Yeah, and the electrical surge that killed Molluck and his Slig killed all the other industrials there, I guess.
Leaving it creepy and empty. |
Molluck lives!
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I mean, in our hearts...
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That's not cannon yet.
It's planned, but it could still change. |
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Was that in the interview you still haven't transcribed?
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Oh, JAW should release a tie-in novel.
It can just be an entirely-text walkthrough ripped from GameFAQs, combined with youtube comments posted underneath the FMV vids. Avant Garde! |
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But in any case still keep the DLC idea, It would defiantly keep the game fresh and add more replay. And yes I would love to see new locations and characters. :lol: |
[Retarded double post is retarded] Sorry.
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I'm going to have to have a word with you about you ablist language.
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The trouble is that it's widespread over the internet, so everyone thinks it's okay to use even though it isn't. Bit like the kitchen jokes.
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EDIT: For example conveyors suddenly ceasing (rather than slowing down), carcasses backing up and falling off the sides of the conveyors, meat grinders stopping while cutting discs are inside carcasses that are still moving along a (different) conveyor, pulling them over in a shower of sparks and twisted metal - That sort of thing. |
Yeah. It is a widespread thing over the web, I didn't mean anything by it. Sorry. :(
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We still haven't been given any reason for why Abe on Twitter was always talking about a 'pet' meech in RF? Many times it was heavily implied that Abe had kept a single living meech hidden. If this wasn't anything to do with Abe HD, why bring it up at all? From what JAW have said recently on these forums about not wanting to change the game that much, I would have thought adding meeches was a pretty big change! |
What reason does Abe have for keeping a Meech hidden? Before the events of AO, Abe was a consumer like all the other employees. He's partial to scrab cakes and paramite pies, so why would it be worth his while to hide a meech away?
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I'd say, from his reaction in the intro FMV when he talk about Meech Munchies, that it's because it's the last one.... but I kinda want an real answer too. ;P
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If only you could ask Abe himself through some kind of communication method.
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I'll ask Alf...
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But doesn't Alf always talk... Bollocks?
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I had a great idea for how Abe HD could work with the whole, Abe already has chant powers in a dream last night, it kind of changed the story a fair bit though. Abe was already a terrorist trying to get escapees through portals, and then he got transferred to Rupture Farms...but I don't really remember anything else. Oh, and metal slogs that mudokon slaves climb into to chase away enemies...yeh. OH! And also I also dreamt that AOHD was released in a closed better, and somehow Max just appeared out of nowhere and started telling me that he wasn't happy with the enormous panoramic Rupture Farms that showed the start of the game, but by the time I found the picture in the art book of what it should have looked like, he'd got bored and walked off.
I've only been up for 20 minutes so I wonder how nonsensical that all is. ^^ |
I don't want it to be released digitally, but thats the way the worlds going now. I like to hold my games. It sounds weird, i know.(but the main reason is because I don't have internet at home or xbox live)
MOD EDIT: The discussion that this post sparked has been split off in to its own thread here. |
I'll admit I didn't read anything close to the entire conversation, let alone the entire thread, but I wanted to add my two cents to what you guys were talking about a week or so ago. Namely, it seemed people had an issue with Abe chanting, implying he didn't know how to chant, or at least know that chanting possessed things, until later in the game. Can I ask what the reason for thinking this is, exactly?
Given that all industrial facilities, including Rupture Farms, have security orbs that have STOP CHANTING as a major function, and that Sligs run around in terror the moment they hear chanting... I always kind of assumed the function of chanting was well known in Oddworld to everyone. Wouldn't it mess up the lore and make it really weird that chanting is so feared and outlawed if nobody knew what it did? I just don't see any problems with how the game presented all these functions originally. Same with Abe's backstory, which I saw mentioned as an issue too. He was born into slavery, thought he lived a decent life, found out he was going to be killed, escaped and realized there was a lot more to the world than he thought and his people were being oppressed. What about this backstory needs changing? I'm sorry, I'm hyped as hell for Abe HD and I am fine with changes being made, but I don't see why some people think things like chanting and backstory need "fixing" when they were perfectly fine for us all when the game first came out. |
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Naturaly some would be obstacles, but it would be amusing to see sligs and glukkons fleeing and being eaten. Maybe open up all the slog huts too, see what happens. |
I haven't posted here in a long time but here goes.
I think there are various changes that should be made to improve quality of life of Abe's Oddysee and tighten up puzzle sections in particular. I'm not talking about things like quick saving or improved gamespeak, I'm talking about objects and characters you interact with in the game. 1) Overly obscure solutions to puzzles. There are some places where the items you need to progress (rocks/grenades/red chanting rings) are nowhere near the area you need them. For example there's an area in Scrabania where there's a floating mine flying around a well, with some sligs in the background. The intended way to blow it up is with a red ring, but the actual ring-bearing mudokon (who has no other purpose in the game) is several screens ahead and it's more likely that the player will just try and hit the mine with rocks which were a few screens back. Another example is at the end of Zulag 4 of RF where you have to possess a slig and kill an insane amount of slogs. There are some mines (on the screen with the factory shutdown switch) that I'm pretty sure you're supposed to blow up with grenades, but the nearest grenade machine is several screens back, past some sligs which take quite a while to sneak past. It feels like going back to a previous area to get them. Despite the machine being so far back, the mines I talked about are the only reason you need that machine, so it should be closer to that area. Without the grenades this is a ridiculously messy, complicated area to try and complete, not to mention time wasting (more on that later). 2) Easily skipped puzzles. Basically the opposite of 1); Sometimes you can take rocks and grenades into areas they aren't designed for, and bypass sections of the puzzles altogether. For example, when making the return journey through No-man's Land, you go through a bird portal and end up in a section with a ton of mines, motion detectors, a lightning bolt and a UXB bomb. There's a very specific way to get past all of that, but if you carry rocks from the previous area then you can just bypass most of it. Another example is the various chambers in Zulag 2 and 3 of Rupture Farms. You can carry grenades from one chamber to another and bypass certain challenges, even though each chamber can (and should) be solved individually without grenades from other chambers. If you allow people to take items in to areas they weren't supposed to, you allow them to skim over parts of the game, and they might not even realise they're doing it. Make it so that certain areas take away your items, like the "No farts" areas in Abe's Exoddus. 3) Tedious Whistling I won't talk about whistling in general, but there are some sections where you have to whistle for the same native mudokon to get red rings from it multiple times. It would be better if the mudokons automatically gave you the rings any time you were on screen, after you've given them the code once. 4) Slog Stampedes. What the hell were OWI thinking when they made these sections? I'm talking about when a gigantic swarm of Slogs pour out of a tiny hut one-by-one like clowns out of a car. You have to possess a Slig in order to kill them all, but it really just means holding down the shoot button until they stop coming. The idea is fine since it forces you to use the Slig, but the amount of slogs is just insane. One of these sections (that I mentioned before) lasts about a minute and I'm pretty sure there's over 100 Slogs. It's a total chore and it comes before a challenging part where you'll probably fail and have to waste another minute killing them all over again. Cut the number of Slogs down drastically and it would be fine. Sorry if my descriptions aren't very good, I can elaborate more if needed, but it's already a long post. |
Over a 100? You sure that wasn't a bug, that doesn't sound like anything I ever experienced.
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