That gameplay looks GREAT! I feared that after all this exposure, which I usually avoid, I wouldn't be as excited. But I'm seriously considering getting a PS4 to play it....
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Still, I hope that the hard or 'classic' difficulty that Lorne mentioned significantly reduces the amount of punishment Abe can withstand. Besides the puzzles themselves, it was Oddysee's install-kill mechanic and lack of checkpoints that were the reasons it was so challenging. I hope 'Classic' mode actually addresses that :D Bring on July 23rd! |
Oh however will you live, JG?
Well I look silly, new page. |
Gonna nit pick here. And I might as well go all out list the animations that are jerky too.
Now, everything looks beautiful, sounds beautiful and is executed with evident quality. My 1 beef however is with the portal sound when it closes after rescuing slaves. The more audible low humming whoosh pulse sound with the really quick uplift ping echo from the original made me feel like where ever the workers just went, they were safe, and the horrible place they just left is far away from them. Like a soothing calm for the newly escaped employees. I think the sparkly sounds are too prominent. Even though the original had something similar, the new ones sound like you're collecting coins in mario imo. Or guessing the right answer in who wants to be a millionaire. I'd like to see what everyone else thinks too. Not super fussed though. as for animations that need fluidity: -Slig lever pull -Abe leap (while standing still and pressing triangle) -Slig wave -Slig turn around -Slig holstering weapon after shooting (as he goes back to natural position.) -Slig before exploding. But I think its ok, would like to know what others think. -Abe hand gesture to follow -Mud slaves reacting to abes commands -Abe entering/exiting doors Thats just from watching and its probably all been looked at but couldnt make the E3 cram rush. But hey, might aswell go all out and point out what looks odd lol. /endnitpick |
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or is that a classic mode with no hp bar/birds? Good show at E3 btw :) I still think you guys should have had a spot up on the big stage with your own segment :) |
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I think those rhyming couplets are just placeholders for screen transitions. There's no fade-in or anything. Besides, OWI managed to give AO 3D screen transitions, and that was a 2D game. I sincerely doubt they'd leave them out of a fully 3D one.
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Will you still be able to Quicksave on Classic Mode?
Please say yes! |
Hopefully not. The checkpoints won't be as horrible so the need to quiksave won't be as great.
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You absolute bastards are so close to making me buy a PS4. If it's not a marketing ploy they've been lured into by Sony I'll be very surprised.
Because it's working. Even if it's not a thing. Fuck you and your fucking beautiful game. |
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Well that last livestream on Gamespot was interesting - People are nitpicking about various things they don't like, but I think those concerns won't matter once they play this thing. After watching an extended video of the gameplay, I think it looks like it'll be a bit more fun and just as immersive as the original AO. Short clips and screenshots don't really do N'n'T justice since they show aspects of it out of context.
Apparently hundreds of fans responded to that voice submission thing they did for the mudokons, including a few celebrities - I wonder whose voices they ended up using. |
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So I was watching Lorne at Gamespot’s live E3 booth and towards the end they had a brief gameplay clip of the Freefire Zone running in the background. I can confirm they still have the ominous pulsing sound for the floating mines.
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Ominous pulsating sound confirmed?
Fantastic. Christ I'm so bloody excited. |
5 Minutes of pure Gameplay right here.
Watch it Confirmed Unlimited supply of throwable objects?.... |
Watching that Gamespot footage I'm wondering if there's still going to be 99 Mudokons total. The Scrab run secret alone had 5 muds which is more along the style of Exoddus. I like how they solved that secret by adding the electric barrier.
Love the new scanner things in the stockyards as well. And did I see a new cutscene in there of Mullock being kinda angry? Sweet stuff. Edit: Oh the score boards still say 99. Silly me. |
1. You can sneak slower/faster
2. Slow sneaking look weird 3. The short poems sound lame, the rhymes are more forced that OWF memes 4. why does this player need to throw a bottlecap after each second. 5. The deaths from scrabs look MASSIVELY unfinished/unpolished. Scrabs turn back instantly after kill, in milliseconds 5. When respawning, the transition between the birds and abe is jumpy, abe appears in 1 frame 6. The rest looks awesome |
It really does look beautiful but some character animations like the Scrab jumping into the air and spinning look really, wrong. And not in the sense that I'm used to the original, they look quite PS2 in a sense. It's a shame that the atmosphere has been beautifully recreated, but the character's interactions with this world don't seem to match the standard of quality.*
*Any views expressed in this post do not reflect the views of Oddworld Forums as a whole and sorry if anything thinks I'm a pedantic cunt. |
I fear that, because of the relase date being 10 days from now, they won't even bother to fix/tweak the most unnatural-looking animations.
Also, I feel like sligs wake up / turn around even faster than in the original |
A month and 10 days.
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Oh.
Oh. Now I fear less about the time. |
Honestly, watching all these new gameplay videos has got me super excited and nostalgic, even a bit emotional. I'm going to get to play a new version of my favourite game, experience a part of my childhood again. Damn. I can't wait till this releases on the Vita, hopefully not long after the PS4 release date.
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JAW - it really works once you see it all together. The best surprise for me was seeing the secret area with the Scrab - it looks uncanny!!!!
After fully absorbing videos for 2 days I am massively pumped about this, shoddy character animations and extremely faulty ragdolls notwithstanding! FIX the character animations and you have something AAA. So much clipping / weird movement / lack of weight / speed issues. The character animations need close, precise scrutiny and revision throughout. That's my only complaint now that I've seen everything in situ. |
I'll say again, other than that and to be honest even with it this is a SUCCESS.
I like the rhymes for this reason; they help explain how rupture farms might feel and smell. They are a good story telling aid. If there have to be loading screens, I can deal with the rhymes quite nicely! |
SO excited about this now. My fave bit was how you can see the scrabs get chopped. Great!
Also new Elum puzzles??!??!?! |
I'm loving the paramites in cages going along the conveyors. I'm wondering if you get infinite rocks on easy mode?
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Seems more like infinite bottlecaps or whatever that you can use to distract enemies (or draw their attention). I imagine you won't have them on Classic mode unless they made puzzles that depend on them.
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Here is another Gamespot Video, this time it was recorded on screen
Video Edit even more! more oddvideo and moooore I love that you can beat the muds right off of the platforms now.. epic! |
So one thing worries me, there is a checkpoint right at the start of the secret area, but, what if a player found it too hard and wanted to give up?
In the secret area shown, it's easy to escape, but for the other's, it's not so easy, I think personally having a checkpoint in a secret area is a design flaw, would have made more sense to place one right before the entrace. |
Oh my God, Abe's chant sounds like my awful impression of Abe's chant. It genuinely sounds like he is taking the piss out of himself or something. Also, why does the iPhone message tone play when Abe respawns?
Edit: Love the Mudokons' "Break time's over!" line. Genuinely made me chuckle, but the lack of noise coming from the meat saws seemed a bit odd, but that is fuck all in the grand scheme. Further edit: It is so refreshing to hear the in-game soundtrack is faithful to the original. When that music kicked in at the start of the Stockyard footage I partook in a sigh of relief. Also the transition from the intro movie into gameplay looks great, and it feels more tense with those bombs and alarms still going off. Have to say watching that player slowly shuffle in front of the bombs had me wincing! Oh and the Slig dialogue works in my opinion. From watching the clip with the end of the intro movie, I have a feeling all the small faults will simmer away once I am fully immersed in the game and the world from the very beginning to the very end. Last edit: Scrabs still sound like elephants. And they're just so broken. It's a shame really. |
Yeah the Abe chants.... made me kinda cringe
Boy that molluck sure looks angry http://i.imgur.com/zJvfXkx.png |
Okay I'll be honest.
I am very displeased to see the that the ominus towers in the background are no long what produce the motion sensors. It always made me feel like the glukkons knew where I was and were watching me. |
Same here, first impressions were not good, but weirdly I got used to it, but the new
Slig dialogue, I loved it, especially when they shout "Mommy!" When Abe is chanting. |
Yeah, the dialogs are great.
"Uhg, this sure is hard work." sounded very genuine. |