The Stockyards are so pretty! With the HD remake, there may be more room for a lengthier Stockyards section, such as seeing glimpses of other creatures, a few more hidden rooms etc. I think it would be nice if there was an area like a cave at the side of a cliff face, overlooking the Stockyards, with a billion or so stars, moons and planets shining in the distance. I think that could really emphasise the beauty of Oddworld's night sky.
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I'm probably going to get complaints about saying this, but I would like the music in the Stockyards to be changed, I was never really fond of having the main menu theme playing.
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Pretty cool that a dev insider reaches out to us. Much appreciated.
Anyways I just would like to to add my 2 cents; Don't fiddle with the classic gameplay engine! Just update the static 3d graphics to real-time dynamic lighting, and have high-definition 3d models using their classic animations, all with a smooth frame-rate in real-time. Halo Anniversary did this, and I loved every minute of it. Nostalgia is wonderful for us gamers, and I think it's what makes a HD revisit appealing in the first place. Anyways thanks for reaching out, that is very nice. Can't wait for Abe HD, Oddworld was an unforgettable part of my childhood. *sniff* |
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I thought the music was perfectly eerie. If anything, the menu music should be changed in this circumstance. |
Don't change the music for Stockyards! It adds to the atmosphere.
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Jenny is the first person ever to not think the music in the Free-Fire zone isn't the best in the game.
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It's true though, it captures Abe's Oddysee's atmosphere the most out of any other music in the game. I get goosebumps just thinking about it.
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Obviously there are 3D models somewhere, but considering they were made in 1995 - 1997 I think we will be able to make them look a fair bit nicer. |
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Isn't that the idea of all the music in the game?
To be like ambience. |
I've always found the Paramonian music more pleasing to my ears. Use to go to those levels just to leave it on in the background for hours. But that's an amazing thing about those games, the music fits in perfectly for every scene and environment.
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Even when there is nothing happening on screen in that level, I love the random drum slap, it tends to occur a lot when respawning.
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Even if there's nothing happening on screen, there'll still be some background noise occasionally, and I like that. Paramonia doesn't so much have music as opposed to Scrabania, but it has that something.
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I can't believe people are actually arguing about how Abe might've been misinformed due to bad slave-communication about Rupture Farms' size or any shit like that. I personally take it as 100% canon, simple as that. That's some pretty ridiculous over analyzing there.
Also, If it's possible the original music should stay, or if not it should be as close to the original tracks as possible. The oddworld atmosphere is so very engrossing and the music plays a major part in that. I don't need to tell you guys that though! Another thing I want to touch upon is how the majority of the Sligs seem to just be standing about doing nothing after the announcement has been made that Abe is on the loose. The only one that seems to care is that one that chases you for half a screen at the start of the game. I know people have talked about the AI of the sligs being upgraded but I think there should be a few more chasing you through Rupture Farms at different points in the first few levels. |
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But the first Slig you mentioned, perhaps he was just standing there doing nothing, but since Abe was spotted by a camera looking at the boardroom meeting they probably told him to chase Abe since he was nearby. |
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Lorne (mastermind of series) says: Molluck got shafted out to the third world who do you believe |
Abe never says it is the biggest plant...
He says, "They say it's the biggest meat processing plant on Oddworld" |
Well JG certainly shut you all up.
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On an aesthetic rather than a functional level, I would like to suggest that the sligs keep the original visors (as depicted in this forum's industrial theme). They were much more menacing than those in Exoddus, and thus made the sligs seem like a bigger threat, thus contributing to the overall grim atmosphere present in the game.
Another important aesthetic detail was the Mudokon Pops image in the boardroom in the beginning of the game. The original was more of a shock, as it was much less euphemistic (in fact, it wasn't euphemistic at all), and so this also contributed to the game's overall mood. |
I always just wrote off the original "gorey" Mudokon Pop logo as a prototype logo, which makes for a good in-universe explanation for why it's changed by AE.
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I know you guys probably wont like this idea but some sections of the game would work better if you had a moving camera. one that pan'd sidewards or up and down with abe.
I also have an idea to do with a clock but I'll save that for another time. also +1 for the ice cream pop on a stick over the head on a stick design |
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I agree with the marketing thing, just take a look at these.
The idea of marketing is to attract the customer, so having literally a severed head on a stick is probably not the best image to go for. http://teamconorowner.webs.com/photo...ab%20Cakes.bmphttp://www.oddworld.au.com/universe/...paramite07.jpg |
^ These generally made me wanna teat scrab and paramite so the glukkons are doing something right.
If you want an in life example of the mudokon pop vs mudokon head debate, look at KFC/ McDonalds advertising. You really wanna know what that stuff probably looks like pre-photoshop/ cooking. |
This is why they didn't use the severed head for Mudokon Pops (minus the Japan situation)
http://plorf.com/media/pic-chicken-nugget-head.jpg |
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Because it's like the difference between calling baby cow flesh "veal" and calling it... well... baby cow flesh. Or marketing hot dogs as actual meat and not mechanically-compressed chicken anuses. The masses are too dumb to read what the product contains, and those who do would rather eat something that's at least aesthetically pleasing. Simply put, it makes it more marketable and more eatable! Of course, RuptureFarms isn't always so subtle. http://oddworldlibrary.net/archives/...O/OTAO0005.jpg http://oddworldlibrary.net/archives/...O/OTAO0003.jpg |
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Ever since I was a kid, I've always wanted to sink my teeth into one of those Scrab Cakes, based solely on Rupture Farm's advertisement image.
We do after all, buy chicken and fish, quite clearly slaughtered, from the Butchers or the Super Market - I don't see any reason why the people of Oddworld, who tend to have quite warped minds anyway, wouldn't purchase a fully skinned Mudokon Body for their Sunday Roast. |
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I meant 'sleazy' with respect to us as viewers/gameplayers. We should be horrified that the Glukkons are prepared to chop up sentient beings regardless of how they're marketed. However, it makes more sense that on Oddworld, they use the cartoony imagery to hide from their consumers the horror of what they're doing. :
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I would say that the head on a stick advertisements were more sort of prototypical marketing images. I agree that, as a player, the head on a stick image had much more of an impact than the cutesy lollipop image did. But I also agree that as a marketing ploy, head on a stick isnt very appetising.
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If I may sizzle slightly, Lorne discusses the head-on-a-stick in my interview with him. Which has been typed up and is in the editing and markup process.
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