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Anyway, something tells me that the areas are going to look amazing in 3D. Imagine running past the gigantic bonemeal piles in Bonewerkz, except they're gradually shifting based on perspective. Or the labyrinthine Brewery. Heck, even the Mudomo/Mudanchee vault entrance chambers will look all the more barren. That's something to look forward to. |
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I miss the good old days when falling from too high killed Abe. I think the lack of that made New 'n' Tasty too easy, even on hard mode. I pretty much skipped a lot of the temples by not dying from falling
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i can think of like 5 places. Besides running off the top of an elevator (or whatever theyre called in the game). |
Yeah death from falling was always a great thing. It made me want to reassess and take things carefully. Also the fizzle after death. I cant be the only one who loved that?
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Violence in Oddworld
Well, call me a sicko all you want but I really want the overall sense of gore to have more of an impact in Soulstorm. In New 'n' Tasty when you die it always just feels like such a non-event, the classics just had more of a punch to them when you got killed. I don't think this is a case of me being a desensitised freak either because I still get a sense of shock from the classics to this day. I mean, the blood was barely visible in New 'n' Tasty too which leads me to believe that they purposely toned things down for a safer age-rating.
Matt Glanville talked about the player being like Abe's "Guardian Angel" at that EGX talk and I think that was a pretty good description. There should be more of an impact to deaths to actively make the player feel bad for messing up. I want to see Abe's bloody head fly off into the screen after stepping into a bone-drill. I want to see Abe get impaled by a Scrab - they can finally make good use of modern technology to properly show this in ways that weren't quite possible in the PS1 days. I want to be disgusted by this game. Is that a bit weird? (And I totally get that not everyone has the same tastes so we won't find the same things to be "violent"; maybe to you New 'n' Tasty was too much of a gore-fest. It's a really iffy subject) |
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Nicki Ali, you are obviously correct.
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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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