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-   -   Totally found Oddworld samples mate (http://www.oddworldforums.net/showthread.php?t=21609)

JayDee 05-28-2014 06:23 AM

This gives me a huge urge to dust off my PSX and play Crash Bandicoot again.

OddYouko 05-28-2014 11:33 AM

Haha, yup. I noticed those rats too every time I played that level. Even my sister, who didn't play AO but watched me, would mention that the rats sounded like Scrabs.

I recently heard Abe's 'fart noise' in some sort of tv/movie, and laughed to myself. That one is every where. Elum's sounds, minus his howling when you chant/tell him to wait, are just camel noises, so you'll hear those around a lot. As for Sligs, I don't hear them much anywhere.

Job McYossie 05-28-2014 05:12 PM

woah. Those rats.

JennyGenesis 05-29-2014 03:47 AM

If I remember correctly. Somebody here told me that the slig noises are stock sounds of frogs.

Nepsotic 05-29-2014 11:54 AM

Yeah, they are.

DrewCameron 05-29-2014 05:09 PM

Which sligs sounds are frogs?

Nepsotic 05-29-2014 11:31 PM

The ones that sound like frogs.

Xavier 05-30-2014 01:08 AM

That's not really helpful Nep. Plus they don't sound like frogs to me.

Job McYossie 05-30-2014 01:18 AM

BS or Smo' BS, can'r remeber which. Not the "Brrrawn" sound, but the "ricket" sound

DrewCameron 05-30-2014 05:02 AM

Thank you for the helpful replies - that's really interesting ; I thought those were from Carmageddon though?

I wonder if they'll keep the two Slig gamespeak "noises" for the reboot or if they will make those two buttons into insults (Munchs oddysee style, which I hope not).

Nate 05-30-2014 06:05 AM

There was talk early on about giving the sligs scripted conversations with each other. No footage of that happening or not happening has been released yet.

I hope they decided against it.

SoulStorm64 05-30-2014 08:46 AM

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There was talk early on about giving the sligs scripted conversations with each other. No footage of that happening or not happening has been released yet.

I hope they decided against it.

Why against it? I mean yeah if conversations are copied then i would definitely agree with you, but if it is scripted for every other scene and had its own unique dialogue for that specific area THEN! i would jump on that.

The more atmosphere the better.

Nepsotic 05-30-2014 10:45 AM

Except it subtracts from the atmosphere and makes them less scary and less threatening.

SoulStorm64 05-30-2014 11:37 AM

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Except it subtracts from the atmosphere and makes them less scary and less threatening.

then make them talk about scary things?

Remember JAW SCAAAAAAAAARRRRRYYYYYY

Nepsotic 05-30-2014 01:52 PM

Yes, because making something more relatable and human and less uncanny is a sure-fire way to make it more scary.

Varrok 05-30-2014 02:07 PM

People are the scariest monsters out there, Nepsotic.

SoulStorm64 05-30-2014 02:51 PM

I know I know Nep.. Like all old school fans it wouldn't seem right for them to talk. I guess I just want to see it for more engagement to the story. (I.e when you first start off sligs will be talking about trying to catch Abe before he escapes) stuff like that I would like to see. I guess I am the only one who would like to see that change :X

Nepsotic 05-30-2014 06:39 PM

Hopefully.

Scrabaniac 06-03-2014 09:37 AM

The fact that they didn't speak much amde it more eerie and in a sense scary in the first two games. There was nothing worse than accidentally making a noise and a slig turns around and says 'WHAT?'... oh apart from dropping onto a screen, hearing the scrab chase music and not knowing which direction the scrab will come from!

Jordan 06-03-2014 10:26 AM

I'd prefer mumbling or distorted voices over a full blown conversation. Make it clear that they're conversing with one another but not so much that the player can understand.

Slog Bait 06-03-2014 04:46 PM

I think it would work either way if the sligs' voices were more mechanic like the original gamespeak samples.

But they're not, and as far as I know they won't be in NNT, so silence or mumbling is the best bet to keep the atmosphere.