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-   -   AEHD Suggestion Thread (http://www.oddworldforums.net/showthread.php?t=22125)

Nepsotic 02-22-2016 09:39 AM

Shouldn't it be 900?

Manco 02-22-2016 10:34 AM

9001. Mudokons strewn across the land, Abe is knee-deep in knuckleheads all yammering away about not getting paid.

Scrabaniac 02-22-2016 11:08 AM

I thought it would be 500.. NnT added extra 200 so if 200 was added to TzF it would make 500 no?

Nepsotic 02-22-2016 11:09 AM

We're using multiplication here, keep up.

Shade667 02-22-2016 07:10 PM

well NnT didnt multiply anything. If it were x3 it would be 297 not 299.

STM 02-22-2016 10:08 PM

Let's just have a workforce proportionate to the size of the brewery; thousands of mudokons, with a rigid work placement plan. Maybe we can ramp up the difficulty and give them benevolent supervisors and dental plans, that way Abe has to actively barter with each and every one as to the pros of giving up civilised industrial life to return to their shitty native swamp baby roots.

Nate 02-23-2016 03:38 AM

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well NnT didnt multiply anything. If it were x3 it would be 297 not 299.

Actually, there were 100 muds in Rupturefarms in AO and 300 in NnT. You forgot to take Abe into account.

Varrok 02-23-2016 03:40 AM

Hiring a round number of workers just so it's a round number seems unpractical from economic point of view.

Nate 02-23-2016 03:43 AM

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Hiring a round number of workers just so it's a round number seems unpractical from economic point of view.

What about killing your workers for meat so that there's no-one to operate the machinery that packages them?

The Glukkon plans are rarely well thought out.

Vlam 02-23-2016 03:57 AM

I'm sure mudokons could be replace by machines (in Lanning's mind). Nate, what are your suggestions for AEHD?

Varrok 02-23-2016 04:19 AM

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What about killing your workers for meat so that there's no-one to operate the machinery that packages them?

The Glukkon plans are rarely well thought out.

Do they even have any customers that aren't mudokons? At times like this I think Abe just shouldn't have done anything. They'd go out of business without any help.

FrustratedAssassin 02-23-2016 04:29 AM

They do, but that was supposed to be explained in the movie.

Vlam 02-23-2016 04:30 AM

The customers are the Khanzumers.

Connell 02-23-2016 10:04 AM

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Actually, there were 100 muds in Rupturefarms in AO and 300 in NnT. You forgot to take Abe into account.

Yeah. I was multiplying. And then subtracting the blind one that walks off a cliff. He doesn't count.

Oddey 02-23-2016 10:30 AM

I wouldn't really mind if 900 mudokons were in TzF. Considering that all the extra mudokons in NnT were really just extra copies of the initial mudokons, any extra mudokons in TzF wouldn't change the game in any fundamental way; it'd just make it seem bigger.

Though, even in the original Abe's Exoddus, a lot of the mudokons didn't serve any puzzling purpose and were, just like NnT, just there to make the game bigger. Maybe it's not really worth it to add in any more.

Varrok 02-23-2016 10:35 AM

There will be so much mudokons, your PC/PS4/other will overheat

Oddey 02-23-2016 11:22 AM

That's just a fact of life for my PC, regardless of how much things it has to render and calculate.

Fischkopf 02-23-2016 01:37 PM

Look at matthewmatosis New and Tasty criticism video on Youtube, there you have your suggestions, all his points are valid.

FrustratedAssassin 02-23-2016 01:45 PM

Most of his points are "I don't like x". I don't agree with them.

Varrok 02-23-2016 01:51 PM

Like in: "He doesn't like lack of artistic touches", and "He dislikes bad animation tweaks resulting in characters looking choppy".

Fischkopf 02-23-2016 04:05 PM

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Most of his points are "I don't like x". I don't agree with them.

The majority of the "flaws" he is mentioning are undeniably objective flaws. His personal opinion isn't really a big factor in this review/comparison to Abes Oddysee. And when he mentions things that represent his personal opinion, it's usually well reasoned.

Putting REAL ads in a anti-consumerism themed game is a flaw, the lame motion detector solution is a flaw, so are the "steam-zones", the way jumping works (without the classic control option) is a flaw, the overdone post-processing effects are a flaw, the lack of backround detail is a flaw, factory slaves making too many casual and silly comments is a flaw, visual clues for check points are a flaw...

As far as the art direction is concerned, this is where it gets more subjective, although I think it's fair to say most people that played the original preferred the dark and gritty look and feel of Rupture Farms.

Vlam 02-23-2016 04:15 PM

Well, for some members, there is no such thing as objective flaws.

Nepsotic 02-23-2016 05:47 PM

It doesn't matter what they think, they're objective flaws. That's the point.

Shade667 02-23-2016 06:56 PM

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Look at matthewmatosis New and Tasty criticism video on Youtube, there you have your suggestions, all his points are valid.

But his points arent our points.

Your assuming we have the same porblems with the game he does.

FrustratedAssassin 02-24-2016 02:03 AM

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The majority of the "flaws" he is mentioning are undeniably objective flaws. His personal opinion isn't really a big factor in this review/comparison to Abes Oddysee. And when he mentions things that represent his personal opinion, it's usually well reasoned.

Putting REAL ads in a anti-consumerism themed game is a flaw, the lame motion detector solution is a flaw, so are the "steam-zones", the way jumping works (without the classic control option) is a flaw, the overdone post-processing effects are a flaw, the lack of backround detail is a flaw, factory slaves making too many casual and silly comments is a flaw, visual clues for check points are a flaw...

As far as the art direction is concerned, this is where it gets more subjective, although I think it's fair to say most people that played the original preferred the dark and gritty look and feel of Rupture Farms.

I agree with the art direction thing, but it doesn't kill the game or anything for me. The motion detectors work fine (mostly), the steam zones are okay, the post-processing effects are pretty bad but they can be disabled, and you can't really criticize the game for its controls after they added the classic controls in.

The background is pretty detailed IMO, I don't remember a single area where the original was more detailed than NnT. In fact, I remember that the background in AO was pretty much sheet metal for half of the damn game.

And I have literally no problem with the visual cues for the checkpoints. Visual cues are good. In fact, the color-coded levers are pretty bad because of that but they're OK-ish when you disable the post-processing.

The "ads" were stupid, yes, but they weren't paid for them, they were just shout-outs to other indie devs. Also, they removed them in the other versions of the game. And yes, the mudokon chattering was annoying.

Point is, most of these are cases of "I don't like colours and neither should you".

tl;dr matthewmatosis is salty af and if I understand this correctly he hurt the game's image so much that OWI lost sales over it, which means less money for TzF which means even more complaining.

Varrok 02-24-2016 02:38 AM

He didn't hurt the game's image. It's like blaming a journalist for giving a low score review. If anyone "hurt the game's image", it's who made the game.

Nepsotic 02-24-2016 02:38 AM

E: speedy shit

So? A guy made a negative review. How would you even know he lost made them lose sales? So what if he did?
At no point is it "I don't like these things and neither should you" it's "I don't like this because X". It's well reasoned, well argued and I have no idea what point you're trying to make because it sounds like you're looking for a reason to be offended.

Nate 02-24-2016 03:12 AM

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I wouldn't really mind if 900 mudokons were in TzF. Considering that all the extra mudokons in NnT were really just extra copies of the initial mudokons, any extra mudokons in TzF wouldn't change the game in any fundamental way; it'd just make it seem bigger.

The difference being that there were more muds because you could now do 'All Y'all'. AE always had that option, so the mud placement already assumed large numbers were plausible and not too large as to be annoying.
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Nate, what are your suggestions for AEHD?

Fix the controls/character movement, fix the saws/timing puzzles in general (which might not be necessary if the character movement is fixed), fix Slig behaviour to be consistent.

Shade667 02-24-2016 03:37 AM

Ive probably asked this before, but whats wrong with the controls?

Theyre fine to me.

FrustratedAssassin 02-24-2016 05:12 AM

Hopping sucked.

Holy Sock 02-24-2016 05:23 AM

In regards to presentation all the natural environments looks great I think. Totally in line with the original, too.

But, yeah, it's hard to deny that the Sci-Fi look of Rupture Farms creates a much different atmosphere than the version you see in the 2012 footage. The original Rupture Farms looks pretty boring I might add - and not in a "it's a grimy, nasty industrial factory" kind of way. Bar a few select screens the design of these areas aren't that great. The opening cutscene does far more to establish the feel of the factory than the rest of the game does. There's a grimy feel to it at times but that 2012 footage is a great improvement to the design of the original (at least the opening - the screens after the vent aren't too great).

FrustratedAssassin 02-24-2016 05:38 AM

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In regards to presentation all the natural environments looks great I think. Totally in line with the original, too.

But, yeah, it's hard to deny that the Sci-Fi look of Rupture Farms creates a much different atmosphere than the version you see in the 2012 footage. The original Rupture Farms looks pretty boring I might add - and not in a "it's a grimy, nasty industrial factory" kind of way. Bar a few select screens the design of these areas aren't that great. The opening cutscene does far more to establish the feel of the factory than the rest of the game does. There's a grimy feel to it at times but that 2012 footage is a great improvement to the design of the original (at least the opening - the screens after the vent aren't too great).

To be fair, the screens before the vent are almost identical to the ones we got. All that got changed was the lighting and the addition of a few sci-fi things like holographic displays and the checkpoints.

RF isn't that different from the original, but the lighting does a lot to change the atmosphere.

Scrabaniac 02-24-2016 06:10 AM

For me, Abe would always shuffle forward a bit before hopping, usually ending in blowing himself up

Nepsotic 02-24-2016 06:47 AM

I will say that the exterior of Rupture Farms is cool as fuck, also insanely unfitting, like they didn't even know what game they were putting it in.

Manco 02-24-2016 09:38 AM

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it sounds like you're looking for a reason to be offended.

just like matthewmatosis heyooo


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Ive probably asked this before, but whats wrong with the controls?

Theyre fine to me.

The default jump requires you to hold forward on the stick while pressing the jump button, which makes it real easy to accidentally nudge Abe forward and onto a mine.


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I will say that the exterior of Rupture Farms is cool as fuck, also insanely unfitting, like they didn't even know what game they were putting it in.

I’m looking forward to SoulStorm Brewery 2.0. All pipes replaced with luminous neon.

Varrok 02-24-2016 09:45 AM

Introducing SoulStorm Energy Drink!

FrustratedAssassin 02-24-2016 09:55 AM

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Introducing SoulStorm Energy Drink!

http://i.imgur.com/ON310Sc.jpg

Varrok 02-24-2016 10:09 AM

A step in the right direction!

Fischkopf 02-24-2016 01:31 PM

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Ive probably asked this before, but whats wrong with the controls?

Theyre fine to me.

I was never a huge fan of analog controls for platformers to begin with, but that's just my personal opinion. Especially in a unforgiving game like Abe's Oddysee where platforming precision is crucial I think analog controls are detrimental to the experience and only add more frustration.

Shade667 02-24-2016 02:31 PM

Yeah I can agree with the hopping being annoying, but classic controls completely fixed that issue.

I dont know, I dont remember having any issues (besides that) with the controls, but its been a long time since I started playing and I dont exactly move in the way they intended - Slow and steady.