Maybe there could be Ratz in some areas every now and then. They are closely connected to the Raisin though, so I'm not sure whether there should be a reference to him that early in the story.
Another thing I was thinking about: the bell songs. In AO, Abe would always do them for you when you got them from the story stones. I think it would be neat if you had the choice to memorize them or have Abe memorize them for you. Also, I don't think co-op would hurt if it was a completely separate story with no real connection to the Quintology. I like the game mechanics of AO and AE and would love to see them used in a co-op game. I wouldn't want to see the players rescuing mudokons through bird portals or anything, though. The role of the savior is best left for Abe, I think. :
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There could also be multiple game modes that are separate from the story. Like a siege mode, where players take turns defending and attacking a factory with a flag in it. The defensive team could be the industrialists and the offensive team can be the Mudokons. |
JAW are not going to add an entirely new gamemode and implement multipayer in HD remaster.
They are going to make the game look nicer and handle better. No more, no less. |
I'm glad the AO has automatic bell puzzles. Remember how annoying the native mudokon whistle test was?
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The whistling problems themselves were not annoying. The fact that every time you died, you had to spend another 15-20 seconds repeating them was, though. I remember getting bored out of my fucking mind during one part of Scrabania, because I kept getting blown up and had to keep repeating this whistle time after time to get the rings to detonate the bombs.
I would suggest, if possible, eliminating this disgruntling inconvenience by having the mudokons respond to your response even if they haven't finished whistling. I must have wasted a total of ten minutes whistling like an imbecile at one native. |
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It would be interesting if in COOP/a DLC the main hero won't be Abe, but another Mudokon in a smaller RaptureFarm.
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Did you just say RaptureFarms? Call yourself an Oddworld fan? GET OUT! :tard:
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Suggesting that misspelling something should force you out of society...would that suggest you have to be deported from the UK for your inability to spell? :tard:
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“colour” |
Its called a joke. Remind me not to have a laugh around here anymore.
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Don't have a laugh around here any more.
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*Shoots self*
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And to keep on topic, In my opinion Abe HD should have Co-Op, as long as it actually works. It really could be done. Today's gamers expect a new standard in gaming, that every single game must have online compatibility and they must be able to shoot the fuck out of their mate at any hour of the day. I don't like the idea of a whole other storyline relating to the quintology, but possibly a smaller plot, that does have a body of it's own (e.g Portal 2's co-op game) But isn't necessary to the overall storyline of the franchise. |
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Its called English for a reason.
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I don't play coop and don't intend to ever play coop. If they give a new or even a smaller story line to coop only I won't be impressed. I don't want to be forced to play coop to add something to the Quintology. If there does have to be coop then make it so it doesn't alter any of the story line
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I dunno how feasable it is, but how about a sort of 2 player versus? Small non story related puzzles where 1 player is a mudokon and 1 player is a slig on guard.
The slig's gameplay could involve blacking out the side of the screen he's not looking at, so the player can't see the mud just like AI sligs can't when they have their back turned. Then the blackout disappears if the mud makes a sound the slig would normally be able to hear. To keep the slig from camping the entry you could say he has to guard multiple spots so he HAS to move from time to time or he loses the match or something. Just thinking out loud for now, would take a bit of brainstorming to make the singleplayer gameplay work in multiplayer versus. |
i think they should but a survival game in it with the mudakons must survise waves of sligs and stuff.
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You know, I may not be against co-op, but it's true what people have been saying about the immersion... when I play Oddworld alone, I can actually concentrate on the atmosphere and the story and whatnot. It's not the same if I'm listening to someone talking shit and telling me to step on that switch so that he can go through that door and pull that lever. I would like the gameplay, but I couldn't pay too much attention to anything other than game mechanics. But that's why I wouldn't mind having co-op if it's separate from the other stories.
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I'm not sure if it's been mentioned before, but make Glukkons part of gameplay like in AE. I'm not sure how it would fit with AO's story, perhaps by adding extra sections in each Zulag.
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just make it insane thats my idia
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Oh and Cun't Spill :tard: |
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Okay, so you have a large map with no exits. Players control Mudokons, and every “wave” new AI-controlled NPCs and hazards enter the map. The game is a sort of Last man Standing meets Hide ‘n’ Seek – the goal is for the Mudokon players to avoid hazards and enemy NPCs through making use of platforming, sneaking, shadows, and environmental elements (trapdoors, barriers, saws). The last player to survive wins. |
Seems like a nice idea for a mini game, but doesn't seem to fit in Abe HD.
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All I want is Single-Player and maybe Co-Op. No mini-games, No new gamemodes. Just classic Abe gameplay.
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