Yes, I’m talking more about Walking Dead Season Two. Don’t like it? Well, too bad. Given I held
off on reviewing ANY of it until the final chapter had been released and
played, I think I’m well within my right to spend more than a single post on
it. And today examines the different endings in more detail. So, more than
ever, SPOILERS inbound.
First, let me clarify there are at least five different
endings to the game, though, arguably, there are more. You have three different
variations where you save Jane from Kenny (ultimately, by killing him). You
also have three variations where you don’t save Jane from Kenny (ultimately,
letting her die). Two variations (one from Jane and one from Kenny) result in
the same ending of Clementine and baby AJ being alone. While the other four
possible options actually have completely different outcomes. But the two
differing endings where Clementine is alone are actually rather important
distinctions from one another as well. I’m sure most of you who haven’t played
the games are already lost… which is probably why you should play these amazing
games first before reading any farther. Last warning.
To start, we’ll discuss the endings with Jane where you are
with her in the end. Then we’ll discuss the Kenny endings where you go with
him. And then we’ll end with the solo endings. Keep in mind that none of these
endings are considered the “true” ending as that was the point in making it
have multiple endings and the whole twitter campaign of #MyClementine, where
Telltale encouraged everyone to have their own vision of who Clementine was and
what choices she’d need to make. I imagine there will be a “more correct”
ending for Season 3, but we won’t
know about that for a while. All that in mind, let’s begin…
Jane Ending #01 – Leaving the Family out – This ending is
one of two in which Clementine overlooks Jane’s insanely immature and
irrational decision to throw Kenny into a murderous rage over a personality
squabble. In both endings, she and Jane (along with baby AJ) return to Carver’s
base to get supplies and perhaps make a place to live… at least for now.
Shortly after arrival, a trio of strangers arrive (outside the locked gates,
obviously). They ask to join in, saying they can be of help. In this version of
the ending, you can choose to leave them out in the cold or have them stay with
you.
In choosing to leave the family out, you essentially take on
the same mentality as Jane. You don’t trust anyone, period. People are a threat
and you only look out for yourself (to a degree). This is highlighted by
Clementine threatening the “family” with a gun, and asking “What if I’m
dangerous?” As badass as this seems, it casts a dark shadow on Clementine for
me, making her seem so far gone from the little girl who we were teaching to
shoot on the train not all that long ago.
I’m not saying Clem can’t be a badass or can’t threaten
people. But it does strike a chord with me when I always played her (and Lee
even) with the mentality that you help people and do everything you can to keep
as many people alive as possible. The more people who can survive this zombie
outbreak, the better chance the world has at rebuilding, if it can. As such,
this ending leaves a bad taste in my mouth… however…
Jane Ending #02 – Letting the Family stay – I feel like the
second option, while morally “better” ultimately opens up a different can of
foul-tasting worms. Simply put, the family stays. You see the gun they didn’t
show you. The family acts awkwardly, and almost like there’s something else
they’re not saying or telling you. This ending left me uneasy because of how it
exposed Clem to something she wasn’t prepared to deal with.
My other issue with this ending is the lack of
responsibility on Jane to vet these guys out or make them remove weapons or
other suspect items. After all, she’s still the damn adult of this little
pairing. She can’t constantly defer to Clementine for every goddamn decision
they make because, reality check, SHE’S STILL A CHILD! To me, this ending shows
a major character flaw in Jane (if it wasn’t already apparent). It shows that she
is incapable of being an adult… period. I already expressed this notion with a
majority of the characters, but this makes it more obvious in her. She’s
already shown she solves her problems in ways that cause more problems like
pissing off Kenny to show he’s a time bomb or to run away when things get too
awkward or messy. As such, this makes her, in a lot of ways, more unreliable
than Kenny came off nearing the end. Speaking of which…
Kenny Ending #01 – Go to Wellington – You can choose to let
Jane die. In doing so, you go with Kenny to Wellington. Upon arrival, you are
told you can’t go in (at first). But, thanks to Kenny, he convinces them to let
Clementine and AJ in. You can choose to go with Kenny and forget Wellington, or
you can choose to go to Wellington, thanking Kenny for the sacrifice he’s
willing to make for you. In choosing to stay at Wellington, there’s a tearful
goodbye as he picks up the supplies he’s given and he slowly walks away, not
looking back. It’s actually probably one of the saddest endings this game has
to offer, maybe the second saddest.
So does it work or not? I’d say it’s certainly more
serviceable than either Jane ending. My issue is, again thinking like Lee, I
would NEVER leave Clementine. As Lee, I vowed to look after her and keep her
safe. And neither of these two know ANYTHING about Wellington other than it’s
“supposedly” a safe place. Remember Terminus? Remember Carver’s gang? It’s
really questionable whether this place is worth the risk to leave these two
kids at. Granted, given the impression from the gatekeeper, it doesn’t seem
like a bad place. But looks can be deceiving and I’ve seen enough of these
situations to know it just takes one crazy asshole to fuck it all up.
Again, not saying this ending is bad (probably one of the
better ones). But, much like Jane Ending #2, it leaves me unsettled in thinking
that there’s something we’re missing. Now let’s discuss…
Kenny Ending #2 – Leave with Kenny – Probably my second
favorite ending, instead of staying at Wellington, you decide that it’s better
for you and Kenny to stick together. In a lot of ways, this is true. Clementine
is not equipped to handle a baby herself. Kenny can’t function alone and he has
trouble fitting into a group. The two work well with one another and have a
shared history that runs pretty deep. There’s a potential risk in Kenny’s
mental stability, but it seems that (more often than not) Clementine is able to
pull him back to reality when the situation calls for it.
Like I said, probably one of my preferred endings. Yes,
Kenny can be a dick-bag depending on how you played the first or second game.
But I always played with the mindset that I needed someone to have my back, so
I went out of my way in the first game to always have his. In the end, he was with
me as far as he could go. When he came back, I played things the same way this
time around and I didn’t regret any decision I made in siding with Kenny
because, like before, he had my back when it counted.
As such, this ending feels bitter-sweet. It has a very nice,
warm feel to it and you wonder just what they’ll have to do to survive. But I
know AJ and Clem are safer in Kenny’s hands than anyone else’s at this point.
But I also know that, given the nature of the series, Kenny will likely die at
the beginning of Season Three (if not in between seasons) so that the game can
start in one way, regardless of how you chose to end this game. This also feels
bitter sweet because…
Solo Ending #1 – Abandon Jane – So you can opt to kill Kenny
to save Jane, but end up alone anyway. To do so, you shoot Kenny first. You
have a brief moment with him in which you say your goodbyes. You discover the
baby is fine after all. Upon this discovery, you choose to walk away from Jane.
I suppose an option to kill her MIGHT exist, but I don’t remember it coming up.
This is the ending I went with and it’s tied between this
and the ending where you leave Wellington with Kenny for one of my favorites.
It brings closure to Kenny’s story arc in a way none of the others do, but it
does so at a cost. Kenny dies and he thanks you, telling you that you made the
right choices, and that felt good when he first said it. You tell him that
he’ll get to see his family again, and he leaves. That scene was beautiful, but
sad all at the same time… and then the truth is revealed… Jane didn’t let the
baby die and it was all a ploy to make you see what Kenny’s really like. A lie
that ended up costing a man his life when he wouldn’t have needed to die had
she been able to put aside their differences for even five minutes.
This is another ending that not only shows the pathetic
immaturity that Jane can be characterized by, but also by the TREMENDOUS amount
of growth done by Clementine within the season. Jane starts to panic when
Clementine walks away. She apologies profusely and even cries out, saying that
she doesn’t want to be alone. Failing to realize that by trying to prove
Kenny’s irrational behavior, she made herself look just as (if not more)
irrational. I don’t regret the choice I made with this ending in walking away.
Fuck Jane.
The growth is shown in that Clementine in this ending is on
her own. No one else is there to watch out for her or care for her anymore. In
one way, this is good, but there’s the elephant in the room you have to
consider. That baby is still with her and she’s the only one caring for it with
no resources or experience to do so. While I love this ending from almost every
standpoint, the logic of that baby throws everything into a bind and makes it
impossible for this ending to sit well with me. After all, Clem is still just a
kid and expecting her to be able to raise this baby properly (or even decently)
is high expectations given all the shit she has put up with until now and what
she’ll likely have to endure in the future.
Solo Ending #2 – You Killed Kenny Anyway… You Bastard - This ending ends the same as the previous
solo ending expect Jane dies and you let Kenny kill her. But before the baby is
revealed to be alive, you can shoot Kenny. You point the gun at him and he sees
this… and asks for it. He knows what he did was wrong and knows you are well
within your right-mind to do this. You shoot him and it’s just you for a moment
before the babies cries are heard… Again… this leaves Clem alone with the baby
but without the satisfaction of walking away from Jane the Insane.
Like I said before, I don’t think any one ending can be
considered the “proper” ending. What I can say is that I imagine Season Three will take place perhaps
years down the road when AJ is old enough to talk and talk and Clementine is a
physical adult, shaped by all the experiences we had with her in this game. In
short, she’ll be taking on the role of Lee in game three (I presume). This
leads me to conclude that, regardless of how this game ends for you, Kenny and
Jane will not be around. Wellington will be irrelevant. And the family and
Carver’s place will only be memories and nothing more.
I will, again, state that my favorite endings are still down
to walking out on Jane and going solo or to walk out with Kenny and keep the
group together, or what’s left of it anyway. But, again, I’ve considered Kenny
a friend since the beginning. I helped his son because I knew he wouldn’t
forget that favor. I helped kill Larry because I agreed that Larry becoming a
walker would be a threat, especially if we couldn’t escape. I took care of Duck
because I knew he wouldn’t be able to. He may not have liked it, but I held on
to Ben as long as I could because we needed to keep each other alive and I
think he understood that. And I played Clem the same way because she knew and
respected Lee to try and make decisions that he would make, trusting the wisdom
he imparted on her.
In the end, Walking
Dead has become one of my favorite games. It doesn’t have the fun gameplay
in comparison to my other favorites like Portal,
Metroid Prime, or Chrono Trigger. But it has something
that almost no other game has, and has it in spades. No narrative in gaming can
compare to what Walking Dead has
surprisingly managed to bring to the table twice now. Yes, most of my favorite
games are story-intensive, but Walking
Dead’s sole trait is having a good story and that’s enough to let it stand
heads and shoulders above the rest.
It’s one of the few games where the choices I made mattered.
And they mattered so much and changed the narrative of the game so radically
that I’m talking about the decisions I made, why I made them, and discussing
what they say about me as a person nearing a week later. I can’t have such
in-depth discussion or self-reflection playing Sonic the Hedgehog or Call of
Duty. And this is why videogames are an art. Not because they look so good
they can almost be real. Art is something that lets us explore the voice of the
artist and ourselves. Art is something that isn’t just about how something
looks, but expresses something meaningful. And few games have done so with the
degree of skill Telltale has managed with Walking
Dead. Bravo, guys. I’m looking forward to seeing where you take Season
Three.
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