I think its just part of the background image
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You come out of it when you get the boards off of the door in the foreground.
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No they can't, they're weak slaves, remember.
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They're pretty strong in the arm.
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Yeah, that's what confuses me. They should be really weak, so... how are they so strong?
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All that manual labour.
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But I'm guessing they don't get a lot of food?
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All the scrubbing can make your arm really developed, like this guy:
http://i.dailymail.co.uk/i/pix/2009/...74_468x338.jpg |
I don't think he was scrubbing with that arm.
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He was scrubbing something with it.
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http://images2.wikia.nocookie.net/__...8/Popeye13.jpg
Can anybody tell me about Even worse Wieners and Fort Glokz? EDIT: I've figured out videos, but how the heck do I embed images? |
use the [img] tags.
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Or this button: http://www.oddworldforums.net/images...nsertimage.gif
Also, don't post general questions in threads about other topics. Send a PM to a mod about this sort of thing. |
http://oddworldlibrary.net/archives/...jGvJCBM0Bv.jpg
What's this gross mudokon supposed to be? What was his purpose in an Oddworld game? |
Mudokon zombies. They were supposed to appear in Necrum in Abe’s Exoddus, but were cut. What kind of role they would play or how early they were cut I don’t know.
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No, that's from Munch's Oddysee. The idea was that Mudokons (and also Sligs and Glukkons) that had a poor diet became visibly sick, just at eating too little made them thin and eating too much made them fat. I'm not sure what gameplay implications were expected to result from this variation.
Mudombies were interesting characters. Distraught by their failure to protect Necrum from invasion, these lumbering resurrected guardians ignored Abe until he slapped them, at which point they would shuffle towards him. The idea was to lead them to spirit locks so they could return to eternal rest and open up the next part of Abe's journey, while not letting them catch up with Abe and snap his neck. I don't know why they were cut. |
Budget? They sound awesome, I've seen pictures of them in the art book.
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My guess is programming restraints or to fit a tight schedule? If you ever end up doing Abe's Exoddus HD, it'd be great to throw them in. =)
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That would be the only way to make them follow Abe. I'm not sure ghost traps existed as a concept at the same time as Mudombies.
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I agree if JAW do ever make an AE HD I'd love to see mudombies make an appearance.
Anyway, how tall are chroniclers? I'd assume about the same height as a glukkon but I'm not too sure. |
If abe slapped a Mudombie, wouldn't it smash to dust? Aha. I really want to see this idea developed! You could lure them with meat chunks! And if they reach abe they can bite him and he decomposes alive :P
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I'm just after finding out about the whole Scuba Toad thing that came up last year. Were they finally implemented in the PC update? I only have it on PS3 at the moment.
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I suppose I'll ask another related question; was dialogue recorded for the Scuba Toads? Or was their inclusion cancelled before the voice-acting stage? |
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There are different native voices in the project that are either Scuba Toads or an alternative to Grubbs. You can hear it when you first enter the Grubb village after rescuing Eugene Ius. |
Has OWI decided what Squeek looks like? Has there been any concept art for Squeek's Oddysee? I know there hasn't been any released to the public, but have they done it without showing us?
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All we know of Squeek is that they're low on the food chain/have some kind of symbiosis ability.
Doubtful that JAW or OWI will tell us anything for a few years, closer to when (if) Squeek is ever made, because Wil is a butthole and hates us all. |
It's true!
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What's the deal with the 90 employees left in brewery that remain unchanged as a number in SoulStorm Brewery? I only noticed that now when I finished AE again, but looking from a video it seems it has nothing to do with me not saving enough muds (those 90 being actually outside the 300 muds...)!
http://i46.tinypic.com/2s1b0oy.png Hmm... |
Same reason it doesn't go down anywhere else in the game. Necrum Mines will always have 75 employees; Slig Barracks will always have 49.
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Why does it do that, though? It's really annoying considering it went down in AO.
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Because you still have the 'Employees This Area' bit to go down. The 'Mudokons This Level' number is additional information.
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I always found it confusing, especially since I couldn't always tell where I'd missed one. Worse were the unmarked doors that locked behind you. If I was scouring the place for secret mudokons and I reached the end of the zulag having missed some, I couldn't even back track.
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What happens to newborn sligs? As in where are they trained? I know they have next to no training with their weapons and equipment but there must be somewhere they are taught how to be loyal lackeys and have their nurturing behaviour squished out.
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Slig Barracks?
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or Slaughter School?
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They are trained in slaughter school, and shipped off to the slig barracks where they are given weapons and sold. If you think about it, they are slaves.
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In whatever birthing facility Skillya runs. There's no concrete realization of what it would be, but conditions are harsh. Most die of starvation or infighting or are crushed under the weight of the writhing masses so that only the strongest make it to shipping. Their nurturing behaviour isn't actively suppressed, there's just no way it could form in those conditions.
Slig mating and birthing is disgusting. I'm not even sure we should be showing it, it's just horribly, horribly vile. Why did you ask me about this after I'd just eaten? D= |