That's hard to choose between. I like AO simply because it's well, I don't know how to describe it- creepier? Like, I'm more on edge when I play AO than when I play New n Tasty. I guess it has something to do with those old graphics.
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The character models in new n tasty look pretty good.
But other than that, visually, everything looks quite out of place. Lower the bloom, remove the rainbow of candyland colors and you got oddworld. Also the reason nnt isn't creepy is because in the original the most prominent sound was the one made by a nearby enemy (slig walking/ snoring, scrabs howling, etc). You knew what will follow amd that was always scary. In nnt the audio is a mess. Sounds overlap with each other and with the music. There was no need of mudokon chatter. That's just a huge turn-off from the original considering they were shot for saying "hi". |
The original Abe's Oddysee. Mainly due to the original looking better visually than its remake. They made it too light and futuristic. The original was more grungy to show the dark side of industry and capitalism. It's mostly gone here with the exception of Mullock still being an evil bastard. While it was cool to have the NPCs actually talk, it was inappropriate from the Muds in RuptureFarms to do so in a facility where they'll get the crap beaten out of them randomly by a Slig brute. They also made the jumps a challenge in New 'n' Tasty since you have to walk before you can jump since they got rid of the buttons that allow you to choose whether to reach up or hop. And they kinda messed up my favorite stage "Stockyard Escape" by giving it incorrect lighting and removing the "dramatic shadows". While it's a good game, it's still not as good as the original.
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In Oddworld the thought process always preceded the actual execution. Here is what was good in the puzzles:
-Paying attention to the geometry of terrain and how it helps or limits you; -Working with different elements on various screens, and figuring out a way to solve it; -What was very good is having to remember what actors/terrain are on the other screens, and the action/movement order required to solve the task. On some levels, the solution seemed very obscure and elusive, and it engaged your lateral thinking. -Timing actions in tense situations was crucial plus intuition telling the player what that lever is mostly likely to activate etc. On top of that, the art design was very well managed, it presented an in-depth, rich experience of an alien world. |