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The area in RuptureFarms which was blue/purple and had a bunch of boilers and burning chimneys in the background always sticks in my mind.
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Weird, I always remember it being bigger. Does the rest of that Zulag have similar features or am I just crazy?
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Is it too late to complain about the foreground not being almost completely silhouetted for the scrab nest
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Once you turn your gamma/contrast down (which you should do, as the game is a bit too bright on the screenshots) my bet is that the foreground will look more like silhouetted
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Only makes sense with realtime lighting.
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They managed it with Paramonia, so I suspect they're just trying to establish more distinct aesthetics. Or maybe it just gets darker as you go further into the nest.
If we are going to complain, I'm going to complain about the loss of dynamic music until JAW starts taking suggestions for Twice ze Flavour; at which point I will switch to nagging. |
The latter seems more likely, which is fine and pretty damn cool if you ask me, BUT STILL
Complains loudly about everything Also, did they really drop the dynamic music? I haven't been keeping up on everything :/ |
I thought the dynamic music was still happening. I don't recall any declarations to the otherwise.
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I remember them saying it was gone, but I don't remember where.
I'm not going to say for sure, but there was definitely something suggesting that at least. MM isn't just going crazy. |
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It wasn't just that the music track changed or something, it's that the music reacted to specific events on screen. If people don't know what MM means, play through the original Scrabanian nests. Notice how every time a scrab drops down or enters the screen, that loop starts again? There are other places in the temples where a percussion hits whenever a scrab hops a gap.
I think it's most noticeable in Scrabania actually. There are definitely other times that it's there, but the nests are the most prominent. |
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All I wanted to do was just hear that epic and ominous drumbeat while in the Nests themselves, it was amazing to hear when you went into the background and previewed the nests, but when you actually went through them, it kept looping over and over and over again with the same exact booming sound and it drove me fucking nuts! |
Paramonia did a similar thing in a more atmospheric way. The Scrabanian nest works if you just run through it, but nobody can actually do that on their first try so I can understand that sound getting annoying.
Either way MM was talking about dynamically assembled music, not the sounds themselves. |
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In the Scrabanian Temple, the musical shift when you drop down from a ledge is often your only clue at an off-camera Scrab, so the actual track change is important too as a sort of player "spider sense". In my humble opinion, musical scores in games are more effective the more they sound like an ambient product of the game world itself, rather than something someone sat down and wrote. I've seen a couple of recordings of that Stockyard area (including the PSNation stream the other night), and I couldn't hear any dynamic effects. I know it was an old build, though, so fingers crossed you've patched it in since. * Next time you possess a Glukkon in AE, listen carefully as you walk. didlydidlydidlydidly :
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I gotta agree with Meech Crunchies a little. I mean, I'm all for dynamic music (Left for Dead does is very well) but I wouldn't call the same drum beat repeating over and over again anytime a Scrab attacked Abe, even in the space of 1 encounter, particularly engaging. All you head up hearing is the name couple of notes.
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I was wondering when other languages versions are supposed to come out.
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Text translations (including movie subtitles) only at launch. We hope to add voice translations later. |
http://s30.postimg.org/4g7p92b29/Odd...0719185419.jpg
This screenshot was just released with a PSNation review. Have to say I think it's silly to imply the Magog Cartel would invest money into billboards in the middle of Paramonia. Then again it's just a game. EDIT: There's the temple hub for Scrabania for those who requested it. Extremely pleased to see the inclusion of the loading Mud head. http://s29.postimg.org/5zcqoq5k7/temple.jpg Full article here: http://s30.postimg.org/4g7p92b29/Odd...0719185419.jpg On the whole, I think whoever had the job of choosing which screenshots to take for the article did a superb job with regards to showcasing the games design. They speak volumes for the beauty of Oddworld. Further edit: Didn't realise the Mudokons had MS Word to type all their ancient scribings. :-) http://s7.postimg.org/9qcrmz5jf/Oddw...0719114059.jpg |
EDIT: Holy Christ some of those Scrabania screenshots look delicious.
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I quite like the advertising of Splinterz there :) References Much as well as shows how depressing it is that the industrial world is taking over the Natural world
Edit: Loving scrabania here!! |
Well I think the Splinterz reference is quite smart. Paramonia is a gorgeous forest, and we all know what Splinterz does to forests. At the same time it also kind of explains why there are Sligs securing the area.
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"Wanted DEAD or DEAD" - I do like the silly humour in these games.
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Has anyone noticed in the gameplay videos that the checkpoint sound, sounds like a message on an Iphone? Or is it just me? haha
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I'm sure this has been asked before (possibly even by me), but I can't recall the answer.
Does/will NnT support 3d TVs? |
They said that at the moment it does not, but is being considered to be implemented at a later date.
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The new screen shots look beautiful! I'm sure they look even more stunning in motion too. :P As curious as I am to watch all you lucky guys who post videos and what not, I'm going to avoid watching until the Ps3 version is out. Hopefully then I can get my hands on it myself.
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