Rammstein & Blood Rayne

When I got the chance to edit movie I started out with what is called Mash ups. A clip made from a movie or a game. This is my first based on game movies from Blood Rayne 1 and 2, including in game movies. It is set to music from the German band Rammstein. The way it should be.

 

The movie was made with a video editing software that couldn’t handle all the effects and the lengt. I recall that at the end it took almost fifteen minutes before I could edit the movie. The rendering of the whole clip took over 45 minutes.

 

 

 

State of Decay: Breakdown: ten tips for playing the dlc

krisp-profile-small

Updated 11 January 2014!
Removed some typo’s and errors added some new I am sure.
Added some things to tips.

 

Hey, welcome to my post about Breakdown, the downloadable content for the video game: State of Decay.

In this post I will experiment with fragmentary story telling. And who better then to have that taken care by my nekos!

First off it might be handy to give a general idea of what the post will contain.

1 Three differences as compared to the basic game.

2 Ten tips that might be useful to remember.

3 And something else I forgot. Oh yes.. a commentary of sorts…

But first let me introduce Krisp. She is in the picture at the top..Krisp is a neko. For those who do not know exactly what a neko is let me tell you.. neither do it. Literally Neko is Japanese for cat and in a certain context it is used for a hybrid of a human with cat. A human with cat features so to say.. like ears, or whiskers or a tail. However, being completely inaccurate as someone pointed out, a Neko is sometimes used me to mean any human animal hybrid.  So Krisp is a neko because Krisp has cat teeth, cat claws, cat shoes(sometimes) and a nice fluffy tail.

new-stuff

This picture shows the new things that make breakdown different from original game: heroes, levels and new goal(s).

While in the basic game survivors were also important, in Breakdown they are even more the focus of the game. When you begin the game you choose a random hero(the first time), start the game and run! For you are alone.  During the game you will be able to have more survivors join you and here in this there is a slight difference from the basic game. In the basic game most survivors came either via predefined quests or the occasional random quest. In Breakdown the most important source for companions are enclaves.  You will find that you are now actually able to gain their trust and recruit them after a while.

Secondly, Breakdown has levels. And I do not mean levels of the survivors, but levels of the game. Each level is slightly harder then the next. This is achieved by making the zombies slightly harder, spawn more, and spawn more special zombies, while at the same time, resources are harder to find and, especially, vehicles are harder to find. There are even levels where there are just a few vehicles to get. With each new level, you also start a new map. The only thing you will take with you from a previous game is a small group of survivors, their inventories and the supply.

Thirdly Breakdown has no story line.. hence the goal of the game is a simple one: find the recreational vehicle, repair it and then go next level. Sounds boring?
I thought so too.. but each and every level is slightly harder then the one before. And to make it more rewarding they threw in achievements, so that you have something to strife for.

So now the ten tips with their explanation below.

1 Bring a buddy.

2 Ready the RV.

3 Home, sweet home site.

4 Use your outposts!

5 Neighbors are your friends.

6 That vexing supply locker.

7 Take care of your cars.

8 Boom!

9 Guns guns guns.

10 Hand to hand.. choose your skills wisely.

————

1 Bring a buddy.

buddy-1 copy

Maybe you are a very exceptional fighter, but even the best fighters will tire eventually and it is a though job surviving on your own at higher levels.  Searching items in houses might be tedious task is you are continuously interrupted by zombies. Your survivor will break off the search to confront the zombie and you have to start the search again after it is killed. So bring a buddy to watch your back.

Buddies can be recruited in various ways. You can pay 100 influence to have on over your fellow survivors to tag alone. This has some disadvantages. It costs 100 influence and the survivor will leave the moment it is severely wounded, sick or  you accept a quest(the latter not always: sometimes they leave and sometimes they don’t).

Buddies can also be recruited as part of a quest. Most quests give you one buddy that stays until the quests is finished. The advantage is that it does not cost you influence and the survivor tags along even if severely hurt or sick. There are three disadvantages: the game does not save while your are on a quest,  you can not move a home site and you can not change to another avatar as long as you are on a quest.

buddy-1b copy

2 Ready the RV.

breakdown-rv1

Eventually you want to move to the next level. Readying the RV is a requirement.  
But first you have to find it! Unless you want to search the map for the RV you probably better of waiting for Lily to tell you where it is. She will do that within an hour of real time play. At the first level you only have to do one thing: fueling the RV.. but on higher levels there are more things needed. With each repair or preparation you need influence and materials. In all you will need 30 fuel, 30 materials and 10 medicine to prepare the RV on higher levels. Oh and some repairs require a lot of time and also some extra things that you are required to find.

The RV can only hold a small amount of survivors. In total eight, but there are two catches:. One of them is  that you have to take Lilya along(and Lily is not a playable character).  And when you take the full compliment of seven survivors along , one of them will get lost on the higher levels( this is changed now: on higher levels it seems the max characters you can recruit is six but you do not lose one anymore.). Who gets lost seems to be a bit random although my experience is that it is often one last one’s you assign to go with the RV. And the one you play will not be killed.

A word of advise. When you find the RV you do not need to get out of your car to have it added to your home site. Just driving along it is good enough. It is even advisable not to get out of a car as the RV seems to be a spawning point for zombies. Also be aware that when you are on a quest and you find the RV during this quest, it will not be added to the home site! And also, when you have a companion with you it will leave as if you accepted a quest.

breakdown - Copy copy

3 Home, sweet home site.

When you start on a new map, except for the first, you will be out in the open. So you have to find a home site sooner or later. Although there are seven home sites in the game, the choice is actually limited. The three biggest one’s(Fairgrounds, Trucking Warehouse and McReady) you can not get as you lack the materials and people to choose them. McReady Farm can only be picked from the start  at the first levels, but once you start to loose a survivor you will not have enough people to claim it. The two smallest are not really an option as they are too vulnerable. Unless of course you like that sort of thing. It comes down to either hold out in the open till you have enough people (McReady only needs one more survivor to the basic seven) or to either occupy Savini or Kirkman.  I prefer Savini as it is located in the town Marshall, where most supplies can be found, is protected from the rear and one side and comes with a watch tower. Also it requires only a few outposts to make it safe.

4 Use your outposts!

Outpost have a lot of useful functions. It creates a zone where no zombies will spawn, it will destroy a horde of zombies, it gives you access to your home site inventory and it generates materials for it. If you occupy one of the bigger home sites, you usually can have one or two spare outposts that you can move around when you explore further out, thus having a place where to stock up, fall back to, or put items you found.

5 Neighbors are your friends.

In Breakdown neighbors are even more important. They are a source for new survivors, quests, a way to get rid of excess items and  create a kind of  safe zone.  Especially handy will be their use to get rid of items that you can not or do not want to store in your own supply locker. In addition sometimes they even sell things you might have a shortage of, like bullets.

6 That vexing supply locker.

You will soon start to notice something annoying about your supply locker: it is limited in the amount of items it can contain. Since the supply locker travels with you from level to level. -that is from map to new map-, with it’s content intact, you will run into this problem again and again because you need to create influence by finding new items and storing them in the supply locker. This is where you neighbors come in. Their supply lockers are a way to get rid of excess items. However these supply lockers are limited as well so eventually they will be full too.

Now all of this would not be such a problem if the game did not automatically add items to your locker every once in a while. So even if you take out the cheap or worthless items out of your supply locker, the game will generate new items, some of which are cheap and worthless items. The only way is by taking them out and replacing with more expensive items..

On top of this the game will also top off certain items contained in your supply locker. Bullets, for instance, will be topped off at sixty. The same goes for snacks. It seems the game limits snacks to six. So stocking up on bullets and such is only possible for a short while otherwise you have to remove any excess and store it in the inventories of your survivors.

7 Take care of your cars.

Unless you like to leg it through fields full of zombies you probably value your car simply because you move around a lot faster. Cars are  vitally important and you will find less and less of them at higher levels. Since cars are also spread out over the map, retrieving the few ones that are on the map can be a tedious and dangerous task.  But you have to. This means that you might consider building a workshop(at least a basic one) or moving to the trucking warehouse, which is has a  full fledged workshop built-in.

Most cars are located in and around Marshall and I found that Marshall always seems to have at least one car.  I also found that when you do not have enough cars near your home site then the game sometimes gives you cars at your home site. How this exactly works is not known to me as it has only happened a few times.
14-01. When you move your home site the game will move the cars sometimes. I have moved my home site only twice during the games and in both cases the cars were moved the next day as well. Hence you do not need to get the cars you leave behind. However I think only the cars that are actually in the parking spots are moved. 
In addition the spawning of cars when you have none seems to spawn random new cars.. At first I thought it would a selection from the cars you drove past of occupied, but recently I tested this and non of the cars I actually drove past or sat into were moved. So they game seems to spawn new cars and not take the cars that are already in the game.

Big cars, like the modern pickup, are handy for using a cross country shortcut between Marshall and Spencer’s Mill.  This saves you a lot of driving over the road. This shortcut begins at the Tartan Mart that is located on the south-east side along the road leading to Marshall(see picture below).

the-shortcut copy

8 Boom!

boom! copy

Gradually, when you go through the levels and discover it is getting harder and harder and resources decline, you start to appreciate the little things that did not really matter in the basic game.  Here are a few.

Gas-tanks are everywhere and they come in handy when a shed or another building is inhabited by a group of zombies. The blast kills everything except for the tougher freaks(Big Un and Feral) outright.. even through a wall. Watch out with cars though… they get destroyed too. The blast might attract nearby zombies, but not as much as firing a gun or an artillery barrage.  Funny detail..they reappear when you move away.

A nice weapon to have is a grenade launcher. They come in two versions: the one shot grenade launcher and six shot one. They both fire the same grenade. The great advantage of the grenade launcher is that you can actually fire a grenade inside a building. This makes them very handy for cleaning out infestations. Grenade launchers are rare finds. However the most likely place to find the six shot version is at the military camp in front of the fair grounds.
14-01: There are three stashes, one in the back near the fairgrounds and two near the entrance that is across the road where the crashed helicopter is. 

Of course the weapon of choice is the petrol bomb or Molotov cocktail. In state of decay there are a lot of them around and they are very effective too. You can wipe out a horde of zombies with one. Not only are there many to be found(some house have wine cabinets, that provide up to nine molotov cocktails) but also the game will generate them for you.
14-01: When you explore you will find fuel. Breaking down fuel will turn them into three of four Molotov cocktails. 

9 Guns guns guns.

You will find a lot of handguns like revolvers and pistols in the game. Equipped with a silencer most hand-guns are decent weapons. It is wise to equip you adventurers with different caliber guns so you will not run out of bullets because as said above: the game tops of the bullets at 60.  Revolvers and shotguns are weapons that can not be silenced and as a consequence they will attract zombies when fired. The exception seems to be the .22 caliber. which seems to attract less attention. .22 caliber gun are not very effective. I seldom use guns on ‘normal’ zombies but reserve them for the screamers and  bloaters, but considering that the game tops off your bullets you might use up bullets if you have too much.

To find the better types of guns or even military grade guns see the maps below.

10  Hand to hand.. choose your skills wisely.

Most of the time you will fight  the zombies with hand-weapons. During their use you will gain experience and once you gain a certain level you can choose a skill to enhance combat or be stealthy.  Most of these skills do not seem to do too much, but my preference is to use bladed weapons and pick the  skill that cuts of the legs of a zombie at random. The other option: decapitation offers up speed for a certain kill.. however in the higher levels you the delay usually results in a zombie grabbing you. If possible pick survivors with the power house skill as it increases their critical hits.

11 (Hey wait.. that is not ten?) Flow of the game.

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Perhaps a final tip is to pay attention to the flow of the game.  The game has moments that there are many zombies and hordes spawning and moments that there are non around.
Here are some observations:
– At night there are more zombies around than during the day.
– Around dusk, dawn and noon it seems there are far less zombies.
– Zombies have a tendency to spawn after you have arrived at a certain place. Sometimes there is a delay in the spawning that you can use  to quickly enter a place.. grab stuff and run before the game starts to spawn too much zombies. However this can also work to your disadvantage: sometimes a place seems to contain only a few zombies.. but a few minutes later more will spawn…a lot more.. An example of place where this is likely to happen is the Grange.
– When you are required to go to a place and it is crawling with freaks you can force the game to remove them by driving around a bit. When you are far enough away the game will remove spawns. However there will be new spawns.. so it might not solve your issue.

12 (Hey?) Quests and other assignments

Whenever you built a facility or repair a part of the RV there is a chance you have to find something to finish the job. Lily will tell you where to look on the map. I found that you are likely to find these items at any place you search. However it looks like that the places Lily designates have a higher chance to give you the object. But diligent searching at other places have almost always resulted in finding these objects.

Another interesting thing I found is that when you are assigned to hunt a particular freak you are instructed to locate it at certain place. I found that finding and killing a freak of the kind you are assigned to hunt at other places sometimes is enough to resolve the quest.
14-01: This seems to be the case for bloaters and ferals. The armored zombie quest is usually for a swat zombie and that seems almost only to be spawned for the quest. I do not know for big uns as I try to avoid them.

Be aware that with the hunt quest your companions will leave the moment the quest is resolved. This might mean that they leave you to face any remaining zombies. Sometimes they will help you fight, but as often as not they leave you to face the music alone.

Okies..

Now for some closing comments.

I like state of decay as it offers a combination of resource handling, character management, leveling and so on. The game does not compare to a big commercial game. This should also not be expected as the game is made with far less budget and market for about a third of what a main stream commercial game costs.  All in all Undead Labs, the maker of the game did a decent job.

Handy maps…

trumbulll valley mapb copy
Trumbull valley map.
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Trumbull Valley.. best places to find guns. Guns shops and police station in blue. Military camp sites in green.

trumbulll valley mapb-dangerous-places

The walking dead videogame: interactive storytelling.

(This movie shows three key scenes.. if you do not like spoilers you should not watch after the first scene has ended. There is a red walking dead sign dividing the first and second scene.)

I was fortunate that I did not buy the video-game the walking dead. I was somewhat suspicious about it actually being a game, so I decided to find out what kind of game it  before buying it. You see, the maker of the game, tell-tale games. made and makes click adventures. Click adventures are the kind of games where you have to click on objects in the game to combine them so they can be used to make the game proceed. It is not my kind of game. In fact ever since  I played Zork way back I stopped playing those kind. I vaguely recall that I had to do something with a piece of string and a clay brick to open some kind of doorway. I think the piece of wire was meant to go into the clay, then the clay was made into a brick and the brick with string attached had to be put in a wall to open a secret door.

The walking dead game was exactly the kind of ‘game’ I expected it to be. So based on that conclusion it would not be very interesting for me. However I became fascinated by the game movies that one guy called the rad brad had made. I followed him playing this game from start to finish.  And it was clearly not a game but rather an interactive movie. The whole story line did progress along the same path regardless of what options the player choose.  Most of the options available were more to give the story a slightly different feel then make for a dramatic different game or create an complete different conclusion.

The game might be disappointing for people who want to play a game that gave them the option to make decisions that had important repercussions. However as a story it captured me even though it had it’s weak moments.

I was wondering what actually made the story work for me and after some pondering I figured that the most  crucial thing in the game is the relation between the main character Lee and  the little girl Clementine. Lee acts as Clementine’s replacement dad. It is therefore that I made a small movie showing two crucial moments in the game…the one where Lee and Clementine meet and the one were they part.  In addition it also shows you how the game ends.. So that is three scenes.

In addition to the central relationship in the story I have to name the voice acting as a impressive. The fact that the game makers stick to a simple story line seems to work well and most of the characters are believable people that you can identify with, care about, understand, suffer or perhaps even hate.  Unlike many characters is other movies and games where nobody really cares about them because they are not believable people. Lee, for instance, is the kind of guy I liked from the start as being a former teacher. Clementine is a kind of kid that you like.

Because I like pictures above typed text, let me go through some of the movie scenes and comment on a few scenes that makes this video game/movie stand out.

The walking dead opens with the skyline of Atlanta

The walking dead opens with the skyline of Atlanta and it is a link between the television series, comic and the game. That way people will know the setting. In a later post I will comment further on the interaction of thoughts, feels and the use of language and imagery to invoke stories. Above the picture   somehow I thought it read “A brand new day.” Note the beautiful blue sky and the sunny setting.  Interestingly.. while this is the skyline of Atlanta we do no go to it.. the story takes us away from it. In this manner a possible conflict can be avoided. Bye bye Atlanta.

The conversation between Lee and the cop.

The conversation between Lee and the cop is done partly via the rear view mirror. This way we can follow their expressions. It also underscores the relation between the two and will aid in setting up the scene where they have the accident. Note that setting is still pleasant. There will be message on the radio and police cars driving towards Atlanta. We know what is going to happen.

After the police car hits a zombie, it slips, crashes through this rail and ends up at the bottom of this slope.

After the police car hits a roaming zombie, it slips, crashes through this rail and ends up at the bottom of this slope. While this is a very unlikely occurrence (those rails can stop trucks) this makes for a very engaging shot from above. Note the corpse of the cop in the right top corner and the trails of blood that runs from the car to him. The shades and dark lights create for an ominous scene. The sunny happy mood has been replaced by gloom and creepy shadows. It is a cool way to make a picture. The look from above to below zooms out give an overview and also makes everything remote. Note that the darkness is on the edges. It creeps in from all sides.

Screenshot - 11_13_2013 , 6_51_48 PM
A shot from the car through the cracked window.. the dead cop catches the attention. To make us focus he is in the light and the rest is dark, with the darkness being at the edge of the picture.

Again the above shot is almost like a painting.. which perhaps it is. The low quality of the graphics is used to the advantage by changing it all into a more comic kind of style. I suspect it was a way how the makers had to deal with a technical limitation, yet kept the whole in style and interesting. Incidentally.. the original comic is done in black and white which is probably a way to save cost on having to color the pictures

Screenshot - 11_13_2013 , 6_51_17 PM
When Lee gets out the car he looks around and reaches down.. this gives the maker the change to create this upward shot where the light of the sky turns Lee into a silhouette. The sky is a sickly yellow.
Lee finds out that the cop is dead but still moving. It lunges for Lee. Lee crawls backwards until his escape is blocked by the car. This is just prior to him picking up the shotgun and killing the now zombie-cop. The camera is set at an angle and we look down upon Lee. This supports the feeling of fear, strangeness and confusion.
Lee escapes zombies that have been alerted by the gun shot by climbing over a fence.

After escaping from the zombies Lee finds himseft on the grounds of this suburban home. The shot is zoomed out which show us he is completely alone.. his shouting made me cringe. This will be used several times during the game. Someone shouting in an otherwise silent place. Did you notice the eerie yellow sky and gloom? In the distance it almost looks like there are yellow vapors rising from the ground.

Lee enters the nearby home.

When Lee enters the nearby house he moves from out of the light into the darkness. Again creating an eerie atmosphere. This is the home where he meets Clementine. As you can see this whole setup is deliberately. In the previous pictures it is dark as if the evening has fallen. Then the scene is changed to an eerie sick yellow color. Here the color outside is almost golden, while inside darkness is hiding unknown dangers.

The central working element in the game is the relation between Lee and Clementine.

The central working element in the game is the relation between Lee and Clementine. While the art could be better and is not that original as some people claim – it resembles that of other games and movies(Borderlands spring to mind) – the use of expressions and the voice acting coupled to the images make the story work. In fact it works better than many movies with real people.

Screenshot - 11_13_2013 , 6_59_49 PM
Lee crouches down and talks to Clementine. His fatherly caring attitude towards the frail girl shows him to be a gentle person. We care for this person because he cares for Clementine.
This is perhaps one of the most telling shots.. Lee taking Clementine by the hand to brave the unknown dangers of this zombie plagued world.
Another classic scene.
At the beginning of the game Lee meets Kenny.. the relation between Lee and Kenny is another important one in the game. Kenny is the other dad.. and his relation to his wife and his son is a mirror of that which Lee and Clementine have. Note that we will never see a scene in which Kenny talks to Clementine. His looks is that from a country guy or mechanic. This is a working class man(as opposed to Lee, who is a teacher.)
Screenshot - 11_13_2013 , 7_03_19 PM
Kenny’s wife Katjaa and their son Duck. Duck is an obnoxious brawny kid and almost the opposite of Clementine. As such he functions as a kind of lightning rod.
This is Lilly who leads the group of survivors that Lee and Clementine join.

Lilly is the leader who continuously struggles with her role. I am not sure how other people feel about her, but I think she was wrongly treated in the story line. She was obviously put in a role she felt uncomfortable with and she tried to do her best in a bad situation. Nobody, not even Lee, actually volunteers to take over her leadership role, yet she is keenly aware of unvoiced (imagined?) criticisms towards her own short comings. She has to make though decisions and at one moment during the game she makes Lee, who is the main potential challenge to her leadership, even if he does not want to, choose whom to feed. The makers of the game do something harsh towards her halfway into the series although  it is not out of character. This act makes her flee the group and thus leave the story.. although there is possibility she might return in  future episodes.

Screenshot - 11_13_2013 , 7_08_24 PM
Lilly’s father is an overbearing bitter person. His appearance supports this very well. He has a broken nose and a jutting jaw like he is some kind of street fighter (bully?).. It is also hinted at that he is a racist which explains his hostility towards Lee. At some point he warns Lee off to keep his hand away from his daughter, thus adding a sexual undercurrent to his dislike for Lee,
Screenshot - 11_13_2013 , 7_15_42 PM
This is Ben, like other characters in the story he seems to be in the game to supply the story with someone who can be written off at some point during the tale so that we keep being aware of how dangerous this world is.
Screenshot - 11_13_2013 , 8_20_46 PM
Molly appears in the last episode of the game and she as fast in as she is out. Without her wanting to she almost causes the group of survivors to be overwhelmed by zombies. She is a resource full athletic girl and one of the few people that survive. It is almost in her nature to survive.
Chuck, another survivor that has a small role in the story. His role seems mostly to make Lee aware that the world has changed forever and he needs to learn Clementine some basic things like.. firing a handgun. Skill we in a normal society would not want to teach to our children. His is the wise guy… even though he is portrayed as a hobo.
This picture invokes a strange scene. The group sits near a abandoned train out in the open. Chuck is playing music. It is explained before that the place is secluded and protected, yet with all the roaming zombies around one wonders why there is not one single guard.. on the top of train for instance?

As a story element the above scene creates a placid scene. The sky is blue and it almost looks like they are sitting around a campfire as if on holiday. Not even someone on guard. Which might be a deliberate move. A guard would spoil this ideal camping picture.  Note that nobody seems to change clothes throughout the game, except for Kenny, who switches t-shirts..

Screenshot - 11_13_2013 , 8_10_15 PM
Another set of picture that show the interaction between Lee and Clementine. He explains her that she has to cut her hair because zombies could grab it. Later Lee learns her to shoot.

Screenshot - 11_13_2013 , 8_10_28 PM

The group enters the city of Savannah. The place of hope. Note the sunny colors..
While zombies are a constant threat in the background the game does not overdo it. It uses them appropriately. In this scene the previously empty streets of Savannah are suddenly filled with zombies because Molly uses bells to lure them away. She is however unaware of the group of survivors entering the town. As consequence she lures the zombies right towards them. From a technical angle this image shows the limits of the game as well. The avatars have been lightened but they do not match up to the surrounding lighting and they cast no shadows where other things do. As such they almost look like they have been cut out and pasted into the scene.

Another use of colors in the above two scenes. When the group enters the city of Savannah.. the scene is set as if it is a nice summers day.. when the zombies arrive.. the colors are turned to dark and threatening. It is one of the ways to underscore the mood…

Screenshot - 11_13_2013 , 7_29_09 PM
The game at various moments shows us empty streets that are suddenly filled with zombies. It is one of these weaker features in the story. Why would zombies linger in the houses to sudden erupt into the street? Because it is story wise more exciting and.. it is probably also a limitation of the game.

Note the sky above this scene.. bad things are about to happen….

Screenshot - 11_13_2013 , 7_12_01 PM
During one of the moments in the game a hunting party send out by the group finds three other survivors.

This scene is cast in an almost pleasant like forest view. In this case the dark threatening colors are no used.. because the sunray that shines into the clearing makes for a nice contrast with the next scene.. The light guides our view towards the center..

Screenshot - 11_13_2013 , 7_12_31 PM
One has been caught in a trap while zombies close with the group they frantically try to release the trapped survivor.

Zombies shamble towards the group…

Screenshot - 11_13_2013 , 7_16_40 PM
There are tough moments in the game like these where you have to choose whom to feed. Curiously enough the whole food issue is never mentioned again.
Screenshot - 11_13_2013 , 7_31_04 PM
More issues.. this girl is about to be overwhelmed by zombies.. your can choose to kill her or hope she makes it, but it is obvious from the situation that she has not a shadow of chance to get out alive.

The above scene with the dark clouds that seem threatening is the stage for this little drama.. you have to either see her killed by the zombies or you have kill her yourself. Watching this scene gives me a sad shocked feeling. I know what is going to happen.. You can see she must have been through a rough time with her being dirty… she almost looks like a zombie at this point, and you can see the desperation on her face. He looking as a zombie creates this feel that she has been in the pit.. tries to escape.. Lee and Kenny are near.. yet within sight of salvation they can not help her..and only kill her quickly to spare her an agonizing death…

Screenshot - 11_13_2013 , 8_13_06 PM
More tough choices. The camera is set low so that it show the kid in the middle and the gun in the foreground.

This camera is set low.. so we are at eye level with the kid.. the two grown-ups loom over the dead kid.. It is a classic scene of a vulnerable kid being at the mercy of two strong grown-ups.. The gun illustrates this to a point.. If we did not know from the story-line this might be even interpreted in another way. This is one of the things about a story.. like a house it is made up out of smaller parts that give it context and meaning.. Context and meaning that could be changed by changing the constituent parts of the story.

Screenshot - 11_13_2013 , 8_20_04 PM
Tough moments like these abound.. you can choose to rescue Ben or not. There is a reason you might want to drop him.. which is why the choice is not easy.

The camera shot is marvelous: the one hand holding Ben, the zombies roaming below and climbing the stairs. The darkness creeps in from all sides.. again.

Screenshot - 11_13_2013 , 8_24_41 PM
Almost at the very end we discover what happened to the Clementine’s parents.

This last scenes are done in a stark dark color. We are in the pit of darkness…

Screenshot - 11_13_2013 , 8_08_31 PM
Halfway during the story the group find this train blocking the road.
Screenshot - 11_13_2013 , 8_15_41 PM
The survivors get the train to work. It brings them to Savannah where they hope to escape by boat.

This is the scene of Savannah just before the group enters the town..They travel towards the sun.. the bringer of light, warmth and hope.

Yellow dust hangs over this scene and obscures the zombies.. suggesting there are a lot of them. If you look closer you will see that there are not that many there..
Lee hangs out of the train.. the group barely escaped this horde of zombies. You could swap the zombies for any other kind of pursuit.. it is the classic.. we got away! scene.
One of the final scenes…It could be dusk or dawn..but the landscape signifies a change of state. Considering it was dark before.. this must be dawn..