The pendulums are the main things that irritate me, especially when they got the bats and the pendulums at the same time Grr.
I barely have any patience for those. It'll take me an hour and a half to get to that part, then I'll just turn the game off without saving. And the part that really urks me is even when I hang they still get me, WTF! |
Pendulums will probably be better with 3D rendering. Especially if the camera tilts just a little.
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Assuming the levels are more or less the same, I'd like to see some new secret areas. Up the number of Mudokons and have cool new secrets, that'd be awesome.
And I think smooth-scrolling would work, provided a lot of thought was put into it. Things like: -> The screen doesn't scroll so far as to show beyond a wall (so Abe can reach the edge of the screen) -> Creatures stop chasing you when they are out of sight (Abe could use shortcuts, or be faster) -> Maybe it's flick-screen travelling upwards, but smooth-scrolling sideways -> Sligs can't shoot you when out of sight Also, if the game isn't divided into a grid (and allows you to move across tiny amounts of space) operating some devices could look a bit glitchy. Walking beside other entities, also, could be weird, and I'm not sure how motion-sensor beams would look in 3D. It'd also be cool if the path could curve, and the camera just turns around (always facing Abe side on). And if the path turns in a U-shape, Sligs can shoot you across from the other side. To make depth perception easier, some sort of very light fog in all levels would be helpful (so background objects appear slightly washed out). I don't think slopes would work, because video game characters are usually bad at standing normally on them, and with a side-on HD game it'd be even worse unless Abe's walk was made very adaptable to terrain. The part of the path Abe walks on should always be smooth, unless he can leave trails of trampled grass etc behind him. That would be pretty cool. Stepping across stones and such, though, may look bad (as with slopes). I liked spiky pendulums and bats, and haven't found either of them hard. I don't want to see Quiksave, because it'll almost certainly make the game too easy. I think the way to go would be shorter paths, and when you die you always restart the path (no mid-path checkpoints). Anyway. Just some random ideas. I'm sure it'll be good, though, no matter what :D . |
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Maybe there could be just a big red light on the motion sensors that flickers on and off to a pattern (like UXBs) because it's faulty, and you can't move while the light is on.
BTW, is anyone from OWI or JAW actually going to read this stuff, d'you think, or should we email it to 'em? |
Gilrod and Alf peruse on occasion. But no, we shouldn't email them anything. If they want suggestions, they'll ask for them.
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I wish I could do computer-y stuff, I would work for OWI.
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Thinking about secret areas, rather than carefully avoiding allowing the camera to pan over those areas, they could just do a front wall that cuts away when you enter the screen, like when you go into a building in old Mega Drive games.
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Whatever they do, it'll have to be consistent with what they do when there isn't a secret area. I wonder if they'll leave hints this time around, like with the brew bottles in Exoddus.
Come to think of it, I wonder if SoulStorm Brew will feature in Oddysee this time around? Not necessarily as a game mechanic, but background lore and advertisements. Many more companies, places and products have been revealed since '97, both in games and particular interviews. It would make sense to make their existences evident is subtle ways. |
OWI on Facebook:
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Basically it's a trophy awarded for getting all the other trophies.
http://en.wikipedia.org/wiki/PlaySta...twork#Trophies |
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All of which span no more than a few weeks. The only things I can think of that might not show up are the scrab reserve SoulStorm microbrewery and that farmer pud's RuptureFarms franchise.
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Aslong as they don't alter any of the story at all, I'm perfectly happy with a HD remake. Going to be interesting to see how it will work out regarding screen movement and such over the course of time.
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BM, I'm sure MO takes place quite some time after the events of AE, especially since I remember something about mudokons wondering where he'd pissed off to.
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I had assumed some years had passed between AE and MO, considering Abe showed more signs of age, and many of them had relocated from Necrum to the plains.
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I didn't think any of them lived in Necrum.
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Necrum is the current heart of Native Mudokon society as we know it, what with all that Exoddusing that they did.
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Regardless of whether or not Mudokons were actually living in Necrum, thats where they were all coming together at the end of AE. Who knows how long they waited around before migrating.
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The only thing I could settle for is new content to the story. New cutscenes wouldn't kill anyone.
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I'd like them to take the opportunity to expand on the story by re-doing some of the FMVs. Lorne's hinted that there was more to Molluck and Abe over the years, and we never got that from their mumbling and voiceless in-game incarnations.
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They can paste together a storyboard using drawings from the internet. That'll save time, right?
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I hope they put Paramites back into the Stockyards. Then everyone can shut up.
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We need that drama. Hopefully they'll show some sligs running a scrab/paramite pit fight in the background of the stockyards. PETA likes games with animal pit fighting, right?
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Achievements of course heres a few
True savior: Save all 99 mudokons True killer: Kill all mudokons in the game (those that are possible to kill) Who cares about ammo: Shoot total 10,000 bullets in the game as a slig Bulletproof: Don't get killed by sligs at all Shrykull madness: Gain shrykull power 5 times. Messy messy littel slogs: Kill 150 slogs. And yes im new in this forum so hi |