To be fair to the enviorments, it was oddworld inhabitant's first 3D game,so,it's rudimentary level design seemed to stem from that more than just the artistic design.
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To be fair to Farzad, he didn't design the environments. That's the job of the level designers.
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Second point: The numbers coming up out of characters' heads is carried over from Abe's Oddysee and Abe's Exoddus. The main problems I had with Glukkon donating to the Lulu Fund was that a) it takes so friggin' long each time, and b) it's the full extent of what you can do with a possessed Glukkon. |
Ah, can't believe I forgot the numbers when you pick up grenades and stuff...Just went and played Oddysee last night...And I get the gameplay convenience, but it just seems to me that they keep stirring the fiction around...The old ones felt natural and,well,real. Munch's Oddysee feels like every other 3D platformer with a puzzle bent. Hell, Abe no longer has normal jumps, he does like a vertical barrel roll.
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