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  #61  
09-22-2017, 09:45 AM
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Wow, just wow!
So these are Mully and the new glukks. (no more dripikk, aslik or phleg)
But we also got a new little mud

Glukk 3 (I really dig these glasses)
I can just imagine Glukk 3 to have some sort of british/posh accent..
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  #62  
09-22-2017, 09:51 AM
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I think they're bedrolls
Yeah bedrolls... but they would sleep in them for all eternity! MUAHAHAHAHA-
*Ahem* Anyway I think they're probably bedrolls too, or something else. But @STM I don't think they're are carrying body bags, because what they're carrying have a lighter color than the ones we see at the end of the video and those light bags don't have any zippers between the two codes on each one of them. The material looks different too.
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  #63  
09-22-2017, 10:30 AM
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Yeah bedrolls... but they would sleep in them for all eternity! MUAHAHAHAHA-
I'm laughing at this way more than I know I should be.

:

Alf's new look


"Toby"
I like that the Muds don't all look the same now, but seeing them in full clothing is so weird to me; makes Abe seem like a nudist haha. But at least that way he gets to show off his cool chest tattoo.

Speaking of which I guess how Abe gets the tattoo is a bit different this time? Unless he still gets separated from his group like in Exoddus.
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  #64  
09-22-2017, 10:43 AM
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Jesus this took me entirely by surprise. The changes they put in and it being highly unlikely that this will still be a 2D platformer... I really did not see that coming. From what I'm hearing we're looking at an RTS type game now, which is a pretty wild change.

The character design changes... damn. That's some really big changes after 20 years of being used to a certain look and feel. In a way I feel these designs reflect Lorne's original vision so much more, but it will take so much getting used to as a long time fan.

Location designs are absolutely amazing. Necrum, FeeCo, Brewery, all making a return thank god.

Only thing that had me seriously frowning was the UI choice. Story, dark. Characters, dark. Locations, beautiful and dark. Then comes the UI (assuming that is final), still cartoony and overly simplistic. Why?! Why would you do that?! It's a complete mismatch from anything we've seen of Soulstorm and I don't get it.

Other than that I'm very excited and confused.
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  #65  
09-22-2017, 10:48 AM
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Looks sick! Can't wait for gameplay. I just hope they pull it off and this isn't overhyped.
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  #66  
09-22-2017, 10:58 AM
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...Then comes the UI (assuming that is final)
Uhh...
:
as one of the guys working on the UI i'm happy to say that - no - it's not final!
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  #67  
09-22-2017, 11:07 AM
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Uhh...
Thank god.

:
as one of the guys working on the UI i'm happy to say that - no - it's not final!
I hope it's like... an early mockup at most. Really early. Like... drawn on a napkin at a bar at 2am early. And assuming that is hopefully the case, it was a really bad idea to put it into that presentation.
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  #68  
09-22-2017, 11:12 AM
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I hope it's like... an early mockup at most. Really early. Like... drawn on a napkin at a bar at 2am early. And assuming that is hopefully the case, it was a really bad idea to put it into that presentation.
It is an early concept lol. Havoc you should read the entire thread before posting something else here, you were wrong about the RTS genre thing too:
:
you must know if this is rts or not
:
it's not.

hopefully once gameplay shots emerge everything will be a lot clearer.
I agree with you that they shouldn't have revealed the UI feature yet. Lorne only talked about the gameplay without revealing any footage and that was understable. All we got about it was the UI to see how it looks like in a simple way, and we got confused of course.
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  #69  
09-22-2017, 11:18 AM
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I just noticed they introduced glukkons for Fee Co Depot, Bonewerkz, and Soulstorm Brew... but none for Slig Barracks...

Fuck me, this was one of the coolest environments in AE, I hope it's not cut :\
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  #70  
09-22-2017, 11:31 AM
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On the plus side, we didn't see Mudanchee or Mudomo stuff so hopefully that IS cut. I'll be one happy camper if the entire game takes place in industrial locations.
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  #71  
09-22-2017, 11:34 AM
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I'm laughing at this way more than I know I should be.



I like that the Muds don't all look the same now, but seeing them in full clothing is so weird to me; makes Abe seem like a nudist haha. But at least that way he gets to show off his cool chest tattoo.

Speaking of which I guess how Abe gets the tattoo is a bit different this time? Unless he still gets separated from his group like in Exoddus.

OMG yes, I can't wait to see the difference in story of how Abe gets his chest tatt and just how Soulstorm will flesh out more of the Oddworld universe=)
Having vykkers in the mix (as was hinted at for exoddus in signs/ blocked doors and such) adds to the spine tingling atmosphere and lore behind brew that i got from the teaser.

Gives chills in the best way imo





looks like muds getting separated into test subject and worker/miner categories
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  #72  
09-22-2017, 12:03 PM
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From the talk and from talking to Lorne for a while afterwards, I can confidently say that this game will be the right green.

The only thing I'm iffy about is Alf's design, but I feel like it might just be because I'm so used to the original. I'm really hyped for this, it's going to be next-level oddworld. I'll probably make another post tomorrow when my brain has settled because this entire day has been a bit mental.
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  #73  
09-22-2017, 12:52 PM
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I can confidently say that this game will be the right green.
But Abe is blue!
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  #74  
09-22-2017, 01:25 PM
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I waited to ask Lorne about the Vykkers after the presentation since the Q+A was such a fucking cringe binge I prolapsed. He seemed to imply they wouldn't be playing such a big part in the main game as they do in the video since the trailer is the 'backstory' of the brew's development process. Hopefully they will have some presence in the game proper though.
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  #75  
09-22-2017, 01:33 PM
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From the talk and from talking to Lorne for a while afterwards, I can confidently say that this game will be the right green.

The only thing I'm iffy about is Alf's design, but I feel like it might just be because I'm so used to the original. I'm really hyped for this, it's going to be next-level oddworld. I'll probably make another post tomorrow when my brain has settled because this entire day has been a bit mental.

was great to speak with you again
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  #76  
09-22-2017, 01:37 PM
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Really enjoyed the presentation and got chance to chat with Lorne afterwards too, which was great! As others have said, new designs and artwork are amazing, feature film quality. Gluk 2 reminds me of Bill Nighy as Davy Jones

As for gameplay, it sounds intriguing. The impression I got was that the game will have the traditional 2D side scrolling, but may also mix in some Hand of Odd-style strategy elements. I'm expecting more choice on how to infiltrate an industrial location. Perhaps we can plan our entry, with an aerial view of the factory or something, and position muds to fight or distract. This might then affect gameplay during the 2D sections as Abe, lowering security and enabling access to new areas. Just an idea.

Lorne did say that a perfect playthrough would have no deaths, not even sligs (and assuming Gluks too). So I wouldn't worry too much about the fighting/militant aspects of the mudokon army, it seems like the intention is for them to use stealth.
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  #77  
09-22-2017, 01:48 PM
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Gluk 2 reminds me of Bill Nighy as Davy Jones
Haha, I was thinking the same thing! Gluk 3 reminds me of another actor too but I can't quite put my finger on it.
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  #78  
09-22-2017, 02:31 PM
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https://imgur.com/9UnWATG

I don't think anyone else has actually posted this image yet, but here's Abe!
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  #79  
09-22-2017, 02:50 PM
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Just noticed that Mullock's medallion has a Steef on it. That's a pretty cool detail!
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  #80  
09-22-2017, 03:06 PM
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Looking at the Glukkon pics again, the only thing I don't really like is how they're now all these greyish like sea creatures. I'm assuming this is to better set up their relation to Octigi and Glocktigi and such. Pretty cool on its own, tieing stuff together that was introduced later in the series now that the opportunity is there, but I still think the brown and more 'smooth' Glukkons of old looked more iconic to the franchise.

Then again, these all look to be detailed concept art so I'll reserve most judgement until we see the final designs in the cutscenes.

:
it's not.

hopefully once gameplay shots emerge everything will be a lot clearer.
Would you say the gameplay in Soulstorm is something unique, that hasn't been done before in this manner?
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  #81  
09-22-2017, 03:26 PM
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At first I thought it was just Molluck who was white/pale, and assumed the change was part of his lightning injuries to make him look sickly. But seeing the others, it does seem they all have that pallid translucency now.

If I remember right, it's part of the lore that Gluks used to be natural + spiritual like muds, but strayed from their roots. Perhaps the deathly look is to better reflect their unhealthy greed? Lorne has described it as a 'sickness' before (that they all have the disease, though I forget what it was called exactly)

On another note, does Gluk 1 look female to anyone else? At first I thought it might've been Lady Margaret but I guess not?
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  #82  
09-22-2017, 03:40 PM
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On another note, does Gluk 1 look female to anyone else? At first I thought it might've been Lady Margaret but I guess not?
Pretty sure it's a female, Yeah.
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  #83  
09-22-2017, 04:17 PM
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Just noticed that Mullock's medallion has a Steef on it. That's a pretty cool detail!
I was wondering why that bit of the design kept seeming so familiar If the medallion mentions stocks, maybe steef are used to describe a rising stock market in the same way we call a time of rising shares a "bull market". "Steef market" doesn't really have the same ring to it, though.

...These are the kinds of stupid tiny details I fixate on.
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  #84  
09-22-2017, 06:36 PM
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Would you say the gameplay in Soulstorm is something unique, that hasn't been done before in this manner?
I'd say it's ambitious, for sure, but some of the suggestions we've seen today are way off target. My suggestion: soak in the art assets we released, and worry about what the game is when we show it.
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  #85  
09-22-2017, 08:06 PM
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From the talk and from talking to Lorne for a while afterwards, I can confidently say that this game will be the right green.

The only thing I'm iffy about is Alf's design, but I feel like it might just be because I'm so used to the original. I'm really hyped for this, it's going to be next-level oddworld. I'll probably make another post tomorrow when my brain has settled because this entire day has been a bit mental.
Alf's design is very similar in tone to that of Alfred Gamble, who is his namesake. If you look at Abe and Toby (squee for his adorableness), they have small ears and smaller foreheads whereas in comparison to the real-life Alfred his ears are exactly the same and his nose and forehead have a very uncanny resemblance.

I was sad too initially, but mainly because of his distinct lack of fez. He could still have the fez or acquire it in the new game but his look didn't fuss me too much. Kevin very quickly pointed out the resemblance to original Alfred however, and I really like the tribute.





Overall I'm very happy with what I saw and am just a teeny bit excited. The best part of the night by far was the use of my idea! No-kill runs for all!!
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  #86  
09-22-2017, 09:01 PM
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Pretty sure it's a female, Yeah.
I agree that glukk looks very effeminate especially in the eyes, the fluffy trim on their coat is a nice touch. Though, aren't all female glukks, queens?

On the steef detail on Mulls' bagde, it's awesome to see a steef is seen as rare beast to display as symbol for rank, power nobility ect. It's rl eqalivent would be like a stag, lion or eagal i think. Anyway, sweet detail.

Finally on Alf, his new features weirded me out a bit too but after seeing that comparison with Alfred, i now see that endearing connection again
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  #87  
09-22-2017, 10:10 PM
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was great to speak with you again
Yeah you too man, and thanks for the free swag, that alone made the trip worth it.

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I was sad too initially, but mainly because of his distinct lack of fez. He could still have the fez or acquire it in the new game but his look didn't fuss me too much. Kevin very quickly pointed out the resemblance to original Alfred however, and I really like the tribute.
Yeah, I totally forgot about Alf's origin, he's definitely got more personality now. Saying that, they all have. The close-ups of the eyes especially blew me away with how human they were (metaphorically). I hope they're that emotive in-game.

Let's speculate on how in the hell you're supposed to control 301 Mudokons at once.
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  #88  
09-22-2017, 10:17 PM
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Toby and Alf kinda look like ninja turtles haha

But I still love these new assets. Especially Mullock. You can just tell how much of a dive he's taken from his smaller suit. I kinda miss the glowing eyes though, for me it made them more threatening.
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  #89  
09-22-2017, 10:54 PM
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I can't believe I never made the connection between secret societies and Glukkons until now, especially with the "Glukkons sacrificing a mudukon in order to predict the stock exchange" scene that Lorne described during an interview about the Oddworld movie.
Now I'm kinda hoping that we'll eventually get a look at a Odd version of the Bohemian Grove owl statue. (Which is, it's worth noting, a giant fake rock formation on the edge of a man-made pond.)
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  #90  
09-23-2017, 12:32 AM
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I'm kind of looking forward to this game. It's a different type of Oddworld. I hope the gameplay is a side-scrolling like I'm used to. I did enjoy playing New 'n' Tasty and the originals. Hopefully the gameplay of Soulstorm will be what I'm expecting.
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