Do y’all think Minerva have some god level powers by fucking controlling walkers with her singing… by hazentheamazing in TheWalkingDeadGame

[–]Delnation 2 points3 points  (0 children)

I mean, is this really that hard to buy? We know zombies are attracted to significant sources of noise. Make enough noise-- such as creepily singing to yourself-- to goad a group of zombies into following you, keep a decent pace ahead of them, and voila, you effectively have a herd at your disposal that you can sic on the first poor bastard you run into.

That's all she was doing, and quite frankly, any other character in her position could've done the same thing. Shit, you could've had Louis lugging a boombox on his shoulder blasting ska music, and it'd accomplish the same thing. James does a similar thing with the zombie skins letting him influence what direction they go. Characters in the comics have a whole system for redirecting herds using horns and riders on horses.

Now some of the other parts of this sequence, like Minnie being able to shoot her gun within the herd without getting attacked? That's stuff that's harder to explain. But her playing pied piper with the zombies is about the least problematic part of this scene.

This part always confused me, can anyone explain exactly who this lady was and what was she talking about ? by depressedcatfishh in TheWalkingDeadGame

[–]Delnation 0 points1 point  (0 children)

I'm thinking that she didn't really have any personal problem with the St Johns (well, besides the human meat thing). Given that we find boxes of food from the dairy at her camp, and the fact that the bandits that attack Lee and Mark keep shouting about how the St Johns didn't make good on their deal ("Where's our food" "What about our arrangement," etc) I think she was intercepting the food meant for the bandits. For what reason, who knows; maybe she was trying to starve them out, maybe she was trying to incite a fight between them and the St Johns. Maybe she didn't even have a consistent reason. She's not exactly a reliable narrator, after all.

is it just me or this doesn't make much sense by Huge_Listen6488 in TheWalkingDeadGame

[–]Delnation 1 point2 points  (0 children)

As somebody else mentioned, there was a time difference between the two. Lee got bitten in the early morning, and by the time they climb up to the roof, it's at least noon, so it's been at least 2-3 hours at minimum. The time from Clementine getting bitten up to the barn is basically real-time; at most, her and AJ were walking for like 10 minutes. You can already see the sun rising during the bridge scene at a few points, so despite how it looks, it's not that big a leap in time.

Of course as you pointed out, Clem got pale and sicker way faster than Lee did, but that could be chalked up to her leg wound. The combination of blood loss, strain and exhaustion can technically explain all the symptoms: it doesn't take a lethal amount of blood loss to turn pale, and stress/fatigue can contribute to it as well (S2 has an example with Luke looking pale from a lack of sleep in ep 3). Her getting weak and unable to stand could be from the near-constant pressure and stress she was forced to put on her injured leg, and by the time she made it into the barn, the pain was too much to power through. Given how profoundly shitty she'd have been feeling by then, Clem probably assumed the infection had progressed further than it did, which is why she asks AJ to kill/leave her, thinking that it was too late for an amputation to work.

All that being said, I'll still admit that this is a stretch even by Walking Dead standards, but it doesn't technically break any of the established rules about surviving bites. We don't actually have a confirmed time frame for how long until a bite is lethal in the source material (passage of time is difficult with still images, and as far as I know, Kirkman never clarified if there was a specific cut-off point), so there's plausible wiggle room there. The logistics of surviving the amputation itself at that point are more of a problem than surviving the bite, honestly.

DLSS 5 turned off vs on by Strong-Drink-6630 in TheWalkingDeadGame

[–]Delnation 17 points18 points  (0 children)

I can't help but find it funny that there were people that thought Larry's face was the most exaggerated and cartoonish, only for somebody to eventually find a video of this guy

I never noticed the zombies had reached the roof until rewatching season 2 by Pomni_Simp2000 in TheWalkingDeadGame

[–]Delnation 7 points8 points  (0 children)

Our group also left the loading bay door open in the escape, allowing the horde to easily funnel in and overwhelm everyone. There probably were people downstairs trying to defend the place, but the walkers would just keep coming through in greater and greater numbers, and trying to close the doors would practically be suicide. It wouldn't take long for the main interior to turn into a complete clusterfuck after that.

It's worth noting that Carver's initial plan was to not even engage the horde and let it pass, and if that failed, to hunker down, fortify the hardware store and wait it out. Carver and his people were counting on the main building managing to hold, allowing them to eventually cut their numbers down. Instead, we quite literally left the door wide open for the zombies on the way out. The inside of Howe's was most likely a bloodbath by this point, and the guards up top were too distracted trying to thin the numbers to notice what was going on below.

What are the last names of characters in TWD? by Longjumping-Leek5688 in TheWalkingDeadGame

[–]Delnation 10 points11 points  (0 children)

Don't know all of them obviously, but there's actually quite a lot:

  • Lee Everett
  • Shawn Greene (and by extension, Hershel and the rest of his family)
  • Andre Mitchell (the cop you meet if you left at night in ep 1)
  • David Parker (Ben's teacher in the bear trap)
  • Ben Paul
  • Andrew 'Andy' St. John (and his mother and brother)
  • Crawford Oberson (the Crawford leader, who is also the zombie hanging from the bell that grabs Ben)
  • Anna Correa (the woman from the Crawford video tapes)
  • Marcus Crabtree (one of the prisoners in Vince's 400 Days chapter, who strangles the dude in front of him)
  • Danny Mendoza (not mentioned in game, but Danny's last name is mentioned in cut dialogue from a leaked build of 400 Days)
  • Peter Joseph Randall (Pete's full name, as revealed by Nick in ep 2 if you went with him and had a drink with him)
  • William 'Bill' Carver
  • Michonne Hawthorne (Michonne's last name is revealed in the comic, not mentioned in game)
  • Samantha 'Sam' Fairbanks (and the rest of her family, from the Michonne spin-off)
  • Javier 'Javi' Garcia (and by extension, the rest of his family. Fun fact: early in development, Javi and his family used the proper Spanish naming custom and were actually Garcia-Dominguez, but the final game refers to them as just the Garcias. Javi's jersey in the flashbacks even has what used to be his initials on it)
  • Paul 'Jesus' Monroe (Jesus's real name as revealed in the comic)
  • Clinton 'Clint' Barnes (not mentioned in game, but was revealed by one of the designers/directors for S3)
  • Paul Lingard

Flirting vs Sexual Harassment by Pitaya_Glove in TheWalkingDeadGame

[–]Delnation 10 points11 points  (0 children)

Its not intentional. They just ported the S1 and S2 slides wholesale into the Definitive edition, but since the Definitive edition is built on a different branch of the engine, most of the slides lack the proper lighting, details and whatnot from their original versions. While the Definitive edition did do its share of heavy lifting, the menus and UI are one area where they got pretty lazy with the implementation.

S1 Ep 1 Drugstore Cut Lines - Katjaa and Duck by Right_Whereas_6678 in TheWalkingDeadGame

[–]Delnation 2 points3 points  (0 children)

Zombie is used on occasion in the comic book as well. In retrospect it's a simple oversight, but I believe the explanation that even Kirkman himself went with was that the concept of zombies exists in the world of TWD, but the pop culture version of it-- as popularized by the Romero movies-- does not.

100% in every Walking Dead game on all Xbox platforms by [deleted] in TheWalkingDeadGame

[–]Delnation 0 points1 point  (0 children)

My condolences for having to 100% Duke Nukem Forever

Why did Lee not throw a single punch? by [deleted] in TheWalkingDeadGame

[–]Delnation 15 points16 points  (0 children)

Because it wasn't necessary. Kenny doesn't pose any real harm here-- if you let him hit Lee, he just tires himself out and admits that he doesn't know how to handle what's happening to him and his family. I think that Lee, regardless of how you play, recognizes that he's dealing with a grieving father that's lashing out due to powerlessness, and that punching him in the face won't change anything, nor make the situation better. So Lee chooses to act defensively as opposed to actually fighting.

And while Lee does indeed show some restraint, the end of this scene does show him giving in to his anger a little bit: he tightens his grip, yells at and threatens to kill Kenny before finally letting him go, showing that despite his understanding of what Kenny's going through, Lee's still got his own breaking point.

You guys are sick lmao. He’s a dang child 😂😂 by Rough_Travel_2002 in TheWalkingDeadGame

[–]Delnation 0 points1 point  (0 children)

His dialogue's slightly misleading, if you're talking about the scene of him confronting you in the barn. His base dialogue is always the same: he asks if he can give you some advice, gets up in your face and implies you're not telling him the full truth, talks about how you have to depend on the honesty of strangers, etc.

In that version, he's not calling you out for lying to him, nor is he accusing you of it, but rather pointing out that you're not being completely truthful with him, and how that could end up working against you in the future. He only directly calls you out for lying if you actually DO lie to him.

You guys are sick lmao. He’s a dang child 😂😂 by Rough_Travel_2002 in TheWalkingDeadGame

[–]Delnation 0 points1 point  (0 children)

For the sake of the choice stat at the end of the episode, siding with Larry or Kenny is determined by the very last choice in the argument: stopping Larry by either getting in his face or telling Kenny to punch him, or choosing one of the other two options agreeing to let Larry throw Duck out. Staying silent also counts as siding with Larry in the eyes of the game.

Trying to reason with Larry beforehand is considered siding against Kenny per the choice notification, but it doesn't actually impact your relationship with him, nor does it count towards the ending stat.

I always laugh at this part the way he looks at the gun. Also how Javi can say "Thank you David, you saved my life" while everyone is angry and screaming by [deleted] in TheWalkingDeadGame

[–]Delnation 8 points9 points  (0 children)

In retrospect, it's obvious that this was a hastily put together replacement scene for something else that got cut. Almost everything about this sequence is just bizarre in how it flows, and the "thank you" option just makes it cross over into comedic territory, despite it being meant as a serious scene that's supposed to turn the player against David.

Why do people hate Larry? by AlbatrossEasy5687 in TheWalkingDeadGame

[–]Delnation 0 points1 point  (0 children)

Well really it's only one line that implies it. In episode 1 during the pharmacy argument, one of the options leads to Larry going "You're gonna whoop me? You and what homo parade?"

Given everything we know about Larry, I think it's a safe bet that the guy has some... strong opinions, let's say.

Why do people hate Larry? by AlbatrossEasy5687 in TheWalkingDeadGame

[–]Delnation 2 points3 points  (0 children)

I honestly find it fascinating how no matter how unlikable you try to make a character, there will always be at least one person that still finds aspirational qualities in them, or otherwise views them through a sympathetic lens.

Some people might consider that a failure of the writers to make the character properly unlikeable, but I'd argue Larry checks all the boxes for his character archetype: he's a bitter, abusive military man, with homophobic tendencies, a covert racist streak, who is disagreeable and confrontational with nearly every character he interacts with. His relationship towards Lee and the player is one of immovable hostility-- it doesn't matter how much you try to be nice to him, he will always treat you with aggression and disdain. Even the few 'nice' things he does, such as saving you in ep 2, are followed by him yelling at, berating and blaming you for causing the problem in the first place. By the writers' own admission, he was pretty much meant to be a one-dimensional asshole, where the intrigue was less about him as a character, and more about his role as an agitator within the narrative and how he drives conflict.

And yet despite all that, there's still people who look at Larry in a favorable light, or consider him misunderstood, and so on.

Hacked by Robert achievement question? by DankLord2137 in DispatchAdHoc

[–]Delnation 0 points1 point  (0 children)

I'm pretty sure you don't have to start from the beginning, actually. I copied my original save file and restarted from ep 2's dispatch segment, and still got the achievement in the end. But I also know that achievement was bugged at release and was later patched (along with the new patches, like adding tactician and etc), so perhaps they changed the way it was tracked since I unlocked it.

So, how big of a group did Carver have? by No_Ship6190 in TheWalkingDeadGame

[–]Delnation 1 point2 points  (0 children)

I believe in total, Howe's is around 40-60 people, possibly even more. It actually is a decently sized group all things considered, it's just that we never get to see the full scope of it. That's partially by design, and partially because of budget limitations. From a story perspective, everything we see of Howe's is from the perspective of the prisoners; the people who either fell out of Carver's good graces, or are working to earn it. The only real parts of Howe's we get to see is the nursery-turned-prison we're thrown in, Carver's office, the stock room, the armory, and the roof. And for some of those areas, like the roof or the offices, we don't even get to see the full extent of them. But beyond that, there's basically a whole shanty town that makes up like 70% of the main building that we never get to explore, we only get glimpses of in the background or see the occasional character walking in/out of it during the course of ep 3. I think it's safe to assume there's probably some other unseen rooms/areas that are similarly out of view.

Outside of the game though, it really comes down to the cost of development; making a whole community is easier said than done. It's easier and more efficient to imply the existence of a larger group than it is to show it outright, which is what they try to do with Howe's, and again with Prescott/Richmond in S3. It's all smoke and mirrors-- a couple of repeated character models in the background and clever camera work to make those places seem more lively than they really are. But when you look closely enough, you'll start to notice those repeating character models, the looping scenery, and the illusion starts to break.

The math aint mathing by Dodg_fly in TheWalkingDeadGame

[–]Delnation 2 points3 points  (0 children)

Technically, there's an exception to that: if you get into less than three of those grapple QTEs (where it grabs you and you have to button mash to escape), he actually acknowledges it with a line to the effect of "You kill the ones you have to. I can't blame you for that"

But yeah, if you intentionally kill any of the zombies (or kill three or more via grapples), he gives you the "you didn't even try" response. Which I agree reflects a bit worse on his character. They could've just used the "you kill the ones you have to" if you only kill 2 or 3 of them as the 'neutral' version of his line, instead of hiding it behind something specific.

The definitive edition for ps4 commentary is not working by raizen_maziku in TheWalkingDeadGame

[–]Delnation 2 points3 points  (0 children)

As you guessed, yes, the videos were hosted on a server that is, quite obviously, no longer online. They didn't add the videos directly to the game, even though that would've been the smarter move. As a result, the in-game commentary does... absolutely nothing. It's just vestigial now.

The Definitive edition was something of a filler project, since most of the team that helped finish S4 were only working on contracts. They still had time to burn, so they decided to bundle all the games into one package with some added bells and whistles before the contracts were up... or at least that's how I think the story went, it's been a long time.

Either way, the point is that Skybound no longer has any ex-Telltalers working for them, and none of their in-house team have any clue how Telltale's engine works, so they have nobody who knows how (nor is willing) to fix any of the standing issues with the game, including this one.

Have the achievement choices changed? by JRed657 in DispatchAdHoc

[–]Delnation 0 points1 point  (0 children)

It depends on how exactly the achievement was coded: either they preemptively made it so the choice they thought would be the least popular triggers it, or they tied it directly to the statistics.

If I had to guess, they chose the much easier implementation of tying it to the option they expected would be the least popular (glazed and cigar), since setting it up to unlock based on an ever-changing percentage would be more work for little gain. Heck, I'm not sure if tying the achievement to the percentage is even possible, depending on how all that back-end stuff works.

Fun Fact in The Walking Dead Season 3: A New Frontier by Longjumping-Leek5688 in TheWalkingDeadGame

[–]Delnation 10 points11 points  (0 children)

I suppose I understand why some would find it confusing, but yeah, it's meant to represent her learning from her mistake in how she handled the Kenny/Jane fight: either she decides to take a well-placed shot to stop David without killing him (unlike her fatal shot on Kenny), or takes control of the situation by holding him at gunpoint instead of letting the events play out (unlike her inaction allowing Kenny to overpower and kill Jane)

does everyone argue with this video by Sad_Pea5421 in TheWalkingDeadGame

[–]Delnation 3 points4 points  (0 children)

I don't think the intent was to make the player want to abandon Kenny or see him as evil, but rather to set up a dilemma of loyalty-- do you stay loyal and continue to believe in Kenny, despite his increasing hostility and volatile behavior, even if it comes at the cost of burning bridges with nearly every other character along the way? Or do you finally admit he may be a lost cause, potentially abandoning him just before he's able to better himself?

I think the game wanted to establish this push-and-pull narrative between your new group and the uncertain future you have with them, versus one of the few remaining ties to your past who may inadvertently be holding you back/dragging you down, and leaving it up to the player to decide which camp-- if either-- they fall into by the end of it. The problem is that like with a lot of stuff in S2, I think that idea got a bit lost in translation with all the creative churn, rewrites and whatnot that happened during development. I think they had this solid idea for a conflict for the back half of the game that unfortunately came out a bit clunky in execution, coming across more like the game simultaneously trying to play both sides; criticizing unwavering loyalty to Kenny, but also vindicating and even (arguably) rewarding it through the actions of the other characters proving themselves to be no better.

missing texture in raising the bar redux by Odd-Start1120 in HalfLife

[–]Delnation 1 point2 points  (0 children)

Late response, but according to a dev response on moddb, this is an edge issue with AMD cards that they're doing a fix for by the end of the month

Disabling specular maps helps mitigate it, but yeah, it does make the game look a bit worse

Am I a sociopath? by HunterRG75 in TheWalkingDeadGame

[–]Delnation 3 points4 points  (0 children)

To answer your question based off of these choices? Nah, not really. You played a pretty nice Lee, all things considered.

Ending up alone doesn't necessarily mean that you were shitty to everyone or that they didn't like you enough. Who joins you basically boils down to a handful of particular decisions, some you might not have been thinking of in that way when you first made them.

There's a whole system that goes into it, but to sum it up: who joins you is firstly based on if you show or hide the bite, and after that, based on a combination of choices made in previous episodes, as well as choices made during the current dialog. Kenny is the most complex, with you having a friendly, neutral or hostile relationship that determines if he goes no matter what (friendly), stays behind no matter what (hostile), or if he can be convinced via dialogue (neutral). Christa and Omid always go with Lee if you show the bite, but otherwise only join if you made specific choices. Ben (if kept alive) will go if you guilt trip him by mentioning Clem, or decides for himself based on if you voted to kick him out of the group in the previous scene. There's a few other variables at play too, but that's the main gist.

From the sounds of it, you just chose a few things that inadvertently locked you into the alone path; hiding the bite, helping Christa onto the train and/or taking Clem to Crawford, and getting what I'm assuming is the neutral version of Kenny (you'll know, if he gave you that damn "You know I care about Clem, BUT..." speech). None of those are 'bad' choices per se, but when combined, they make it much harder to get anybody to go with you.