The reason they gave him these abilities from the getgo was so the game stood out among other platformers. They used it as a hook since before that it plays like a regular old platformer - nothing too innovative or original about it. I might try and find quotes...
It's not bad design. In fact it would be an interesting way to design the game. The opening levels focus on traditional platforming, the natural enviornments introduce you to possession and incorporating it into puzzles and the return to Rupture Farms introduces gamespeak. But introducing both concepts at the beginning was probably a much better way to get players interested in the game - particularly with the rise of 3D games. |
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I suppose you could say I almost—almost—played the game the way it was intended. |
lol
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Varrok had fun once, but it left him in a weakened state and his doctors have advised against it ever since.
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I thought laughing out loud is an indicator of having fun
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Posting "lol" on an obscure gaming forum however is not.
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I literally found it funny
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Nnt is a regressive remake from the start : AO was supposed, according to Lanning, to be in 3D (like Munch). Lanning is very self-indulgent by making this remake who adds nothing to the original.
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Spoiler alert: remakes aren't supposed to add anything new.
The only reason they did NnT and they're doing TzF is to raise money for the next original entry in the series. |
Yes, I know the official reason who is as cheap as the final product.
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Oh yeah they could totally afford to make a new game, they were just to cheap to do it (???) so they did another game instead which also costs money (???) and pretended to do it so they can make more money (???). I can totally literally find no flaws in your logic. At all.
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Also everyone asked for it. If Lorne is to be believed (and I bet vlam would say he isn't) a remake of the originals or a return to 2D platforming wasn't on his radar before that.
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I personally don’t take Lorne as someone who’s interested in remakes, he has so many other ideas that I think he’d much rather be working on.
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The official reason is weird (coming from Lanning) : the end (more money) justifies the end (AO's remake who isn't necessary).
This is why Nnt has been criticize : it's a safe project with 0 risk (unlike Munch's hybris) and what do we get ? A sloppy gameplay, etc. |
OK, but “let’s do a safe project to raise enough funding for a riskier project” seems perfectly logical to me.
And the criticisms people have of NnT don’t really have anything to do with it being a safe project, and everything to do with it not matching their expectations of a reimagined AO. |
I don't know how you can consider NnT a kind of small, safe project.
I thought it was supposed to be a big thing. |
It was suppose to be a safe project : you will be able to sell a game (based on nostalgia) who is the same thing (with improvements, in theory).
Examples of risky projects : making AO's remake in 3D or Squeek (by JAW). |
It was because they couldn't afford to do a new Oddworld game. A remake sells on nostalgia, yes, but a brand new modern Oddworld game, with the right marketing, would sell, too. As Manco said they'd probably much rather be making new games with new ideas but they're being realistic about what they can afford to do. Hell, they could only afford to remake Oddysee because of Stranger HD and all of those art archives they had from the originals - saving them a few million in assets.
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Yes, I know : "being realistic", "the end justifies the means", "let's not stick with JAW". One has to wonder why Lanning and EA didn't get along. I mean : it's a shame he didn't do compromise, back then.
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You’re actually going in circles now, you’ve been told before what went wrong with Lanning and EA and you still keep rolling it out as some weird argument against Lanning.
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Yes, but about EA : it's just Lanning's viewpoint.
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The main problem : what is Lanning's EA? NnT was never a Quintology of money and promises. If Stranger and Citizen Siege were real then why does this idea exist?
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Played New 'n' Tasty until Paramonian Temples and got genuinely frustrated at the poor quality of just about everything.
I think my reason for disliking NnT is that it seemed like it was made more by programmers than by artists. I don't know enough about programming to tell you if it was specifically well programmed, but the fact of the matter is, Oddworld: Abe's Oddysee was just beautiful. I'd say it's my number one reason for even getting into drawing when I was a kid. The sound design perfectly complemented the animation which complimented the characters which complemented the environments. It was a game made by artists and storytellers and due to all that artistic talent in so many different areas working together, it was greater than the sum of its parts. New 'n' Tasty was just a mediocre 3D indie platformer. It's almost the exact opposite of why I don't like Fallout 4 (though I didn't really play any more than an hour of it, I did watch my housemate play a lot). A game with clearly a massive art focus, with not that much focus at all on actual good game design. If New 'n' Tasty had been made the same way as AO but with higher resolution assets, it would've been amazing; and I can almost guarantee it would've been much, much better received by everyone because it's still not something that's being done by anyone. I'll be honest, I have no fucking clue how expensive that might be -- but it's what needed to happen; not just for the old fans, but as a point of difference from other platformers to bring in new fans as well. My two cents, anyway. Have a shitload more to say but most of it (including everything above) looks like it's already been said. |
Don't wanna come across as if I'm bashing N'n'T, as I did like it for the most part and took Abe's Oddysee in an interesting direction.
But from what I'm seeing on this thread, there's a lot of good stuff cut that I think was pretty stupid. I didn't like the fact they added brightness to the aesthetic to Rupturefarms, really ruined the gritty used-future vibe it had in the original. The Motion Sensors I really disliked, they were so cumbersome compared to AO - the fact they were more akin in the initial development comes off as an insult to injury. Plus, smoke instead of shadows? Where did that idea even originate from? What is the purpose of excreting smoke from the pathways within the factory? (And outdoor locations too, come to think of it!) Perhaps it's just me, but that doesn't seem to make much sense. As for Bigface's new design? Don't get me started. No matter how good N'n'T is, it will never surpass AO. Not only that, but it seemed to also be a vehicle to fix continuity between AO and AE, as well as MO. I'm talking things like Abe's voice being more akin to his in AE, adding Sligs with eye shaped visors, adding easter eggs to AE and MO (Soulstorm Brew, Splinterz - mind you, AE did have a reference to Vykker's lab), absence of Mud's ponytails and the addition of Alf's fez. These don't bother me as much, but they don't seem to be absolutely necessary either. No matter how good N'n'T is, it will never surpass AO. To be honest, at this point; I look forward to a new Oddworld game rather than a remake. |
...Big Face's new design? What new design?
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If Big Face had a redesign, I must have missed it entirely
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http://i7.tinypic.com/7xb54x4.jpg
http://i.imgur.com/I1itOHj.png Uh...the stripes on his arms and legs? The eyeholes being a little bigger? I have no idea |
He does look a little angrier in the original
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They just added tattoos on him to make him look like the native Mudokons from MO. I see nothing wrong with that.
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Pre-order cancelled.
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0/10000 Big Face not angry enough.
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Big Face more like Big Disgrace
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He's also not the correct green
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All in all I have enjoyed N'n'T but there are several things that I found annoying. Certain animations look unnatural. They are too fast and antsy which makes them look goofy. Smooth naturalistic animations are hard to do so maybe the devs being an indie team with limited experience couldn't have done any better anyway. But there's another thing which is worse in my opinion. There are flickering 'hint' lights like those under all the levers. Of course there were hints in the old games, too. But those blended with the ambience and these lights look out of place especially in the 'native' environments.
A fun thing in N'n'T is that there are many identical high-voltage (like ~100-150 kV judging by the inlets) power transformers scattered in random places of Rupture Farms while all of them not being connected to any power source. Leaving the nitpicking aside, it's good to see that they've actually released the game rather than running into some major issues and halting the developement. |
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Wow, vlam posted something interesting and cool for once. Keep it up.
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I wonder why they removed that. I mean, it doesn't really matter either way, but I still wonder.
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It seems like they might have been toying with the idea of a more intuitive tutorial, as opposed to reading the scrolling LED screens. They probably realised they would have had to do this for all the other gameplay mechanics as well, straying too far from the original. It's all about being consistent.
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That was in the original Abe HD trailer. I liked the idea honestly.
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