Of course, anyone familiar with “The Walking Dead” franchise (if not zombie fiction of any kind) would say to take it out is the best option, lest you leave the opportunity for it to take you out later. With this being the final offering of “The Walking Dead Game” series, the choices need to be enticing in order to make players want to have Clementine stray from those clear decisions that lead to survival for her and AJ.įor the most part, Telltale finds a way to make this happen- mostly through new characters.įor example, an appealing new character requests that Clementine distract a walker with a rock instead of taking it out. Often, the way to survival is clear: Don’t trust others, kill walkers before they kill you, and, no matter what, keep moving. So, what could be tempting enough to consider the less clear option- the option with room for fatal error, but enough space for some new aspect of Clementine to be explored?Īnd so, the developers force players to consider the consequences of actions more discreetly than in past seasons. Telltale the walking dead season two last choice how to#The true question is whether or not these choices feel legitimate for Clementine after all of the heartbreak and suffering, rather than true for, say, the player who still recalls protecting Clem as a six-year-old girl.Ĭlem will often reiterate some version of “AJ surviving is all that matters” but the game forces the player to consider: Is life without humanity worth living?Īt this point in the game, players and Clementine know exactly how to survive in this world. And with this title being the last of Telltale’s offerings, the choices are all that more crucial. The quiet moments, like planning a “hootenanny” before a raid, checking in on the kids as they strengthen the grounds’ defenses and the like harken back to the impactful “calm before the storm” moments of season one.Īs a Telltale game it all comes down to choices. Regardless, we know how it ended for Kenny, too.Īs for who is showing what it means to be human, the ragtag group of delinquents forgotten at Ericsson introduced in the first episode could provide some sense of humanity for Clem and AJ both. While Kenny is conspicuously absent from mention, the parallels are clear and disturbing: Clem is showing AJ what it is to be a human clinging to revenge as the desire to survive rather than humanity at times. In one episode, Clementine must interrogate an enemy and AJ opts to watch the torture, and here, another relationship is mirrored, but not mentioned: That of Clementine and Kenny. This presumption lingers like an unwelcome specter throughout the game, haunting every choice Clem makes for AJ. Making the same choices as Lee seems to point toward an inevitable end for Clementine: That she will die protecting AJ, just as Lee died protecting her. So naturally, she draws everything she knows from her father figure, Lee. On top of the challenge of explaining morality to a child who has never known life before the zombie apocalypse, Clem herself had her childhood cut short and is working to be a sufficient role model for AJ with limited experience. Decisions about what messages to impart to Clem’s young ward about how to deal with anger and the balance between protecting one’s body and one’s soul are presented to the player, who must choose options that are in line with the Clementine they have come to know over the past seasons. From episode one, the parallels are clearly drawn between Clementine and Lee, almost to the point of player fatigue at times.
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