Also, he was employee of the year.
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I imagine it's not a big accomplishment considering that all of the other mudokon employees do nothing more than just scrubing floors under their feet
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Oddworld on the Wii U... Yes! :D
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Remember in the original AO vision each mud is sleeping in a tiny ball equipped with a television set. http://oddworldlibrary.net/archives/...M/CAOM0001.jpg This television set is there with the sole purpose to indoctrinate the muds and convince them they are actually living a pretty decent life. Part of the program is without doubt the employee of the year initiative. So it wouldn't surprise me that Abe's face flashed like a thousand times on those screens, showing the other muds that their work is recognised and appreciated. This would explain why every mud knows about Abe. |
Shit, I'm surprised nobody pointed out how awful Abe looks in that small Wii cutscene. That's terrible. Placeholder, right?
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It's not just that, the whole thing looks off.
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You look off. Hah!
I always wondered how the mudokons actually got into those balls. |
What do you mean vepzotic? I was actually pleased by the quality of it, I did not expected it to be this pretty.
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You also have to remember that it's an indie game, not a giant triple A title with hundreds of people working on it. |
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Or lower to the ground to let them in and out, but raise high in the air to keep them in.
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Or Flying Sligs carried them there.
It was hard work but it was worth it. |
...need to spread some rep around.
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Well this has been an interesting thread to read, and one I haven't had a clear idea of how to approach. Let me see what specific and general things I can reply to.
First of all, that screenshot in OXM was taken without any lighting except the single light used to build the level. As you can see from the E3 screens and video, the lighting makes it seem much closer to the original. A number of times I've glimpsed the artists' screens in the corner of my eye and had to double take to see if they were looking at their own work or had brought up the original screen for reference. Lighting is going to be a massive undertaking. Oddworld has always had a surprisingly specific lighting style, and our environment artists have talked long and hard with Lorne about how to replicate it. But you have to remember that we can't just airbrush in some shadow or highlight wherever we want. We aren't playing with paintings, we're creating 3D spaces, and the lighting has to make sense in that context. :
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http://i.imgur.com/Nrmg78N.jpg http://i.imgur.com/4ksT4la.jpg looks exactly like this: http://image.gamespotcdn.net/gamespo..._640screen.jpg http://gimmegimmegames.com/wp-conten...012/06/abe.jpg Okay, in case you don't see that much of a difference (which I find quite strange), I'm talking about his face, specifically his eye areas. :
Also, why did you make that cutscene animation so overly cartoonish, JAW? I know it wasn't very realistic to begin with, but... darn... It was a serious moment of the intro, and it just killed it. You might as well add this: http://i.imgur.com/4ksT4la.jpg http://i.imgur.com/tMrQ3Id.jpg http://i.imgur.com/PBrUgbt.jpg :( ... you promised, JAW. |
Alright, I was being too harsh. It doesn't look awful, but there is something off about the face. Like Varrok said, I'm relatively sure it's the eyes.
I don't want to shit on JAW's hard work, because it's not bad, but is there no way to import the models from the original FMVs? Thinking about it, that might be a bad idea. |
It's not a horrible model. It's just the face that looks bad. Everything else is fine.
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D'oh my bad Wait why is it scrubbing the floor of a desert I'm so confused |
Were you guys expecting the same kind of budget for CG cutscenes that the original games had?
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You're getting that impression from a couple of seconds of low quality footage, without its soundtrack and context? Comparing it to the original FMV, his movements are just as goofy. |
Nah, I wouldn't say that original animation is just as goofy. This one from Wii U trailer/teaser is much goofier. The original is goofy *a bit*. Like, a perfect balance between goofy and climatic.
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I agree with the points about his face. He should look a little more haggard and wrinkly, like the aging janitor at a factory or something. But at the end of the day, it is a minor complaint and probably not worth it in terms of hours:impact.
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The spiralling plughole animation is a bit less dramatic than the old crash-and-split ring of torches (in 2D we could only see the top and bottom ones, but I always assumed it was a ring), but I might just be getting too sentimental about the original. But then, I can't see any particular reason why the new one would be "better". If it ain't broke... as they say. Also, I haven't seen the entire opening animation, but it would be nice if one or two of the birds could just be pecking at the floor while idle. Even if they are sentient manifestations of the Mudokon spirit, it always seemed odd that they'd spend all day and night flying in a perfect circle just in case the saviour of the Mudokons arrived at that moment. Even angels sit back and tune their lyres occasionally. I see you haven't made it so you can glimpse the Monsaic Sanctum through it, but I could take or leave that (though, again, I would prefer it was put in). |
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I like how they have adapted the Bells in the temple, it makes more sense having a rock hanging on a rope than a floating metal ball, the shape also makes it look more mystical
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On Earth we know that objects accelerate at about 9.8 [m/s^2] (near the surface). Perhaps someone has done the math already for Oddworld? We know that Oddworld's surface area is ten times that of Earth: A_odd = 10*A_earth; R_odd = sqrt(10)*R_earth; R_earth = 6378100 [m] As assumption we can take the density of Oddworld to be the same as Earth's: rho_earth = rho_odd = 5515 [kg/m^3] Volume of Oddworld: V_odd = (4/3)*pi*(R_odd)^3 = 3.4369E22 [m^3] Mass of Oddworld: M_odd = rho * V_odd = 1.8954E26 [kg] G = 6.6738E-11 [m^3]/[kg * s^2] (yes, I'm assuming the Oddverse has a "universal gravitational constant" equivalent to our universe) Finally, surface gravity of oddworld: g_odd = (G * M_odd)/(R_odd)^2 = 31 [m/s^2] That's about three times the surface gravity of Earth! Not expecting you guys to act on this...just food for thought. SOF |
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There are three tiny differences. First, his eyelids are deeper. That's the only way I can describe it. You'll see what I mean when I post the comparison. Second, his mouth is a bit more downturned at the edges. Third, his stitches are a tad bigger, closer together and higher up. That's it. Only noticeable when you put them side by side. Not like Munch's Oddysee, where Abe is outrageously off-model. Miniscule differences. I think two things are happening here. First, you're comparing very different images. The old ones and the new ones you're looking at next to each other have Abe in different poses, at different angles, under different lights. The pictures have different levels of brightness and contrast. And the old promotional pictures are just plain Photoshopped. Second of all, and I have no tactful way of putting this, you're expecting an unreasonable level of similarity. It's diminishing returns for us to go delving for pixel-perfect reconstructions, especially since game design and computer graphics and the Oddworld style have all evolved so much since 1997. These cartoonish designs you're upset about are the originals, designed for tiny screens and limited colour palettes. And then you launch in unanimous criticism when a wrinkle is slightly to the left. :
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I admire your application of Earth-universe physics to fictional universes, don't get me wrong. But it's always worth remembering that Oddworld doesn't sit in the same universe. The laws governing it are different. And conveniently so! More importantly, it's worth noting that Lorne has backed away from this "ten-times-the-size" concept. He first hinted at that to fans in Nate's most recent interview with him, but made it a bit more clear when he spoke with Katzenjammer Records. |