The flick-screen mechanic is a must, it'd be rather awkward to be running away from a slig and have him suddenly stop and turn around mid-chase. It also adds to the *New Screen* Player: Ledge, Mudokon, Slig! *Abe gets shot* sort of frighting scenario. Also most of the puzzles would be ruined if the flick-screen was replaced with a scroll-screen.
Quick-save? This is a tough one for me, I know it's very useful but at the same time I feel that the game would be way to easy with it. AO was actually really short, if you never die I'm sure you can do it under two hours. I spent more time in AO retrying a segment after dieing more than anything else. My solution would to have a setting Quick-save: on/off. I'd be really disappointed if JAW do, cut scenes in real-time. I read someone earlier saying "All cut-scenes were pre-rendered Cut-scenes this isn't true all the cut-scenes with the Bounty store clerk saying "Well that just about clears us up..." are all real-time renders and they look horrid (comparatively). The music should be re-mastering, Ellen Meijers doing it of course. I really don't want any kind of 3d gimmick be it Stereoscopic or Auto-stereoscopic I don't want loss of quality for a head-ache. Now all the boring bits are covered let's move on to the fun stuff! More secret areas, these are icing on the cake for Oddworld and are dearly missed in the Xbox era. The main paths should stay the same though. Keep Bats/Improved swinging boulders, they're so frustrating they're hilarious. Easter eggs! In exoddus there was stuff like "Vyker's labs this way" etc stuff like this makes a game look polished not to mention easier to be immersed in. The game will come out at one of two ends, it'll end up like Spyro (Worst reboot of a series ever) or it'll recreate and expand on all the nostalgic memories that we all hold dear. |
I actually want everything you just said. awesome. lol.
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it'd be cool if they made a secret tribute room
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I'd like to see "All'ya" and less annoying whistles
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It could only have been the bats if there was bat collision data that was out of sync with the bat animation.
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There aren't 2 Abes in the story so there shouldn't be 2 Abes in the gameplay. If you're referring to a co-op mode you obviously have never played the original game. facepalm.png |
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PS: I know that they're funny too, but that doesn't change anything... |
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They're not good at their job. They just shoot at things.
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Sligs are real just not in our world.
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What an interesting statement.
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Just thought I'd try to clear up some of the confusion with Abe HD!
Abe has just commented on Twitter saying the levels will be tweaked to work with smooth-scrolling. Also, it was announced some time ago that both Quicksave and the AE GameSpeak will be included. The only problem I can see is that the whistles aren't in AE, but are key to AO. Maybe the GameSpeak in Abe HD will be a hybrid of the two? Or maybe they found a way to include everything! On the smooth-scrolling, if the levels are indeed tweaked to work this way, then I can imagine everything will work perfectly. Like Stewart Gilray has said, games designed specifically for Move/Kinect are far better than games which cram Move support in for the sake of it. Same principle here with level design, I'd imagine :) |
Awesome. It always annoyed me how in Abe's Oddysee you couldn't say All'ya.
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I bet it didn't bother you when you first played AO (if you played it before AE that is of course).
And it makes some of the puzzels. Some will be too easy if you can say All'ya. |
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And I agree with Connell, it's not as if Oddysee was designed around greeting multiple Mudokons. |
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Repetition =/= challenge. e: :
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the point about sligs not shooting you between screens is certainly a tricky one for a panning camera...
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What do you think about this for a solution? If the camera is panning, with Abe being (presumably) fixed in the centre of the screen, then think about where that slig would have to be- right at the edge of the viewable area, to the point where it is close to going off screen.
With the flick screen system, if we walked into a new screen to see a slig shouting 'FREEZE!', we had to turn and run straight away or be shot. Also think how, if you stopped running whilst being chased, the slig had to stop to shoot- they couldn't run and gun. In fact, if you were quick, you could stop briefly then carry on running, and the slig would do the same :D Point is, the slig needs to stop to shoot you. He will only stop if you do, in which case you'd be shot anyway just like in the classic games. But if he tries to shoot while you are running, he will disappear off screen- and just like AO/AE, you can't be shot from off screen! Just a thought- it doesn't seem too different to the original's mechanics actually! |
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I don't think a player should have to die in order to learn anything. Monotony isn't a design choice, it's a flaw. Even Warcraft (world of), the most monotonous game ever created attempts to break the monotony with the illusion that you're doing something different.
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Unless you look at games like limbo which balances trial and error with awesome.
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Here's a tip: a game cannot have "good monotony" if it does not have monotony. That's a contradiction. Also, there is no such thing as "good monotony". :
Monotony =/= challenge. A game can contain challenge without forcing the player to accomplish the same task multiple times. And similarly, a game can be easy whilst being extremely repetitive. |
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e: also my original statement never said "THE WHOLE OF ODDWORLD IS DULL", did it? Take your own advice and stop taking what I say out of context. :
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You'll notice that in Exoddus, these types of puzzles are absent. There are still plenty of difficult/challenging areas, but not repetitive ones. That's a reflection of how OWI got better at game design - because monotonous repetition is not good game design. |