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  #31  
04-25-2014, 11:54 PM
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The musical notes remind me heavily of SPORE

:
But if I draw a picture of myself with a vagina, that means I must have one?
That would mean you have a picture of yourself with a vagina.

:
Varrok thinks that because the idea of giving Scrabs tongues was on paper, that means that Scrabs, as a metaphysical artistic construct, had tongues.
Actually, I was just searching google images for concept arts and found this old piece. It's not a render from NnT, and it had a tongue, hence I said "They've had them before". I didn't bother to check whether it's from MO or not (and it doesn't look like a fan-art), but my point kind of stands.
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  #32  
04-26-2014, 02:32 AM
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But if I draw a picture of myself with a vagina, that means I must have one?

Order of events:

Scrabs designed
AO
AE
Tongues added to design (AoOWI page 226)
MO
Tongues added to actual Scrab models
MOHD
NnT

Varrok thinks that because the idea of giving Scrabs tongues was on paper, that means that Scrabs, as a metaphysical artistic construct, had tongues.

However, no actual Scrabs with tongues appeared until MOHD, making New 'n' Tasty the first Oddworld title to feature Scrab tongues at launch.

Duh.
Just because they were never illustrated with their mouths wide open doesn’t mean they didn’t have tongues.





Shrykull also totally has a tongue in concept art.

Amazingly enough the lowres sprites and low-poly models in AO/AE and MO probably didn’t allow for the amount of detail that a tongue would require, or they weren’t considered necessary because they never opened their mouths wide in MO.

Anyway I can’t believe you’re getting this snippy over a fictional species’ tongue.
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  #33  
04-26-2014, 02:42 AM
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Awesome news, especially the cross buy with PS3/PS4! I've been holding off buying a PS4 near launch due to the YLOD issues with PS3 (and my friend's Dualshock 4 already falling apart), but really want to get the best version of New 'n' Tasty on consoles. Absolutely fantastic that I can get it day one on PS3 and eventually play the PS4 version at no extra cost Though I'd have probably bought both versions anyway!

I agree with the whistle notes breaking immersion slightly, but it's no different to the sleeping slig Z's really, which have always been there.

New screenshots look great, especially the scrab/paramite nests. JAW have definitely nailed the look of the original.
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  #34  
04-26-2014, 03:37 AM
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I agree with the whistle notes breaking immersion slightly, but it's no different to the sleeping slig Z's really, which have always been there.
When you put it like that, you're right. Regardless, I love this little bit.
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  #35  
04-26-2014, 04:17 AM
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omg curved platforms confirmed

I was going to complain about the notes, but frankly, I can't think of any good alternative. I suppose you could have some coiling blue mist puff out of Abe's mouth, or something, but that might be overdoing the whole "wooOOoo spirituality" thing.

:
Anyway, I can’t believe you’re getting this snippy over a fictional species’ tongue.
Wow. You do realise I'm joking, right? Having inane conversations about sprout gas is what OWF is all about. That's why I said "Duh" (dramatic eye roll optional).

Besides, none of this invalidates my point that, discounting MOHD (a patch built parallel with NnT), this is the first time Scrabs - not plans for Scrabs, not pictures of Scrabs, actual walking, murdering Scrabs - have had tongues as part of their model. A point that I initially made in five cheerful words, so don't act like I'm the party pooper here.

EDIT: Seriously how the fuck can you construe an expression like "feature Scrab tongues at launch" as anything other than ironic pedantry


Last edited by MeechMunchie; 04-26-2014 at 07:28 AM..
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  #36  
04-26-2014, 04:37 AM
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As strange as this may sound, the musical notes could be there if the game was played with subtitles, I'm wondering how difficult a deaf person would find it to play AO, there's a lot of sound that's vital to the gameplay, but if NNT has a subtitles mode, then perhaps each time a character talks, a speech bubble appears to next to them.
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  #37  
04-26-2014, 04:40 AM
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That doesn't sound strange to me at all. In fact, at least two people here agree with you.

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It's for the deaf gamers! Visual cues and all that.
I don't want to be a jerk but seriously I feel like I'm the only one who's actually reading the threads they post in rather than just skimming them

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  #38  
04-26-2014, 05:22 AM
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I skim, and all I see is people whining! Everybody is too picky!
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  #39  
04-26-2014, 06:23 AM
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That doesn't sound strange to me at all. In fact, at least two people here agree with you.

I don't want to be a jerk but seriously I feel like I'm the only one who's actually reading the threads they post in rather than just skimming them
It's also possible they've made the whistling a little more complex than the standard speech lock affair for Sligs and Glukkons.
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  #40  
04-26-2014, 11:32 AM
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The whistles help you know who is whistling. The only alternative is to have them awkwardly wave and gesticulate like the original, which probably doesn't cut in nowadays.
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  #41  
04-26-2014, 01:12 PM
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If I remember rightly, all it was in AO was a little head nod to show which one was whistling.
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  #42  
04-26-2014, 01:29 PM
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And a massive wave.
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  #43  
04-26-2014, 01:32 PM
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My method would be Abe holding his hands near his mouth, to do certain whistles, we put our fingers in our mouths, so perhaps different gestures mean different whistles?

I seriously hope there is going to be a classic control scheme, I can't bare learning gamespeak all over again :'(
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  #44  
04-26-2014, 01:36 PM
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I see no reason as to why they'd change it?
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  #45  
04-26-2014, 01:38 PM
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Well, we know there is a new controls scheme, so that may potentially mean new gamespeak control.
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  #46  
04-26-2014, 01:52 PM
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And a massive wave.

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  #47  
04-26-2014, 01:56 PM
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  #48  
04-26-2014, 02:07 PM
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No you can't do that, they already had tongues.

You just couldn't see them.
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  #49  
04-26-2014, 04:10 PM
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Thought I'd do a quick comparison mock up.

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  #50  
04-26-2014, 06:50 PM
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It's gorgeous. I really like the blue-tinted screenshot for some reason.

That green, also most excellent.
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  #51  
04-26-2014, 08:12 PM
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omg curved platforms confirmed
[/size]
Not that you lol, the sligs on march in the back ground. But whos to say they cant shoot Abe like they do in background/mid ground scenarios?
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  #52  
04-26-2014, 09:04 PM
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That doesn't sound strange to me at all. In fact, at least two people here agree with you.


I don't want to be a jerk but seriously I feel like I'm the only one who's actually reading the threads they post in rather than just skimming them
Moreover, similar cues existed in Abe's Oddysee: namely "zzz" for sleeping NPCs and the rock or grenade count that appears when the player character throws an object.

Also, if this thematic touch improves accessibility, then that can only be a good thing. Lastly, it's just a bit of comic relief in an otherwise dark world.
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  #53  
04-26-2014, 10:18 PM
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In what way are floating notes supposed to be comical? And those cues were necessary because of the PS1s limitatons.
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  #54  
04-27-2014, 04:23 AM
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They were cues, but I don't understand what it had to do with the PS1 limitations. Surely they were just indicators?
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  #55  
04-27-2014, 04:39 AM
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I don't thinks the notes are bad, but if we could have an option to disable them that would be awesome.

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  #56  
04-27-2014, 05:05 AM
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They were cues, but I don't understand what it had to do with the PS1 limitations. Surely they were just indicators?
Well, the PS1 would have had no other way of displaying which character was making the sound, same thing with the old RE games and all that stuff. Now there can be much more subtle indications, and I just think the music notes look a little silly and out of place.
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  #57  
04-27-2014, 05:21 AM
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Of course they look out of place. You're not used to them yet.

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  #58  
04-27-2014, 05:34 AM
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You can get used to painful diarrhoea every day but that doesn't make it a good thing.
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  #59  
04-27-2014, 06:03 AM
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They look fine.

It's probably because the whistling mechanics have changed.

Maybe there's a larger range of notes and the visual cues are there so the player isn't blindly cycling through all the sounds to try and mimic the other Mudokon. Maybe it makes it easier to digest and remember sequences.
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  #60  
04-27-2014, 06:47 AM
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no it’s different and scary
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