I know they took away Mudokon baton beatings in Abe's Exoddus, but regardless can it please be as such that you can actually kill mudokons by beating them to death? Words cannot describe my disappointment on realising in NNT that they survived indefinitely, no matter how much you whacked their brains out.
This should be development priority no 1 IMO. |
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New n Tasty has the one hit kills, but still doesn't feel tense or frightening to me. Perhaps it's a combination of many small things that change the atmosphere. I think in part, it's due to the sound design with the death theme playing less sudden and loud. Also the visuals being more cartoon, so everything feels less real. There's something to be said about low res pixel graphics, that they leave a lot more to the player's imagination to interpret details for themselves. Perhaps part of what made the gore so grotesque was actually our own interpretations of what was shown? This effect is lost on new high res games where everything is explicitly shown and there's little left to the individual's imagination- especially relevant to horror as it made games affect you more personally. |
Yeah I think the hard mode should be as hard as it was from the original Abe. Instant death for falling would make the game feel just like the original.
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The sound effects for each death were always VERY loud too. Gunshots, meat/bone saw grinding, mine explosions, electrocution, the thud of falling from a height etc were all way louder than anything else going on in the game. Very sudden + very loud = high shock and high tension |
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My Soulstorm hopes and expectaions |
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Sadly, I can confirm that
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I would love to see procedurally generated AI.. For example, A Slig would become more alert when Mudokons go missing in it's patrol path, or if they spot Abe. I think it would add a nice difficulty to the game.
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On another note, I was thinking recently about how in New n Tasty, a few times when possessing a slig in the background, I tried to shoot at sligs in the foreground. After nothing happened, I realised that feature was only introduced in Exoddus and must've been left out (unless I completely missed it somehow!) I hope that returns in Soulstorm :) |
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I don't think having Procedural AI would impact puzzles if they were designed to fit around that purpose. I think that knowing gameplay will be different each time will add replay value to the game too
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I wouldn't have minded the health system in New ´n´ Tasty TOO much if it wasn't the fact that Abe only said ouch and ran normally after being shot by a slig.
What I'd like to see is when Abe gets shot, he limps, or at least becomes slower. Like, imagine Abe being chased by some sligs and slogs, and when one of them shoots him, he starts to limp, becoming slower and an easier prey for the slogs. In order to protect himself, he would have to knock over something, like barrels. This would slow down whoever is chasing him (this wouldn't work on enemies such as Scarbs or Paramites tho). However I find it difficult to imagine a wounded Abe being able to jump onto a platform for safety, so maybe get to a lift/elevator? |
I think that is is a bit too imaginitive.. as cool as it sounds, I don't think they would implement it. I'll just be happy if Abe made the classic "UGH!" sound when he is shot, rather than "AGHJIBBUHH" In new n' Tasty
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I'd totally be saying "Ouch!" when shot.
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I prefer not to have health indicator at all. This is Oddworld's main gameplay base - found out how puzzle warks and do it right. One mistake and you are dead. This makes you feel fear like character you are playing. I do not think that someone would survive if released in him the whole clip from Slig weapon. :)
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I think Abe should be invincible and sligs should come and pat him on his back whenever he fails a puzzle saying: "Do not worry, we all know you did your best!"
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By the way, Michael, OWI wants to "give players the tools to forge their own way through the game" which seemed like a good idea at first but there was only one way to solve a puzzle in AO and AE... Except in the beginning of RuptureFarms (it is some kind of tutorial). The risk is that the player might chose the easiest path to get to the next screen if there's no incentive like saving more Mudokons. Plus, the game could be easier (the last conference at the EGX made it clear that SoulStorm should be accessible to all kind of publics).
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When I played AO for the first time, cursed everything because got a feeling like I walk through hell and thought this game is just impossible to complete. Though in second walkthrough I found that it became too easy for me. :) |
OWI are aware that they're known as "that super difficult PS1 game", so I think there will always be a mode for us hardcore fans that can play Oddysee without worrying about difficulty. Granted, what we knew as standard is now classed as "super-mega-hard", but it's still there for us. If anyone wants to play something easier, the option will almost definitely be there too. When there's difficulty settings, everyone wins :)
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The thing is Oddworld games aren't very hard, actually. They aren't Castlevania. They aren't Ninja Gaiden (NES or XBOX), not even Dark Souls. Nowhere close, actually.
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They aren’t hard for the people who are good at them, sure. But they’ve also been out for nearly 20 years now, so the fans who play those games have had plenty of practice at this point.
Don’t forget that most of the more casual audience who remember those old Oddworld games played them when they were kids, and Oddworld wasn’t a kid’s game and was a lot harder than the games that were meant for kids. Not to mention that the games industry today has moved in favor of easier games with lower learning curves. |
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That was mainly down to poor games design.
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It looked nice though. |