![]() Two, we wanted to explore how Clementine would deal with other survivors as she He taught her to fire a gun and keep her hair short. But what Lee taught her was grounded in surviving We felt like season one was about teaching Clementine how to It took a while to land where weĭid, but that's not unusual for us. Once we finally came to terms with making Clem the playableĬharacter we dove into the season two arc. We even kickedĪround playing as a new "protector" of Clem, but that felt too much like ![]() Since that was what we felt was most interesting for the series. We also certainly didn't want to leave her story untold, ![]() We were worried it would be strange to play her after the We were really gun shy about makingĬlementine playable. The backstories of characters like Kenny. We considered moving to a new group of survivors or revisiting First we kicked around ideas about what character would be playableįor season two. We started planning season two shortly after the finale of Start planning season two, and what were your initial ideas? This article also contains spoilers for season two. ![]() Note: This is an extended version of an interview that originally appeared in issue #259, featuring answers that didn't make it into print. Telltale president and co-founder Kevin Bruner opens up about putting Clementine in the leading role, bringing back old faces, and how fan feedback shaped Telltale’s direction. The season ended with a bang, incorporating multiple endings for the first time. Telltale Games recently wrapped up season two of its violent and emotional The Walking Dead. ![]()
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