Hi, Im Ron I live in this bin, would you like to join me? Its safe enough to protect us both from rocket launcher attacks and, Unfortunately Ron has just hit you over the head with a hammer and is now proceeding to eat your partially conscious corpse. Historically human survival has hinged on cooperation, it requires some level of trust to thrive, but trust is something you can't buy and you can't ever be sure of. In apocalyptic games, especially those largely oriented toward a choice system like the Walking Dead, where survival is the main goal, the tricky issue of trust is going to rear it's ugly head sooner or later. Games like this will undoubtably present you with all sorts of life defining, split second decisions and moral conundrums that require you to take action based on facts offered to you by dubious characters and strangers. Who to trust is never clear in these types of games and yet these choices dramatically alter the games experiences, even though, in the real world, you might have asked for a bit more information before deciding to wander through hostile territory because someone gave it to you as an option. Just imagine if you could have asked your own questions in the Walking Dead, you might not have had to "trust Jane" and make the choice whether to shoot Kenny, or let Jane die. Because where there's trust, when it comes to survival, there's usually betrayal (there's a whole mission on Metro: Last Light dedicated to it) and it takes more than a few cutscenes to truly know someone.