No, I'm saying in AE, you know where to look. In AO, you can only recognize where a hidden area might be. As far as I know, there are brew bottles scattered around every hidden area in AE.
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Except the first.
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i wud want to see a game before ao where fleeches were almost extint and u had to go to a fleech temple and stop the glukkons good ending fail because you sneak into the slaughter house were they get slaughtered and a machines goes faly and you end up in the board room were they keep u looked up for 10 months when he excapes all meeches are extinct and thus ao all fleeches dead bad ending you fail to rescue 50 meeches and get put into meech munchies
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Come again? You lost me when 'fleech' changed to 'meech'.
And welcome to the forums. Handy tip - if you want people to understand you and gain a little bit of respect for you, use proper grammar and punctuation. You'd be surprised how much effect it has on how you come across to people over the net. |
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Yes, rather. Who ever decided to put a hash next to an apostrophe?
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I'm probably the only one who doesn't ever want QuikSave in AO. It would make the game way too easy. AE, I understand. There are many parts in there that require a lot of repetition and exact timing (like that area in SoulStorm Brewery with screen after screen of sets of drills), and repeating them all would get extremely annoying. AO, however, is a bit different, and it's even easier by design. The only thing that made it allegedly harder than AE was the QuikSave. I guess it makes you think a little more.
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I don't want OuickSave in AO either...
Oh yeah and Elum I guess...it would be pretty cool to use him in Necrum. And Slog possessing for sure in both AO and AE! :mad: |
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No, I want the game to be harder.
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Like skillya_glowi said, a lot of challenges in AE are pattern oriented. A lot more so than AO. If AE was more like AO, then I doubt the quiksave feature would have even been implemented. I like AO more because its challenges are more realistic. I wouldn't expect to find a path filled with electric walls and wall-doors leading to nowhere in the Brewery.
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I don't think there are electric walls in Mudanchee (except a secret area, which is in the Brewery).
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You're right, my memory is fuzzy. I meant teleporters.
EDIT: Eh, on second thought, teleporters are a pretty realistic feature in the areas inhabited by Sligs. The workers need to get to higher elevations somehow. |
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No they wouldn't be. I was saying how it's realistic in AE, but that doesn't mean I like the feature. The teleporters were just something cool and new in AE. As I just said, I prefer AO because of its reasonable and realistic amount of obstacles. In my opinion, it's one thing that distinguishes AO from other, typical 2D games like Super Mario and Klonoa.
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Isn't that "Paramite packing" secret area a part of the Stockyards?:fuzblink: |
No it isn't. It's a part of RuptureFarms.
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Even though I like Slogs more it would be cool to have Slegs running around in FeeCo Depot.
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Idon't think quicksave will make the game easier,it will only make it less annoying... |