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  #61  
04-27-2014, 07:14 AM
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and the Slog is JUMPING!? WHILST running??? Disgusting.
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  #62  
04-27-2014, 07:19 AM
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Way to miss the point.

This is about being arsey about things that weren't in the original.
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  #63  
04-27-2014, 07:31 AM
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I agree that they look out of place but there should definitely be an option for having them in or not, the PS1 animations were totally fine to be honest.
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  #64  
04-27-2014, 07:44 AM
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Way to miss the point.

This is about being arsey about things that weren't in the original.
Like Slogs jumping whilst running......
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  #65  
04-27-2014, 07:56 AM
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Um, no?
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I agree that they look out of place but there should definitely be an option for having them in or not, the PS1 animations were totally fine to be honest.
Nowadays they'd look a bit weird, but I'm sure they could think of a better substitute than that.
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  #66  
04-27-2014, 08:11 AM
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um, yes? Slogs never jumped whilst running in the original games. Only when they killed Abe - which isn't what's happening there. So complaining about it is being "arsey about things that weren't in the original."

But still. I think they're there for a practical reason beyond what you guys are discussing. I don't think it makes sense for them to be in place because it's confusing to tell who's whistling - since the memory pattern minigame is a back and forth and Abe's whistling immediately follows the player's command. It's pretty easy to tell which character is whistling based an that association.

It seems like they've probably changed it from a two-sound voice command to a different system. When I asked Gilrod about it he said "Hmmmmm... wait and see". If it was just a basic visualisation of the two noises in place of Abe's only voice command animation in the original then I imagine he wouldn't be so secretive about the issue.
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  #67  
04-27-2014, 09:01 AM
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Furthermore,



Whoever suggested that idea deserves a fucking pay rise. It really is the little things that count toward that atmosphere.
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  #68  
04-27-2014, 10:40 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.

I could pass AO without speakers (I did it in ancient times, when I was 6 and there were no speakers to my computer). Those ring spellers were just guessed/logically answered by try-error-remember and angry mudokons with blowers could just be run through on some glitches.

Last edited by gishygleb; 04-27-2014 at 10:44 AM..
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  #69  
04-27-2014, 10:56 AM
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I could pass AO without speakers (I did it in ancient times, when I was 6 and there were no speakers to my computer). Those ring spellers were just guessed/logically answered by try-error-remember and angry mudokons with blowers could just be run through on some glitches.
But it could be that they're trying to be a little more accommodating this time around.
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  #70  
04-27-2014, 11:48 AM
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I'd just like to say at this point that whilst I pointed out the notes were a bit weird, I fully embrace them as a new part of the game and I will get used to them in time...just as a liberal should.
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  #71  
04-27-2014, 11:57 AM
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Anybody else kinda worried about the meat chunks? Like its just gonna be the same animation everytime instead of random bits flying in random spots and the occasional head or limb boucing off the screen.
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  #72  
04-27-2014, 12:40 PM
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Nope.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #73  
04-27-2014, 12:45 PM
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um, yes? Slogs never jumped whilst running in the original games. Only when they killed Abe - which isn't what's happening there. So complaining about it is being "arsey about things that weren't in the original.
Slogs did jump whilst running in the original, and it is why jumping over them takes very precise timing (speedruns do it a lot), not really sure why you're trying to be snarky about it when you're wrong.
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  #74  
04-27-2014, 01:03 PM
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Or how about people stop being so picky?
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  #75  
04-27-2014, 01:42 PM
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Why do people even try telling us to stop being picky anymore.
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  #76  
04-27-2014, 01:43 PM
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Furthermore,

Whoever suggested that idea deserves a fucking pay rise. It really is the little things that count toward that atmosphere.
Stop being picky!
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  #77  
04-27-2014, 01:45 PM
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Remember back in the original, when you readied a rock, grenade, or pawk chop, and that little number floated by to say how many you had left? Yeah, completely ruined the immersion. 1/5 stars, would not play again.
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  #78  
04-27-2014, 01:46 PM
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It doesn't break immersion, it happens in real life too, when you aim some throwables. You just can't see it, because it disappears if you look up.
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  #79  
04-27-2014, 01:59 PM
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Yeah where did that number go? I hope they bring it back otherwise it's a 0/10 from me.
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  #80  
04-27-2014, 02:20 PM
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And they'd better not dare changing the font style.
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  #81  
04-27-2014, 02:36 PM
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dont get me wrong this game is gonna be absolutely amazing and detailed
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  #82  
04-27-2014, 02:59 PM
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Slogs did jump whilst running in the original, and it is why jumping over them takes very precise timing (speedruns do it a lot), not really sure why you're trying to be snarky about it when you're wrong.
Could you link me a video? Because I just played through AE and, unless they're different in AO, Slogs only jump at Abe during the kill shot animation which require the player to be within a certain distance from the Slog. Which requires the player to be standing still or running towards the Slog. Whilst in the image above it seems to be jumping at Abe whilst they're in a regular old chase in the opposite direction.

I'm actually curious... not being snarky here...
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  #83  
04-27-2014, 04:00 PM
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I wonder how they'll distinguish "prop" Sligs from ones that can actually shoot at you.

:
You can get used to painful diarrhoea every day but that doesn't make it a good thing.
True, but my main complaint about my IBS isn't that it's "out of place".

What I'm saying is that you're complaining about a new feature literally because it's new. It looks "out of place" because that "place" used to be empty.

:
Anybody else kinda worried about the meat chunks? Like its just gonna be the same animation everytime instead of random bits flying in random spots and the occasional head or limb boucing off the screen.
Things that have been invented since AO came out:

Dubstep
Realtime 3D physics
Twerking


Last edited by MeechMunchie; 04-27-2014 at 04:27 PM..
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  #84  
04-27-2014, 04:11 PM
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Yeehhh dubsteeeeep, fuck yeahhhh
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Could you link me a video? Because I just played through AE and, unless they're different in AO, Slogs only jump at Abe during the kill shot animation which require the player to be within a certain distance from the Slog. Which requires the player to be standing still or running towards the Slog. Whilst in the image above it seems to be jumping at Abe whilst they're in a regular old chase in the opposite direction.

I'm actually curious... not being snarky here...
What you just explained is still a Slog jumping while running.
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  #85  
04-27-2014, 04:21 PM
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In the original Slog jumps can miss Abe, but they only jump when they're really close to you.
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  #86  
04-27-2014, 04:27 PM
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What you just explained is still a Slog jumping while running.
It's funny how my snarky comment about nitpicking has turned into a pedantic defense of my snarky comment...

But aye, in the original post on Oddworld.com they said:

"In the last few weeks we’ve evolved the way the creatures of New ‘n’ Tasty behave and interact – it’s now an altogether smarter, more exciting experience;"

So since the Slog was jumping in the screenshot above when it wouldn't have jumped in the original game (since Abe is giving chase instead of standing still or trying to jump over it) I assumed they'd changed the animations. So the Slog now jumps at Abe whilst chasing him.

So I used that as an example of nitpicking. since it seems like they've slightly changed the way the Slog interacts with Abe.

Obviously the lesson here is less snarky comments and more constructive and positive posting for me...
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  #87  
04-27-2014, 04:30 PM
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Constructive? Positive? It'll never catch on.

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  #88  
04-27-2014, 07:15 PM
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Its our jobs to be picky so that the little things are not missed out when the game is in development. Plus the devs are listening to us rather than the other crazy people on the internet.

While the music notes are new, they really are no different from the number of rocks/meat, Slig sleeping z's and number of farts, etc. I did have a tiny problem with it at first but i've grown within the last 2 days to see that hey, its actually kinda neato. I mean, they wont add the idea in if its shit, so why would they let us down?

Just be glad they didnt make the notes Comic Sans. I swear to Buddha if there is any comic sans font in NnT JAW...

But we need to be open minded about the new things they added. The camera is new but we're getting used to it because of how good the game looks when everything is so vibrant and alive now. But again, we all have to nit pick so that we cant get something perfect, but something that is close to perfect. And that's perfect.
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  #89  
04-28-2014, 06:19 AM
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Also, if any of the devs see this post, would be be cool if we got an exclusive oddworld forum screen shot of the PS3 version of the game compared to the PS4 version?

Graphics/performance wise, Id like to see if there is much of a difference.
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  #90  
04-28-2014, 06:54 AM
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Stop being picky!
I can't tell if this is an attempt at a joke? I was genuinely being appreciative of JAW's effort to fill the background with goodies for fans to look out for. I think it's a very nice touch.
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