Exactly what everyone else has said. They maybe need to tone down the sneaking sound a little. At the moment it's like some crazy juxtaposition of loud and soft.
The paramites are cool, and I loved the swarming thing. |
I would like to play this game right now.
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They've changed 'spring 2014' to 'coming soon'.. Im expecting this to be out by earliest june. But if it takes them that long to perfect it, i can wait i guess.
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Wow this looks really great! I wonder how long will new and tasty be compared to oddysee? Either way I can't wait to be playing this on my PS4!
I also wonder if they delayed it to switch it to the new version on Unity? http://techcrunch.com/2014/03/18/uni...browser-games/ Could be far fetch, but Lorne did said JAW was working closely with Unity Devs. |
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The paramite/scrab sounds don't sound right. That's literally the only negative I have. And hell, it's miles above the sounds in Munch.
So yeah, I want this now right now. RIGHT NOW. Or in a few months, you know, when it's done. That's fine too. |
It’a worth pointing out that as of right now, about 7 hours after the trailer went up on Youtube, it has over 13,500 views. Good sign, right there.
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You've got a point about Unity 5. Maybe they want to have NnT on the latest version of that engine. (I don't actually know anything about game engines so I'm probably wrong. Can you just simply move your game to a newer version of the engine?)
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Yes I know. It's hypocritical because of the things said in the past, but honestly. I think the sounds of the game are very important. Why do you think Video game sound effects and music is so recognizable and popular? The Scrab and the Paramites have iconic sounds, even if they are just some stock monster sounds. Out of all the minor complaints that have been addressed over New N Tasty's development. I think this is actually one is really justifiable. Maybe not for new players, but for old players and fans. Yes without a doubt. |
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Paramites are not as big of an issue, but I'd still prefer sounds akin to the original voices for both species. The tiger-like Scrab roar is just plain weird. :fuzconf: That being said, the rest of it looks magic. Oz |
I'm sure the Scrab/Paramite sounds are solely for the trailer.
But other than that and the sneaking, I'm totally hyped up for the game even more now! Elum gameplay, yeeeeesh! I thought to myself when Abe was being chased by the Slog, "Shit, run, run!" And there were quite a lot of Paramites chasing Abe, compared to the three or four in the original. (From what I can remember anyway..) I'll have to go back and pause to see what all is going on, it goes by so quickly its awesome! The multiple Mudokons is a very cool touch, as well as the Sligs marching after one another. And was it just my eyes fooling me, or was the Shrykull walking at the end of the video?! I wonder if the time played as the Shrykull will be the same as the original, or will you be able to indeed move around a bit longer before he transforms back into Abe? Freakin' sweet either way! Me and my Ps3 cannot wait! |
Fuck. That does look pretty damn good. I had wondered whether the scrolling camera was worth the effort, but seeing it dramatically sweeping up the Paramamonion temple, I immediately understood how important it was. I appreciate the meatier explosions, and that water-ripple effect is exactly how a psychic shockwave should look. I can't wait to see it tearing through mines.
I genuinely didn't notice the animal noises. I guess that makes me a bad Oddworld fan, but I will say that the fact that I didn't notice them might be indicative of how iconic the originals were in comparison. That said, this is a short trailer. They might make all sorts of noises in-game. If they've fixed the bird portals I am completely smitten. |
While this impressed me by leagues, the sounds are really bugging me. Mainly the Scrab sound, yes, but other sounds as well. The Sligs don't sound as menacing as they used to. While they didn't originally sound very serious, they still sounded dangerous. Thankfully, the muds so far sound fine, maybe even better than before, but the sneaking sound sounds like someone straining one plank of wood repetitively. And it's a bit too loud as well. All of these, except the strange tiger-scrab, are really just nitpicks though.
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The sligs in AO and AE (not counting the cutscenes because the cutscene sligs in AE sounded very similar to the MO sligs) sounded like they were talking through a mask. That's what made them menacing, and I'm not sure why they took off whatever filter was thrown on top of the sligs' voices to make them sound like they were talking through a mask.
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Yeah the sounds are a bit different on those 2 but more importantly,
What happened to the "touch the electricity and be fizzled out by its intensity" effect? It's cool that they jump up and shake until they explode, but wouldn't things melt in intense electricity? like in AO and AE? The exact same reaction happens when you possess things in munches oddysee. Everyone jumps up with intense Parkinson's lol. That's bothering a little bit, but the rest looks AAA grade quality with love put into it. |
Looks fantastic!
The animal sounds didn't bother me. But please, please, please change the sneaking sound! :
When you’re on digital distribution, it’s a whole other story. Because what are they going to do? Forbid you from downloading from Amazon? It’s not like they can go after the publisher, there’s no retail shelf for them to say “We’re going to fine your store”. It’s different, it’s digital. EDIT: It just occurred to me that no-one has mentioned the multiple Muds following Abe. Nice! |
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Talking of little details, I like how the Chant Suppressors’ range is indicated by the orange electricity arcing out from it to Abe. It’s a really nice-looking effect and a good way to get around the lack of flip-screen.
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I think the electricity shown there is when you have Shrykull power inside you and it seems to emanate out to all of Abe's surroundings. Which looks absolutely fantastic. It makes you feel powerful in game. Damn, it's making me feel powerful in my seat lol.
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No, you can see the same effect when Abe runs past a Chant Suppressor at around 0:55 in the trailer. Abe just happens to be standing next to another Suppressor when using Shrykull.
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This could be for the benefit of the trailer but the sounds effects, most notably speech, don't seem to have a location within the environment.
For example, when the sligs talk to each other, they don't sound like they're talking at a distance from the camera, or that there's a reaction of the sound with its immediate environment (echos, resonance, reverb etc. whatever you call it). You can sense this also when the slig in the background shoots at you, the gunshot sounds like it's happening right infront of you but it's actually in the distant background. Anyone else get this? Something else I wanna say is that there seems to be a lot of advanced tech in rupture farms. Lot of multicoloured neon lighting, coupled with the visual effects of Abe's powers which draw away from a sense of realism. This contrasts to the original which felt very late 1800s to me, and with a much duller colour pallette. I think we better relate to pain and misery when there isn't all the tech there and so it feels closer to home. New n Tasty looks more Star Wars-y (fictional) and therefore more difficult to relate to with our own world. Abe's powers are more full-on, visually emphasised more dramatically than in the original in which you'd have simpler effects, like the rings of power which were just radianting circles, but I think this was better, because it was subtle, and left the sense of realism intact. In summary, i just feel like there's too much colour everywhere, and not enough artistic consistency regarding the appearance of the enviconments like the original game had. But this isn't really a critism because it still looks great. I just want to give my opinion on what I think would make the game better, maybe something to take onboard for the next game OWI/Jaw makes. |
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Also I sort of miss how in Oddysee when you shot another slig they would just stand there getting brutalized until they exploded. Now it's more like when you shoot them in Munch's. In fact it seems there are a number of influences from Munch's Oddysee: -Bird health system -Packs of small paramites bigger in number -The slig animations (bit more comical, maybe?) and voices (less menacing) -Scrab shriek Other stuff too. I realise a remake has to change things though, and to be fair it looks so good and fresh that I won't fuss about any minor differences, with the exception of Tiger-Scrab. |
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This video has a minute of exclusive footage, I won't spoil it, I must say I don't really like the new look of the possession, I would prefer to see the blue orbs fly into the slig, but given how much effort has clearly gone into the game I feel like I'm being nit picky.
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Yeah OWI emphasised that it is *early* footage though. I imagine that's why the possession effects are lacking when Abe possesses the Slig.
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The footage at Eurogamer was said to be a really early version and it had the effect of the orbs going into the Slig, so you can't really say that early footage is the excuse.
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I think there is an audio layer above that is playing sounds to suit the trailers dramatic effect.
Edit: That health system pains me a lot :/ I can go on and on about how Mudokon blood consists of birds and Molluck getting zapped at the end means he still has 8 more hp orbs before he's dead.. But I'm really hoping there is a hard core mode with instant death or something along those lines. Then again, Lorne and Stew did say it's in alpha, just edging over to beta. So, I'm still very hopeful and impressed regardless. Aw man that hp system :/ lol. Right in the rattlers. |
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Some of the audio was added after the video edit was done, so doesn't all sound as it does in game...
Orbs were missing from that build, don't worry there will be a possession effect ;) |
Awesome :D
Seeing that Slig explode made me wonder just how awesome this game would look on a 3DTV, that is, the game actually running in 3D, not the tv converting a 2D picture to 3D. |
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Hey, will you guys be taking a well deserved break after its release? |
I wonder if the bird health system is a difficulty setting for people who are unfamiliar with the original game. I do recall them saying there a 3 'big features' that they will reveal upon release. So was the gameplay trailer alpha/beta build or was it final?
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There's a law of physics to do with Pendulums, relating the Time Period of one cycle to the length of the rope. The swinging rocks don't swing realisticly, they swing too slowly (aka, their Time Period is too long) But you don't want to speed them up because it would alter the difficulty of that puzzle. The only way to make them look like theyre swinging more realisticly is to lengthen the rope.
Edit: Hmm, but then they'd be swinging towards the camera so far that they'd end up behind the camera (unless you had the camera moved further away from the scene, but I wouldn't wanna do that)... Oh well.. I don't know then... You could have them swinging less, but then that takes away the ferocity of the swinging boulders. Edit2: I've just rewatched the footage, and realised I'm being far too picky. They are moving very slightly too slowly, but wouldn't worry about it too much. I do believe a slight speed increase would suprisingly increase the realism though. |
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Ive rewatched that exclusive footage, anyone else notice that when the slig was shot it didn't disappear? I know its only early footage, but i hope they include the classic decomposing from the original in the final cut. As they've said they still needed to add orbs to abe's chants at that stage so i know its obviously not finished
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@scrabaniac I liked the fizz too, but do we like it now because it's nostalgic, or because it's genuinely better than leaving the slig corpse on the floor? The instant after-death fizz could have been a cpu/ram saving design, something which could be overcome with today's machines. |
Looking great! As others have said, it really does capture the essence of the original. As far as remakes go, this definitely looks to be one of, if not the, most authentic I've ever seen. Good job indeed. Looks like it's perfectly capable of standing strong on its own merits too :D
Just curious to find out what you guys are referring to as the health system? Do you mean the MO-style ring of birds when Abe begins to chant? I thought at first that may be just a part of the placeholder possession effect, since the Slig shots and grinders etc. are all seen to be instant kills? I might've missed something. |
In Caddicarus' interview, at 10:13 Abe is shot by a Slig and a bird flies out of him as they did in Munch's Oddysee - https://www.youtube.com/watch?v=0D7yTN31WIA
Hopefully Abe can't take a ton of punishment like he could in MO; one-hit kills made Abe's Oddysee challenging. |
@AvengingGibbons, i guess it could be a space saving trchnique, but if theres no decomposing, what happens during the long winded slog slaughters? There will be corpses piled high!
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