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  #31  
07-17-2015, 11:30 PM
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Whatever. I still say it should have been called 'Oddworld: Abe's Exoddus: New 'n' Tasty'.
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  #32  
07-18-2015, 12:15 AM
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The NnT should go first though, so that it's obviously a followup to Oddworld: New n Tasty.

So something like

New n Tasty: Abe's Exoddus (Oddworld)
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  #33  
07-18-2015, 12:47 AM
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Whatever. I still say it should have been called 'Oddworld: Abe's Exoddus: New 'n' Tasty'.
Well, I could live with this name either.
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  #34  
07-18-2015, 04:22 AM
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I think the problem with calling it Exoddus: New 'n' Tasty is that that Oddysee: New 'n' Tasty is very much known as just "New 'n' Tasty". So I think to release another game with that phrase attached to the title would cause confusion.
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  #35  
07-18-2015, 05:10 AM
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Yeah, we should drop "Abe's Exoddus" from the title, as well as all other similarities.
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  #36  
07-18-2015, 05:11 AM
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Connell is absolutely right. It may make sense but NnT has been primarily marketed as "Oddworld: New 'n' Tasty". It would be a very bad idea to use it for the Exoddus remake - unless people started calling it New 'n' Tasty 2. But that's shite.
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  #37  
07-18-2015, 12:58 PM
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New 'n' Tasty was shite to begin with. Nobody has a problem differentiating Resident Evil from the remake. Calling it New 'n' Tasty makes it seem like a full on fan game.
Because of that we can't call the AE remake Abe's Exoddus, which would be the simplest and best title imo. Now it's going to be called something retarded like "IT'LL COST YER AN ARM AN A LEG" or "TWICE ZE BLINDNESS".
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  #38  
07-20-2015, 01:01 PM
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To be fair. New 'N' Tasty was a perfect name. It wasn't needed no, But at least it distinguishes between the two.
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  #39  
07-20-2015, 01:07 PM
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See, it's a perfect name, that we didn't need.
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  #40  
07-20-2015, 01:10 PM
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To be fair. New 'N' Tasty was a perfect name. It wasn't needed no, But at least it distinguishes between the two.
It wasn't a perfect name, it was a perfect slogan to put on the box art, beneath the words Oddworld: Abe's Oddysee.
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  #41  
07-20-2015, 06:40 PM
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What box?
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  #42  
07-20-2015, 10:31 PM
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Dear god. This was an argument we really didn't need again. I apologise for my brainfart sparking it off again.
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  #43  
07-21-2015, 05:26 AM
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Just saying, I personally didnt have an issue with the controls.

Only the hopping.


And the saws that killed u for no reason when they werent on.
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  #44  
07-21-2015, 09:31 AM
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The saws are always on. Just because they're not moving doesn't mean they won't kill you.
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Dear god. This was an argument we really didn't need again. I apologise for my brainfart sparking it off again.
But Naaaaaate, what else are we supposed to argue abouuuut?
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  #45  
07-21-2015, 07:03 PM
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Just saying, I personally didnt have an issue with the controls.

Only the hopping.


And the saws that killed u for no reason when they werent on.
The hopping is a controls issue.

As for the saws, one time when I was in the Boardroom level, I'd disabled the saws and was hopping left to get past the bombs. And somehow hopping straight left brought Abe high enough to get chopped by the saws. It happened a few times, then I reloaded the level and it went fine. No idea what that was about.
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  #46  
07-22-2015, 04:24 PM
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The hopping is a controls issue.

As for the saws, one time when I was in the Boardroom level, I'd disabled the saws and was hopping left to get past the bombs. And somehow hopping straight left brought Abe high enough to get chopped by the saws. It happened a few times, then I reloaded the level and it went fine. No idea what that was about.
Thats EXACTLY what I was referencing.

Boardroom is such a short level that if u want a good time you need 0 mistakes, so theres alot of resetting, and having saws with active hitboxes when u attempt to pass them the way theyre meant to be passed is really annoying.

And hopping was fixed for me with classic controls. Though I can now fully understand how they wanted it to work. If I knew it was jump then forward I wouldnt have had any problems.
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