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  #61  
09-30-2012, 07:16 PM
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  #62  
09-30-2012, 08:31 PM
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Looks pretty fantastic considering it's pre-alpha, but I have to say I completely detested that the mudokon worker knew Abe's name.
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  #63  
09-30-2012, 08:33 PM
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Maybe that one knew Abe?
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  #64  
09-30-2012, 08:40 PM
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He is employee of the month, right? He takes that seriously, so presumably there are other employees that take that seriously.
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  #65  
09-30-2012, 08:49 PM
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I suppose that's true (except that he was employee of the year), but it addressed him as though they were good friends. I guess it might be interesting if the first few mudokons do that and later ones not, though.
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  #66  
09-30-2012, 08:51 PM
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But the later should know Abe from the "Wanted" posters
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  #67  
09-30-2012, 09:04 PM
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They're pretty chummy for guys who aren't allowed to talk to each other.
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  #68  
09-30-2012, 10:14 PM
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I was watching live on Youtube, my heart was racing towards the build up of the footage.

Also, can anybody work out what screen in the original game this is supposed to be?

http://images.eurogamer.net/2012/art..._07_19_874.png

Or is a completely new section?

I think this section is the place where you encounter a slig and a meat grinder for the first time. Its just unfinished. But then again, its any anyone's guess.


I'm very impressed with what ive seen and I have to say, that was the 1st game conference i've seen where it was not disappointing and everything that was said was interesting. From Lorne to Stu, right to the end. Brava! Amazing work guys.


also,

>Meat barrel spilled out onto the floor.
>Tons of mines just piled onto each other.

oh god yes. JAW have a habit of adding these wicked little touches. We're in great hands
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  #69  
09-30-2012, 10:24 PM
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If you were an oppressed minority who weren't allowed to talk to eachother I think you'd find that you were really close to your colleagues, too.
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  #70  
09-30-2012, 11:28 PM
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>Tons of mines just piled onto each other.
My thought on seeing that was that surely they'd set each other off?
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  #71  
09-30-2012, 11:37 PM
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Is this even gameplay?

It looks so smooth I can't believe it's not a pre animated cutscene or something O_O
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  #72  
09-30-2012, 11:41 PM
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I think it looks fab, all i would point out is the voice of the sligs, and the way they walk.
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  #73  
10-01-2012, 01:50 AM
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Looks great so far! These are the things that don't feel right to me (I'm aware it's pre-alpha!):

-Piled mines.
-Abe & Mudokons seem to be too hunched in this one?
-Slig walk/run animations.

I'm wondering how are they going to deal with some known secret areas: Barrels or stuff hiding the secret spots (such as when the second slig appears) don't seem to entirely work in 3D perspective with moving-scenarios, or they?

Also: many mudokon workers standing at the same spot? Will they just overlap each other in 3D? I'm sure this questions and more have been addressed already.

Last edited by OddChipango; 10-01-2012 at 01:58 AM..
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  #74  
10-01-2012, 01:52 AM
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Just a quick question for you guys,

Do you prefer Abe's monotone voice from Oddysee or the deeper one from Exoddus? I wonder if Lorne can still do the Oddysee voice.


Also, I saw some one ask for a classic voice mode option with the simple "Hello" and "Follow me" being said. What are your opinions on this?


just generally interested is all
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  #75  
10-01-2012, 01:58 AM
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My thought on seeing that was that surely they'd set each other off?
This is Rupturefarms, I'm sure such care for things like that was at the back of their mind.
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  #76  
10-01-2012, 02:09 AM
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This is Rupturefarms, I'm sure such care for things like that was at the back of their mind.
I think a bigger question would be why the hell are there so many bombs inside the factory?
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  #77  
10-01-2012, 02:34 AM
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Probably just to keep the Mudokons from esacping.
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  #78  
10-01-2012, 03:00 AM
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I hope the lighting doesnt flick between foggy and clear, orange and
Green etc like it did in the pre alpha, it reminds me too much of littlebigplanet
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  #79  
10-01-2012, 03:16 AM
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Shame I wasn't there to meet you lot and see New 'n Tasty (good name` choice, BTW) for the first time on a massive screen. But then that's my own mistake...

Oh well though, that looks damned impressive for a pre-alpha! The remake is in good hands indeed.

The dynamic environment is incredible and really does add more depth, and I'm digging the extra little details that have been added - Maybe I have a little minor criticism over some sounds and animations but seeing as they're WIP, I'll keep my mouth shut over them. I really can't wait to see where JAW is going over this.

Good work people, keep it up.
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  #80  
10-01-2012, 03:27 AM
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I believe it's time we stopped with this "especially for pre-alpha" thing. Other than the obvious WIP and placeholder stuff, this is damn good even for a finished product. I especially loved the parallax and the entire scrolling mechanism, very VERY well done. On the same note, please do NOT have camera controls or anything of this style. Make the automatic camera so good you won't need it.

Anyway, I can't wait to get my hands on this.
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  #81  
10-01-2012, 04:43 AM
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This is Rupturefarms, I'm sure such care for things like that was at the back of their mind.
I didn't mean in terms of "Why would they have placed bombs on top of each other?". Rather, "How come the bombs didn't go off immediately when they were placed on top of each other?"
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  #82  
10-01-2012, 04:47 AM
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Maybe they don't weigh enough and you need to press on them hard to set them off - Or knowing Oddworld technology, maybe they're set to go off when a living thing touches them.
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  #83  
10-01-2012, 04:50 AM
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Maybe they don't weigh enough and you need to press on them hard to set them off - Or knowing Oddworld technology, maybe they're set to go off when a living thing touches them.
According to both explanations, they wouldn't set off by throwing rocks at them.
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  #84  
10-01-2012, 05:01 AM
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Oh whoops, I didn't think of that. *disappears in a puff of logic*

Maybe it's shock that sets them off? Then again what's to stop Abe from picking them up gently in that case? Or maybe it's movement that sets them off after being activated, and they activate after being placed?

Several ideas there.
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  #85  
10-01-2012, 05:36 AM
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Or maybe this is a game in Alpha and we shouldn't be treating it like canon?
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  #86  
10-01-2012, 05:37 AM
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Maybe it's just a game mechanic with no explanation.
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  #87  
10-01-2012, 06:05 AM
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Over-analysing stuff can be a bad thing, but you have to admit that it can sometimes generate interesting conversation.
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  #88  
10-01-2012, 06:17 AM
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Just a thought but, with Abe sounding so cheerful at the beginning of the game, what if by the end of the Mosaic Lines Trials, his voice becomes more akin to the monotone voice he had in the original AO because of the serious events that are occurring around him, or if he has to calm his self down out of respect to the Natives that are placed throughout the lands because they don't know him and an irrespectful twat giggling at them and trying to be serious at the same time wouldn't fly with them at all..?
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  #89  
10-01-2012, 06:50 AM
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So, the original is now officially known as the OANST Edition, right?
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  #90  
10-01-2012, 06:57 AM
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his voice becomes more akin to the monotone voice he had in the original AO because of the serious events that are occurring around him?
Finding out that you're species is about to become the next food product and you're going to be chopped up into little bits and you're on the run from a slig.... that's not serious at all is it?
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