...take the ending to Episode 5 and triple that for the starting episode then multiply that by 80 for the last one.

But really, I just want them to stick to what's won them all the awards. Great story-telling with well written characters. Fuck, Ben has more back story to him then people think. Oh, and definitely no to Clem being the playable character. Maybe make Omid or Christa the playable characters. Or maybe Vernon, that could be an interesting twist to go. Maybe he goes back to find Clem or something. :p
 
Dec 14, 2009
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Sassafrass said:
Needs more torture of the emotions.
Like...take the ending to Episode 5 and triple that for the starting episode then multiply that by 80 for the last one.

But really, I just want them to stick to what's won them all the awards. Great story-telling with well written characters. Fuck, Ben has more back story to him then people think. Oh, and definitely no to Clem being the playable character. Maybe make Omid or Christa the playable characters. Or maybe Vernon, that could be an interesting twist to go. Maybe he goes back to find Clem or something. :p
If I don't want to kill myself by the end of the second season, they have failed as game developers and as human beings.
 

Z of the Na'vi

Born with one kidney.
Apr 27, 2009
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The way I saw that final sequence after the credits of Episode 5, what with the two silhouetted figures seeing Clem, I would like to believe that is Telltale's way of presenting the option of a male or female playable character. I disliked Omid as well as Christa, what with the both of them having a rather jarring sudden appearance and Christa's insistance on telling me how to deal with Clem. I would rather see some new characters take their place.

Besides, I told Clem to meet those two at the water to find a boat. Clearly Clem didn't want to do that, otherwise she wouldn't have ended up in that field.

Having the option of a playable gender I think would be really cool, and through Clem, like you guys said, we would be able to see just how our choices as Lee in Season 1 influenced her personality and go from there.
 

lRookiel

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Holy hell the walking dead is awesome, one of the only games to make me care about characters.

Since Lee died you would need someone new to play the role as Clem's companion/protector because personally I think Omid and Christa were a bit.... plain compared to the other characters like Ben or Kenny who had more personality. Which is what made us feel for them. Omid was in the background a lot and rarely stood out while Christa just got angry too many times for me to like her (SHUT UP ALREADY *****!). Personally I think a new character that has a personality similar to Lee's would be good. You can't fix what isn't broken right? :3

Sassafrass said:
Needs more torture of the emotions.
Or maybe Vernon, that could be an interesting twist to go. Maybe he goes back to find Clem or something. :p
I did like Vernon, he would be a very viable choice for the playable character.
 

hazabaza1

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Don't try to make another "Lee+Clem" story.
It was fantastic, for sure, but trying to do another will probably end up feeling forced and just feel bad.

Otherwise... I dunno. Clem should and probably will play a big part in it, but I'll leave my trust in Telltale.
 
Dec 14, 2009
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hazabaza1 said:
Don't try to make another "Lee+Clem" story.
It was fantastic, for sure, but trying to do another will probably end up feeling forced and just feel bad.

Otherwise... I dunno. Clem should and probably will play a big part in it, but I'll leave my trust in Telltale.
I agree, Clementine should grow on her own now, or at least not be as influenced as she was in the first game.
 

Morthello

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Can't remember her name or even what happens to her, but it would be interesting to have that blonde haired girl with the climbing pick thing as the main character.
 

Andy Shandy

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I think Clem has to be involved somehow. It seems pointless to have basically everything Lee did be about helping her in some form or another, and then just throwing that all away for Season 2. She doesn't have to be the playable character or even a main character, but her being involved in some way would be nice.

Knowing Telltale they'll probably kill her off within 5 minutes just to go "Look! Not even everything you did could help you save this person you cared about" just to make people feel shitty.
 

Rack

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I'd actually prefer there wasn't a Walking Dead season 2, do something in the same ilk but with an original (or at least different) license. If they do, then ideally it should be a new story, with little to no overlap. One thing I think it needs to see is some kind of commitment to showing at least some of your choices mattering. I agonised over everything in the original but my default position will be one of superstition. They don't have to write a ton of extra content, just enough to reference some genuine impact on the people you've left behind.
 

ShinyCharizard

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Perhaps set it in the future when Clem is a young adult. That would allow the developers to create a really strong female lead.
 

tippy2k2

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I want doing good to potentially cost you something. Now granted, I have not played through every possible thing that could happen in the game so maybe it does happen but...

I want there to be the potential for the shit and fan to collide because of your action. Here is an in-game example of what I mean in case I'm not being clear...

The kind of thing I want is risk to be involved if you decide to "do the right thing" (pretend that the right thing here is to always try to save someone's life). In the game, every time you try to save someone, you either succeed (pull Ben up) or you fail (teacher caught in trap dies). What happens in the game is that if I try to always do good, it either works and they're saved or it fails and they die.

What I want is risk. Let's go with teacher guy for a good example. What I want is the risk to be present that if I take too long trying to save the guys life, there is the chance that I could get one of the others killed because I chose to do good instead of the safe route of abandoning the teacher. I decide to stay behind just a bit too long trying to save the teachers life and now a zombie gets too close and is able to kill Mark. If I abandoned the teacher earlier, we would get away but have to live with the guilt of abandoning this man to the walkers. I want the risk to be that if I try to always do good, it might cost someone else their life.

...this makes sense, right? I hope I'm making sense.
 
Dec 14, 2009
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tippy2k2 said:
I want doing good to potentially cost you something. Now granted, I have not played through every possible thing that could happen in the game so maybe it does happen but...

I want there to be the potential for the shit and fan to collide because of your action. Here is an in-game example of what I mean in case I'm not being clear...

The kind of thing I want is risk to be involved if you decide to "do the right thing" (pretend that the right thing here is to always try to save someone's life). In the game, every time you try to save someone, you either succeed (pull Ben up) or you fail (teacher caught in trap dies). What happens in the game is that if I try to always do good, it either works and they're saved or it fails and they die.

What I want is risk. Let's go with teacher guy for a good example. What I want is the risk to be present that if I take too long trying to save the guys life, there is the chance that I could get one of the others killed because I chose to do good instead of the safe route of abandoning the teacher. I decide to stay behind just a bit too long trying to save the teachers life and now a zombie gets too close and is able to kill Mark. If I abandoned the teacher earlier, we would get away but have to live with the guilt of abandoning this man to the walkers. I want the risk to be that if I try to always do good, it might cost someone else their life.

...this makes sense, right? I hope I'm making sense.
The game did this to some extent, but I know what you mean.

Like in the beginning of episode 3 for instance, where you can choose to shoot a woman who's being overrun by walkers, or leave her.

The former is the merciful thing to do, but it also draws the walkers to you, leaving you less time in the pharmacy to collect supplies.
 

Proverbial Jon

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I'd prefer a completely new set of characters without returning to existing ones. I wouldn't want my experience with Season 1 to be affected in any way by continuing what was a very conclusive storyline. That said, I wouldn't mind a brief cameo from Clementine at some point, as an older and more capable character.

Z of the Na said:
Besides, I told Clem to meet those two at the water to find a boat. Clearly Clem didn't want to do that, otherwise she wouldn't have ended up in that field.
Yeah, what is up with that? I told them to all meet back at the train but Clem clearly never found them. She made it out of the city alright so it couldn't have been because of the walkers. This irks me more than anything else in the game; just what happened to Omid and Christa? It's not like I really cared about them, it's just that it was their duty to look after Clem damnit!
 

Signa

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Daystar Clarion said:
The former is the merciful thing to do, but it also draws the walkers to you, leaving you less time in the pharmacy to collect supplies.
Which didn't matter in the end because you had to abandon them either way. It would be nice if the choice that ended you up with less supplies made you do a side quest to get more. Possibly with the chance of losing another team member.

OT: I'd be happy with whatever they give us, as long as it's on the same level of awesome Season 1 was. I don't know if I'm optimistic enough to expect that lightning to strike twice though.
 

tippy2k2

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Daystar Clarion said:
The game did this to some extent, but I know what you mean.

Like in the beginning of episode 3 for instance, where you can choose to shoot a woman who's being overrun by walkers, or leave her.

The former is the merciful thing to do, but it also draws the walkers to you, leaving you less time in the pharmacy to collect supplies.
Yeah but if Walking Dead Season 1 was level 1 in risk, I want Season 2 to be level 10. I want Telltale to cause people to miss days of work because they aren't sure they made the right decision. I want to be able to tell which gamers have played Season 2 because of the thousand yard stare they have on their face. I want the game to kick me in the gut.

...I kind of hate myself, don't I? :)
 

wakeup

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i don't want them to try and repeat what the first season. i hope they don't start afresh and instead continue the plot of the first season. the problem if they start again it will feel like season 1 all over again.
 

Frankster

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If i could wish for something it would be the possibility for as many characters to die/live depending on what you do as possible.

What really jarred me about Omid and Christa is they come at the end and survive anything, whereas characters i actually did care about were doomed to die no matter what (kennys death sequence when ben isnt around i found really silly, no option for just leaving the walking talkie down there? I feel Carlie/Dougs death should have been avoidable too if you were on Lilys good side enough or at least her offer of escaping in the rv together should have been valid if you really had been siding with her all game instead of with kenny.)

Though i suppose without forced deaths, the series wouldnt have been as much of an emotional rollercoaster as it was...
 

Alcamonic

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tippy2k2 said:
Daystar Clarion said:
The game did this to some extent, but I know what you mean.

Like in the beginning of episode 3 for instance, where you can choose to shoot a woman who's being overrun by walkers, or leave her.

The former is the merciful thing to do, but it also draws the walkers to you, leaving you less time in the pharmacy to collect supplies.
Yeah but if Walking Dead Season 1 was level 1 in risk, I want Season 2 to be level 10. I want Telltale to cause people to miss days of work because they aren't sure they made the right decision. I want to be able to tell which gamers have played Season 2 because of the thousand yard stare they have on their face. I want the game to kick me in the gut.

...I kind of hate myself, don't I? :)
Yes! I want the sorrowful feeling of losing Doug, the somewhat depressed feeling that "I hate this, I hate her, but I want to go on, maybe she can become bait?" (seriously, fuck her).