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Illusion real play scenarios
Illusion real play scenarios








illusion real play scenarios

The net result is that Clementine and the baby must start season three alone. There are five distinct choices faced by Clementine at the end of season two - one with Kenny, one with Jane, or three variations of setting out alone with the baby - that must be homogenized for the sake of continuity at the start of the third season. An emotional, irrational Lilly still ultimately shoots whoever you choose to save.ĭid you choose to abandon Lilly to fend for herself among the walking dead after the shooting, or keep her with the group as an extra pair of hands? It makes no difference you still find yourself without Lilly - either in exile, or having stolen the RV from the group in a fit of rage - stuck at a railway crossing, trying to get a stubborn locomotive to move.Įven seemingly major story beats - like what happens to Kenny, or who Clementine sides with at the end of the second season - need to be sanded down to irrelevance to ensure a cohesive central plot that all players, regardless of their individual choices, can follow together. So much of The Walking Dead hangs on decisions that feel important at the time, but don’t actually matter.ĭid you save Carley or Doug in the drug store? Doug had proven himself useful, while Carley and Lee had some obvious chemistry, but it doesn’t change anything. The story itself continues on the rails that were laid down by Telltale long before you began to play. Your choices are really mostly about the illusion of power. It’s a reminder that - for all the song and dance in their delivery, or supposed consequences on the story - every one of these decisions is superficial, or can be undone, or both. We’re reminded throughout the game that our decisions matter, but when we reach the game’s climax it becomes clear that, for all of the switches and levers we pull to change route, the tracks have all led to the same destination.

ILLUSION REAL PLAY SCENARIOS TV

The Walking Dead comic and TV show, along with the Game of Thrones books and also later TV show, had already popularized the idea that anyone can die at any time in pop culture, so why not play a game where you had at least some control over those shocking moments? It’s the entire point of the series, in fact. The first season of Telltale’s The Walking Dead adventure game contains several strong examples of this focus on player choice. We like feeling as though we’re in control, at least to some limited extent.

illusion real play scenarios

From the butterfly effect in Until Dawn to David Cage’s infamous 2,000-page ‘script’ stunt for Beyond Two Souls - and yes, Telltale’s ubiquitous “ will remember that” mechanic - developers take great pains to remind us we have choices to make, and that our actions shape the experience we’re about to have with their games. Choice is often one of the central squares of video game buzzword bingo.










Illusion real play scenarios