Interestingly enough I took a look at the leaderboards and saw that no-one has managed to save 299 muds yet. Everyone seems to be missing 3.
|
I just saved 299 Muds and now the Leaderboard is just saying "A network error has occured. Online functionality will not be available until you sign in again." I did a network test on my PS4 and my internet is fine. Anyone else experiencing this?
|
On their website they said:
:
|
One more thing that stood out to me. Maybe I missed the instructions for it (I found myself rarely looking at the LCD banners), but apparently you can now get multiple Shrykull charges from a single portal, depending on how many Mudokons you save. That's fine, but in the boardroom sequence this got kind of confusing.
Since I was low on time by the time I got to the Mudokons I figured I would save just the three I needed for the Shrykull and be done with it. But once you drop down you need to use the Shrykull power twice in a row. Once to destroy all the mines and another time to destroy the final two mines and kill the Glukkons. I was left utterly confused up to a good 6 or 7 times before I realized why the hell I kept being blown up. Not a bug or a bad game mechanic, but it was a case of bad level design I think. The portal for the final 6 Mudkons only says 3, which implies that 3 is enough to progress. Why does that final portal not simply say 6? In fact, why the need to use the Skrykull twice? |
I found myself having far too many Shrykulls. In instances where I wanted to posses sligs it just destroyed them.
|
:lol:
|
I’m just back from a long play session with some friends and I’m really tempted to write a super long post detailing all the little nitpicks I have (and I probably will at some point), but for now I’ll say that myself and my friends had a hell of a lot of fun with the game and got a huge nostalgia trip out of all the details we spotted. We actually really liked most of the changes that have been made, and we kept stopping just to marvel at every little thing along the way.
The main bugbears I really have are a certain lack of precision to some of the controls (particularly relating to mapping both run and walk to the severity of the stick tilt), and some of the sound mixing seems a little off. It’s a damn solid remake and I’m looking forward to really sinking my teeth into it when the PC version comes. Certain small things stand out in my mind as needing improvement, but none of them were enough to stop me from enjoying playing or soaking up the scenery. So, any news on the PC release date? |
The Further in the game I get the better this game gets. Hasn't disappointed in the slightest.
|
:
We're looking at the complaints re: controls very closely. |
:
I think the main problems I had was with the walking, running and the new jump system. Having walk and run mapped to the severity of the left stick’s tilt makes a certain amount of sense on its own, but the implementation tripped me up a few times for a couple reasons:
Most of my issues here are minor things which usually just take some time to adapt to, which probably has something to do with knowing the original game’s control scheme so well. The biggest issue I had was with some of the secret areas with meat saws and mines which needed more precise movement than I felt the game was giving me, which a few people have pointed out already. I would personally have preferred it if running was a distinct state which you go into by holding a shoulder button just like sneaking, and if tapping X did a forward hop rather than a vertical jump. Again, maybe that’s just because I haven’t fully adapted to the new control scheme yet, but it was a feeling I couldn’t shake through most of the time I was playing. Anyway I just wrote a whole lot of words about a control scheme quirk, so I feel obligated to point out that the issues I described only came up in a few specific puzzle areas and overall the game’s fantastic and I really enjoyed playing it and am looking forward to playing it more. |
Agreed with everything Manco has said. The controls feel wonky from time to time, but that's a known issue by now.
Though I do want to say that I don't get why vertically jumping is on the X button when this can easily be done on the stick. I didn't use X to jump up to a ledge once. Make X do a hop, like Manco suggested, would be much better. Probably not a good idea to change that at this stage, but something to keep in mind for future games and/or platforms. |
Whilst we're at it.. I don't like how abe's rolling is slower than his running. That got me killed hundreds of times in a chase.
|
Adjust or die is the trend I'm seeing.
|
:
|
I imagine title movement was probably the best decision - even it it seems like it could do with some refinement judging by your comments.
With flipscreens walking seems like it would be perfectly fine but since New n Tasty is a sidescroller I could imagine many new players getting frustrated that they have to constantly hold down a button to move at any sort of speed. |
Agreed. While I have adapted to the controls and have wrapped my head around it, a touch of precision as mentioned with the "x to hop instead of jump up" is a good thing to keep in mind.
Unrelated to this but, holy crap, has anyone tried to go back to playing the original oddysee or exoddus? Im failing harder than ever before because im actually used to the NnT controls lol. Its quite funny to play now actually :P But regarding impressions, now that ive finished it and feel like a gigantic nerd, I've finished all difficulties on each save slot at 100% lol. Brilliant work, brilliant game. Each time I have friends over we play it just so I can show them the whole thing and every time I play it just feels so good :) |
I know the feeling, I was showing it to my sister (a true trip through memory lane for her as well) yesterday and I just ran trough RF with a big smile on my face (even unlocked the "escape fartist" trophy without even trying :p). The controls and pace just feel great.
|
:
Obviously as a dev i've played the game a fair bit, but i wasn't involved in the creation of the levels at all really and all of FF return + most of the zulags i took blind. I also set a blistering time on my retail copy on release day, for Rupture Farms on hard, all 70 muds saved. The time may still be on the leaderboard (its sorted by time so it might have been pushed down), but look for the one with 70 rescues. I made 2 mistakes, but yeah. 3 hours is totally do-able :) Also i'd just like to drop my 2c on the whole X to jump thing. I am personally also against X to jump up, i preferred the control scheme when X did a hop and running jump like the old game and you had to push up to just jump straight up. However, in focus tests of the game everyone was pressing X to jump straight up as they were so used to every game ever having jump up as the X button. This led to people constantly jumping forward instead of up, invariably leading to death or other such peril. So, a decision was made. To hop cleanly and safely, just press the X button then point the stick left or right immediately after. Pressing the stick first or attempting to do both at the same time will make you take a step forward first, disastrous. Especially for speed runs. SPEED RUN STRATS |
:
:
|
I beat the game with 296 saved on hard. Overall it was a great experiece. Meatsaws where hard, but the tappable mines were infuriating.. I blew up so many times even though the last frame of the mine's animation was green before exploding. I probably hit quickload 15-20 times per mine... they were much easier in the original, you just had to get the timing right. Now it's right timing + 10% chance of succeeding.
I want to wait for some bugs to be fixed before I do a rerun. There were several places in the game were I made myself not use Quicksave because it was a deathtrap. There's a lift that resets on respawn so you get stuck (early Scrabania). If you don't manage to blow up all the mines with the chant, you can't go back and get a new one, thus I had to restart the chapter. Also in Stockyards 2, if you quickload during explosions Sligs would still wake up and come running. So there's plenty of refreshing issues that need to be addressed. |
I actually liked that Abe rolling was slower then running. It actually makes sense.
|
:
|
:
|
:
|
:
|
:
|
You should go by sound anyway.
|
:
|
Why would anyone use the visual indication if it's not working every time and there's a more accurate and distinct sound pattern?
If you're using a sound pattern it's much easier to anticipate the green light than going by a visual pattern. It was the same in the originals although apparently not as noticeable as you guys have said. There's going to be a delay between your brain processing the information of the green light popping up, you pressing the input into the controller, and Abe completing the action in time. Even if the visual delay is greater in NnT I don't see why the members of OWF, of all people, aren't using the far more effective sound pattern to complete UXBs. You guys are supposed to be the most knowledgeable fans! Sure, I say tweak it if it's proving too difficult for most players. But the sound pattern is still the best way to tackle UXBs. |
Of course I'm going by sound patern, but the delay between actions is much more noticable in NnT than it was in AO or AE. Maybe the animation is longer/slower or the mine is green much shorter. Either way, it feels off.
|
:
I'd also be cheeky and ask you to make sure you're on Game Mode on your TV, otherwise you're getting half a second lag in there too. |
:
|