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Fleech tongues are one thing, but Abe really shouldn't be able to take a gunshot to to his skinny ass and just brush it off. I'm sure JAW know what they're doing and understand that challenge is paramount to making this remake faithful - even if it has to be in different difficulty settings :p |
Fleeces were just nightmares! Most horrific creature by far! It would have been impossible to complete the game if they ate you in one go.
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I think Fleeches are different, from a storyline perspective, Fleeches aren't trying to capture Abe, and compared to sligs, they can do a lot more, they can climb up platforms and will literally never leave Abe alone, with Sligs, they eventually give up and go back on patrol, plus there were sections where it was impossible to not get hit at least once by their tongues.
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Maybe not. But it wouldn't surprise me if they snuck in some little things like that to surprise people who played the original. |
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It'd be good if the Slig AI could be improved massively, so that they have better intelligence, but not too much intelligence because they're supposed to be lesser intelectual beings. But if they were able to move around the environment more than they were able to in the original games, and not lose Abe when he hoists himself up or down onto another platform, this would be great. There's so much potential for future productions :) |
I don't think the game will be as hard as the original, unless you're on a super high difficulty. Just because of the way games are made nowadays, and also added features like quicksave.
Also, I agree with MM that curved platforms would be awesome, they could be implemented well in literally any area in the game. |
Considering the amount of cylindrical background elements, it'd be something of a missed opportunity if they didn't bolt a platform onto at least one.
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Fleeches are just weaker. That's why they are afraid of the Paramites and Scrabs.
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Here's my look into the trailer.
I mentioned this in the video. Has anyone else has noticed this? http://i62.tinypic.com/14mf2f7.png So for all of you auguring which Slig Visor is better. The game has both :D |
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@Crashpunk: Awesome job pointing that out! :p
------------- And I can clearly see that the Shryull is hopping about on the line of mines at the end of the video. I wonder if we'll have the option of making him do different attacks or will he just stay with the lightning and "dancing"? Freakin' awesome either way! |
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I remember the LED screens saying that sligs were ordered to shoot abe on sight, maybe as an escapee, and he got captured but not killed by sligs for interrogation by Molluck after becoming a terrorist. Either that or after so much damage to RuptureFarms the boss wanted to kill him personally.
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I'm posting this video here because it's quite interesting, it's the GDC trailer again, but the one uploaded by IGN which is slightly different.
Not only are the sounds of elums footsteps missing but there is few seconds of exclusive footage in it. |
You didn't mention the boombat, Crashpunk!
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I think it's a nice throwback to the CG cutscene Sligs from the original :D |
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It's here, in the sparkles. What are they, hint flies?
http://www.oddworld.com/wp-content/u...ameplay_06.png |
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I wonder if the different slig visors determine the type of behaviour the sligs have, for instace Abe's Oddysee if you said "hello" to a slig and it responded with "hi", you know it would shout "freeze!" And you'd have a second or two to run before it shoots, whereas when they respond "what?" They would shoot instantly. Always found that interesting.
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If it's not simply a cosmetic feature, it'd be cool if it affected an individual slig's sight distance: Those with the "shades" mask not being able to see as far as their "goggles"-wearing counterparts (which was the in-universe lore reason for the design change). Perhaps it'd make the puzzles a little more interesting if they thought of doing that.
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From what I remember, there was an actual reason why some Sligs would talk back to you and sadly it's simply down to programming rather than some reason involving the universe, back when I used to create levels, objects of course had a load of editable properties about them, one of properties for the Slig was "Shoot Abe?". Every Slig of course will shoot Abe, but what the property actually refers to is whether or not a Slig would shoot a possessed Slig.
If I'm correct, if a Slig was programmed to shoot a possessed Slig then they would not reply to Abe talking to them, which kind of makes sense, as it shows that they are not naive or friendly. The same refers to the how long a Slig takes a shoot after he shouts freeze, you could program the slig to shoot instantly without saying Freeze, or program a delay between shouting Freeze and shooting you, you could even program how many bullets a Slig would fire in once instance of seeing Abe. There's no lore to it, just simply what the programmers of the AO felt would be appropriate to each individual Slig. |
What would be cool is if the sligs you possess change in eye colour from their visor. Like, blue or something. Like how they did it in the final scene of MO.
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Come to think of it, sligs in AO didn't have a distinct aesthetic when possessed, I've always wondered how sligs on other screens would tell the difference between a normal and a possessed slig, as some would intend to shoot them and some would not
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Canonically, when Abe first start possessing sligs he's not very good at it and they move clumsily. There are probably some really good gameplay/hardware/budget/whatever reasons why they didn't do it back in AO. It will be interesting to see if it's addressed in NnT.
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I think he was also originally meant to only be able to chant after learning how to in the Monsaic Lines i think, but they allowed him to be capable right from the start
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I'm not sure where you got that idea from, but I'm glad they gave you the chant from the start, just think how radically different the entire game would be otherwise, since there are secret areas in Rupturefarms that require you to chant.
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