Riles.
Both Lee and Clementine are main character(s) of season one. In narrative there is no suggestion where main equates to singular.
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Riles.
Both Lee and Clementine are main character(s) of season one. In narrative there is no suggestion where main equates to singular.
Disagreed. This is a game, not a novel, and should be treated as such
@Zoso
Tailor made does NOT mean changing things wildly, never did, never will. If you have a shirt tailor-made for you, it means the sleeves are shorter or longer to match you. It doesn't have a 3rd sleeve for you. Same for this game, it's tailor-made for you, characters will think differently about you based on your actions, it WON'T change the story for you.
The problem is that I and I'm guessing many others don't want a 'tailor-made experience' with only subtle changes. We want different endings that give our decisions more impact, things that will make it more unique other than specific dialogue. The way they handled the choice system in Mass Effects sucks, if I wanted the game to just cleverly reference my past decisions I would've played Alpha Protocol. The Walking Dead is not an RPG or an action shooter or whatever, it's an interactive story. If you've ever played one of several Japanese visual novels, you understand that the decisions you make ACTUALLY BRANCH and lead you to several different endings
The worst offender of this is the choice of who lives and who dies. There is no way to keep Larry alive; there is no way for Omid to actually die; none of these characters really have to make an appearance in season 2, so I cannot comprehend why there weren't specific, multiple routes along with the common route where survivors could survive to the end. They had so much promise in the first few episodes, the way the game emphasized trust and how your attitude affected your leadership and friendliness with the group, and it was heavily implying (in my mind) that people would accept you or disobey you depending on your decisions. That would have been an excellent way for someone to be defiant and get themselves killed in a bad decision, or, say, have Kenny believe in you enough to prevent him from bashing Larry's head in. Instead, the decisions for attitudes only resulted in more attitudes and how to deal with those, and that's what deflates part of the game
Again, not to say the writing wasn't stellar (other than episode 3), and the actual relationships with everyone between each other were fantastic, but it could've been much, much better had your actions significantly affected other members of the group in terms of their survival, and given myself personally a much greater desire to replay the game and explore the other routes
Riles hit the nail on the head. I know I shouldn't have been expecting much, considering that it's Telltale (not that I dislike Telltale, I love them, but their adventure games have always been a little lacking), but it's still a disappointment.
Still, what it does well, it does really, really well.
It's probably not GOTY, but Tekken Tag Tournament 2 needs some more recognition around here.