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-   -   Gameplay trailer (http://www.oddworldforums.net/showthread.php?t=21538)

Phylum 03-19-2014 12:55 PM

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.

Nepsotic 03-19-2014 12:57 PM

I would like to play this game right now.
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I was going to bring this up. They don't sound like them at all. :confused:

THERE'S JUST NO PLEASING SOME PEOPLE IS THERE

Scrabaniac 03-19-2014 01:35 PM

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.

RyuuFox 03-19-2014 02:25 PM

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.

JennyGenesis 03-19-2014 02:30 PM

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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!

Well considering it's a remake of AO, probably the same, in terms of speedrunning, I'm not sure if the game will be quicker or slower given the new way to play it.

SpAM_CAN 03-19-2014 04:10 PM

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.

Manco 03-19-2014 04:20 PM

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.

Crashpunk 03-19-2014 04:20 PM

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 Can you just simply move your game to a newer version of the engine?)

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THERE'S JUST NO PLEASING SOME PEOPLE IS THERE

You were probably trolling but fuck it.

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.

Oziah 03-19-2014 04:30 PM

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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.

Definitely have to agree with Crash on this. The current Scrab sound barely even fits the animation; it looks, and obviously sounds, completely wrong.

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

OddYouko 03-19-2014 05:30 PM

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!

MeechMunchie 03-19-2014 05:31 PM

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.

Job McYossie 03-19-2014 05:46 PM

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.

Slog Bait 03-19-2014 05:53 PM

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.

V_O_T 03-19-2014 06:12 PM

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.

Nate 03-19-2014 09:32 PM

Looks fantastic!

The animal sounds didn't bother me. But please, please, please change the sneaking sound!

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So will the Japanese version be edited to three fingers or is that dispute all over now?

It's not all over, but as Lorne says...

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!

Gilrod 03-20-2014 01:10 AM

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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.

No, not switching to Unity5 for NnT... Next projects will likely be U5 though.

Manco 03-20-2014 01:28 AM

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.

V_O_T 03-20-2014 01:59 AM

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.

Manco 03-20-2014 02:07 AM

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.

AvengingGibbons 03-20-2014 02:25 AM

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.

Oziah 03-20-2014 02:47 AM

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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.

As though they've been placed on top of the footage separately you mean, and aren't actually coming from in game?

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.

AvengingGibbons 03-20-2014 03:00 AM

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As though they've been placed on top of the footage separately you mean, and aren't actually coming from in game?

Yeah, exactly. I know it's possible, because other games have had it for years. It's something that would make the game that bit more polished. A few of you have mentioned the sound of the sneaking. Yes, that's exactly what I'm talking about, it sounds like they've just got the 3D environment bundled together nicely, and just thrown some sound effects on top, instead of positioning them within the 3D environment. Like I say, something worth working on. I'm sure they know about this anyway. They're working with a budget, so I guess they can't make everything good and proper. Something that needs to be done on the next game for sure though.

JennyGenesis 03-20-2014 03:08 AM

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.


Oziah 03-20-2014 03:15 AM

Yeah OWI emphasised that it is *early* footage though. I imagine that's why the possession effects are lacking when Abe possesses the Slig.

JennyGenesis 03-20-2014 03:19 AM

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.

V_O_T 03-20-2014 03:19 AM

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.

Oziah 03-20-2014 03:24 AM

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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.

Well that was a long time ago and from a different engine. We don't know when this footage came from, but OWI themselves said it's "early" (whatever that means) and I'm sure/hoping that in the final build it will have an effect to indicate who Abe is possessing. :P

Gilrod 03-20-2014 03:38 AM

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 ;)

JennyGenesis 03-20-2014 03:43 AM

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.

V_O_T 03-20-2014 03:44 AM

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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 ;)

We hath faith in thee :)


Hey, will you guys be taking a well deserved break after its release?

Scrabaniac 03-20-2014 03:45 AM

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?

JennyGenesis 03-20-2014 03:47 AM

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So was the gameplay trailer alpha/beta build or was it final?

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Orbs were missing from that build, don't worry there will be a possession effect ;)

Well it certainly wasn't final. That's the best answer to that question.

Oziah 03-20-2014 03:49 AM

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Orbs were missing from that build, don't worry there will be a possession effect ;)

Whey! Good man ;)

AvengingGibbons 03-20-2014 03:56 AM

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.

CrowbarSka 03-20-2014 04:23 AM

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The depth is amazing, anyone else notice the sligs in the background when abes being chased by a slog?

I'm happy someone spotted that. :)

Scrabaniac 03-20-2014 04:27 AM

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

AvengingGibbons 03-20-2014 04:28 AM

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I'm happy someone spotted that. :)

Oh yeah, hadn't noticed before, nice touch. Alive environments ftw

@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.

Michael 03-20-2014 04:29 AM

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.

Oziah 03-20-2014 04:37 AM

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.

Scrabaniac 03-20-2014 04:50 AM

@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!