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  #301  
06-11-2014, 10:24 AM
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  #302  
06-11-2014, 10:26 AM
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Haha. Seems that Microsoft finally came to their senses.
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  #303  
06-11-2014, 10:27 AM
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I'm very much liking the look of those screenshots, personally. I like the little detail of the spikes added on the Chant Orb.
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  #304  
06-11-2014, 10:31 AM
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Yay, it's on.
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  #305  
06-11-2014, 10:31 AM
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New 'n' Tasty Livestream up Next!
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  #306  
06-11-2014, 10:31 AM
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It's on next for anyone wanting to watch.
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  #307  
06-11-2014, 10:37 AM
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Okay. It might be because I'm just used to the originals but I think a lot of the character animations are too fast. Maybe the slower animations don't work as well with the modern 3D engine but it's certainly jarring. It's looking pretty well otherwise and maybe it serves the gameplay better this way.

EDIT: I'll clarify a little. Some seem a little jarring since others are not quick. So Abe Sneaking, rolling, pressing the UXB are more in line with the original which makes some actions like running through doors and pulling levers feel very quick.

But otherwise I think it looks great!

Last edited by Holy Sock; 06-11-2014 at 10:44 AM..
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  #308  
06-11-2014, 10:44 AM
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You can't do it any other way though. It's trying to recreate animations which were made for sprites only with 3D models. Like what you said, anything slower won't work.

Also the fact the game is 60 FPS might effect the animations. But I don't think it's too fast.

Lots of new gameplay during that stream. The game is looking polished and ready to go!
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  #309  
06-11-2014, 10:44 AM
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Yes, the animations are really skippy. They need a lot of tweaks not to look artificial.

Also, they fixed the minedisarmanimation. Also, you can scare off birds. Also, mudokons follow you even before saying "ok" to your "follow me" command.
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  #310  
06-11-2014, 10:45 AM
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I don't like the "goal achieved" effect thingy. It's lacking the awesomeness the PS1 version had.

Also, can't Abe just step around UXBs?
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  #311  
06-11-2014, 10:46 AM
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I agree. All the way through watching that I just had one thing stuck in my head to comment when it finished: quite a few of the animations seem badly paced. He looks like he literally teleports through the doors. Rather jarring.

The later parts of Zulag 1 look a lot better than the start. I loved the grey-ish meat saw parts, they looked good compared to the amount of orange that comes prior. I like the bird portals, I think that works apart from the comic sound effects, but I think that is one change I will be happy to adjust to.

The rhyming couplets that take the place of loading screens are also quite nice, yet surprising. I don't know much about the intricacies of games, but from looking at New N' Tasty I didn't think it would need rendering time (if that's the right term) at every door.

On the whole, it obviously looks great and I still can't wait to play it. I am fairly confident if I was in attendance at E3 I would stand at that stall until I completed it.
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  #312  
06-11-2014, 10:48 AM
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You can't do it any other way though. It's trying to recreate animations which were made for sprites only with 3D models. Like what you said, anything slower won't work.

Also the fact the game is 60 FPS might effect the animations. But I don't think it's too fast.

Lots of new gameplay during that stream. The game is looking polished and ready to go!
Yeah, this is the impression I got.
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  #313  
06-11-2014, 10:49 AM
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You can't do it any other way though. It's trying to recreate animations which were made for sprites only with 3D models.
It's not connected to the issue and so it doesn't make any sense whatsoever
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  #314  
06-11-2014, 10:52 AM
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It's very possible it's too easy to get away from Sligs and such if they don't get up very quickly.
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  #315  
06-11-2014, 10:53 AM
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have i missed oddworld live? Or has it not come up yet?
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  #316  
06-11-2014, 10:54 AM
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You missed it, man. But it should show up on Youtube.
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  #317  
06-11-2014, 10:55 AM
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where can I rewatch this? damn it, missed it.
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  #318  
06-11-2014, 10:56 AM
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god dammit, that wasn't advertised very well! Hopefully it'll appear
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  #319  
06-11-2014, 10:56 AM
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It's not connected to the issue and so it doesn't make any sense whatsoever
It's possible that trying to emulate the speed of sprite animations for some actions interrupts gameplay a bit too much or, through playtesting, seems irritatingly slow.
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  #320  
06-11-2014, 10:57 AM
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where can I rewatch this? damn it, missed it.
It's too late. You'll have to wait
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  #321  
06-11-2014, 10:59 AM
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I think it will be uploaded to YouTube on Playstation's official channel once the stream is over.
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  #322  
06-11-2014, 11:02 AM
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Here is the link:
https://www.youtube.com/watch?v=G0fghlngVgg
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  #323  
06-11-2014, 11:03 AM
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Sam, I love you.
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  #324  
06-11-2014, 11:04 AM
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See I can find things quicker than you guys sometimes!
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  #325  
06-11-2014, 11:09 AM
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Rewatching that video again is getting me more and more excited for the game though. Man, it's looking pretty great.
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  #326  
06-11-2014, 11:15 AM
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I cracked up when the slig beat up the dead mudokon.. Just to be a cruel haha
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  #327  
06-11-2014, 11:19 AM
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I feel like I'm being a real Negative Nancy here which completely belies how impressed I am with what JAW have done with the game.

But I noticed a clipping(?) issue with the "beaten-up" Mudokon Abe runs past at 8:12. His leg seems stuck on the ground. I'm just mentioning it since jaw_alex was going on about feedback when someone else pointed out the clipping issue with the UXB animation.


Last edited by Holy Sock; 06-11-2014 at 11:24 AM..
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  #328  
06-11-2014, 11:22 AM
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99% of games with ragdolls have them glitch out in some form.
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  #329  
06-11-2014, 11:24 AM
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I find it weird that they added ragdolls. But okay.

Remember the scene when you shoot like a million slogs? Prepare for a glitch-fest
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  #330  
06-11-2014, 11:25 AM
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I'm sure they've noticed it, and you are completely right there Crash, but I just figured I'd point it out anyway in case it's an easy fix
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