:
|
Looks like the gang are experimenting with different avenues for difficulty. |
:
... *votes yes* |
What's the point of limited lives when you can just quickload after any little mistake like a total noob?
|
I'd assume they'd either remove that, or Quikloading would use a life. I am 100% for a mode like that haha, that's exactly what I'm after!
|
They're not asking about a mode, though. I interpretted that tweet as saying the game would be like that always, like an arcade game or oldschool Nintendo.
|
:
|
That would be awesome and they should definitely do it.
|
:
Personally, I enjoyed the difficulty of AO. The check points were a pain but that's just how the game was. AE had Quiksave and I couldn't imagine it without Quiksave. The levels were a lot bigger in AE and it needed something. An AO remake shouldn't have Quiksave. However NnT, again in my opinion, benefitted from Quiksave because the timing of mines and meat grinders was messed up in NnT. However, in saying that, the only part of NnT I found slightly challenging was the Alf DLC. |
I absolutely hated repeating segments in AO just because someone like a cousin thought it was hilarious to get Abe shot while I was away from my computer.
I noticed some of you don't like quicksaves, so why remove it? Just because a select minority of players want the feature removed, many noobs will not want to abide by these experienced player's rules. If OWI wants to expand their audience it would be stupid to take out something like quicksave, they need to make it friendly for new players. You know, the best way to play the game is to only save at checkpoints, which you can do manually in AE and NNT. |
Some interesting insights in this thread.
We're constantly discussing the balance of difficulties because, as some of you point out, we need to be able to welcome new people into the Oddworld family while still appealing to those of you who have been here since the start and like your challenges rock hard. So I think it's fairly obvious that it'd be a mistake to go all-in on a super difficulty mode but I also think it would be a mistake to abandon the difficulty as we strive for accessibility, right? In other words, we are listening to everyone and thinking hard about all of this. We're going to do our best to make sure everyone is looked after in this regard. |
I think including a hard mode with quiksave and other helpers disabled would be a win-win. I mean a mode that can't be changed mid-game.
Of course disabling the quiksave would mean there needs to be a good checkpoint system, or an equivalent of it. Abe's Exoddus lacked it, unfortunately. I also think that AE's pseudo health system (Sligs don't hit abe on their first shot, but rather on the third one) works better than NnT's, mainly because it's more believable and less obvious. I mean, how can you survive a few shots to the chest being basically naked? It doesn't make much sense :D You can also tweak (reasonably) the number of licks it takes for fleeches to reach the center of Abe, for different difficulties. My last thought is it generally is a bad practice (and a common one, unfortunately) to design the game around the easiest/easy difficulty and *then* design the harder modes. It usually leaves both sides (More and less experienced gamers) unhappy, with the veterans being the most unhappy, as the hard modes become very... cheap. Like, let's exaggerate a little, mines blinking green for only a nanosecond. The original Oddworld games were definitely challenging, but they never felt cheap at the time. It's not an easy job finding a fair balance, I wish you all the best! |
:
|
:
|
I'm re-playing New n Tasty at the moment and one thing I really think needs changed is Abe's movement.
I think as Oddworld has moved into sidescrolling, analog controlled platforming Abe needs to have a fluidity of movement that other platformers have. Sort of being stuck halfway between the precise rigidity of the originals and the freemoving modern platformers makes gameplay a little too stiff I think. Also, I think everything's too fast in New n Tasty. Perhaps it's the lack of animation frames for certain movements but I feel like if everything was paced a little slower it would create a more immersive experience. Also perhaps less hand holding? You can really feel the 1990s design in New n Tasty - I'm enjoying the environment and level design of modern platformers informing me on how to progress rather than various signs and arrows always keeping the player from getting stuck. For example perhaps there's a better way to inform the player that Elum dislikes bees than a big sign in Scrabania saying so. Also it would be cool to see a more natural introduction to various game elements. Teach the player gradually rather than a huge info dump at the beginning. I suppose Exoddus sort of had that. But perhaps the game could have less written tutorials? I don't know. I just want to see OWI bring a new take to Abe platforming rather than trying to force the old flipscreen precise platformer into a movement sensitive sidescroller. |
As far as a harder-than-hard difficulty, I think re-tuning fall damage to be closer to the original, and removing the ability to quiksave would be enough to make the game challenging enough for old school fans, maybe even reducing the frequency of save points?
I was a fan of how Sligs missed the first 2 shots in Exoddus - it was a great way to make things a bit more forgiving while still making it clear that 1 bullet will kill Abe. Perhaps if people wanted a really really hard difficulty, you could remove that feature for that specific option. |
:
In Arkham City, there were variations to certain moves, sure, but they pretty much lasted the same duration or the enemies would hesitate to compensate. To me, it worked pretty flawlessly. In Origins, they adjusted the combat to include random moves. Sometimes an aerial attack would go automatically into a ground attack, and sometimes it wouldn't. When the entire system relies on timing, this just means I have to avoid using that move as I can't rely on it! I have no idea how long it will take, and the risk is rarely worth it. They also made the enemies attack at random speeds. More realistic yes, but it defeats the point of the rules of the game and makes it near impossible to play properly. Essentially, as you said- if a game relies on players learning timing, the timing has to be consistent. |
I agree with Holy Sock, less hand holding and obvious tutorials. I still like the idea of the scrolling LED screens but they definitely need to be more subtle.
|
:
Sligs are the only random factor in NnT, and theyre not even a consistent random. |
Based on some of the ARG stuff, I can't shake off the suspicion that there's going to be a Fangus Klot-esque time limit to save the Mudokons. Probably just me grasping at straws, but it sounds kind of interesting (if a bit hard, but that's probably a good thing).
(Also, based on the new tone, saving Mudokons is probably going to be even more heartwarming (even if some wind up being hateful drunkards, since they'll have Alf's rehab).) |
:
|
:
:
|
:
Whatever the case, I think that the ARG implies a time limit in some form, even if it's just referring to the Necrum Mines being blown up (since there was always the potential of Mudokon being left to die in the explosion)... Or just story independent of gameplay. |
So I always thought the model they showed for Abe looked a little weird and I was wondering if that's just because he's in black & white, so I decided to colour the blue bastard myself just to see.
https://pbs.twimg.com/profile_images...3/Pk9ODRbH.jpg (This was the result of, like, 5-10 mins in Photoshop) |
Somehow I think the eyes are going to be a lot less bright yellow.
|
:
|
|
Maybe a little more greenish blue?
eheh bubblebutt. |
:
:
|
Okay so I had another quick go at Abe:
http://i.imgur.com/yFOsrEJ.png Abe has a very diverse colour palette of greens, blues and purples so it's a little bit hard to get it just right - especially when he's staring right at you the entire time looking like he doesn't approve of any of this. Overall, a few things I've noticed are that his forehead seems to be caved in whereas usually he has a more convex Homer Simpson type head and his eyes are just a little too close, I feel. Makes him look just a little more like a human than a Mudokon. Of course, this could all just be because of the angle and at this point these are nothing but a few nitpicks. |
^ "I think we're close"
Not quite though |
It might just be me, but seeing Abe coloured like that makes him look... Weirder? I'm not shitting on your work, you did a good job, it's just seeing how dark the game looks to be, he looks very bright? Like if you mute the colours slightly...
https://i.gyazo.com/e3d68a389b081f9d...f1711fb17d.png |
Hmm, actually looks a lot better with muted colours! As for now I guess we'll just have to wait and see, can't be that long of a wait at this point surely? Maybe we'll hear something at that Playstation conference on September 7th.
|
:
We're still figuring stuff out. Weve only just figured out how bottlecaps function properly. And by we I mean they cuz im not doing shit. |
:
|
One thing i hope for in SoulStorm is the Slig barracks doesn't become a chore to go though
|
:
|
:
Weve been doing this for a while. But we didnt know exactly why it worked. Didnt know that it was the properties of the bottlecap creating a temporary platform. But now we can literally make a staircase of bottlecaps to traverse gaps. You can see it at the start of this video. https://www.youtube.com/watch?v=3wVi...ature=youtu.be |
I love the insane shit speedrunners discover.
|
2 things I'd like to be in Soulstorm are:
-Bring back shadows. -Multi language dubbing, I loved the first oddworld games being dubbed in a lot of idioms, and it was like a "stab" when I found that in New'n'tasty only the subs were in other idioms, I hope it changes with this game. |