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-   -   Abe's Oddysee HD Remake - What do YOU want to see? (http://www.oddworldforums.net/showthread.php?t=20052)

Fred The Fuzzle 04-14-2011 12:44 AM

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.

elums mum 04-14-2011 02:23 PM

I actually want everything you just said. awesome. lol.

CrissCross 04-14-2011 02:44 PM

it'd be cool if they made a secret tribute room

Kinto 04-14-2011 03:15 PM

I'd like to see "All'ya" and less annoying whistles

Fred The Fuzzle 04-14-2011 11:23 PM

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I'd like to see "All'ya" and less annoying whistles

Whenever my younger brother played he'd spam whistling and farting for hours, I get head-aches playing through Monsiac lines now.

MrGothmog666 05-07-2011 08:58 AM

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The bats I don't mind. Their paths become predictable with observation. The pendulum traps on the other hand are a pain. Ostensibly predictable, but with no clear way of telling how close they are. Plus they're buggy and sometimes knock Abe off if he's just sitting there waiting to time a jump. And Abe won't always catch the platform if you run/roll. Argh!

Are you sure it's the pendulum balls that were the cause of this and not the bats? Because the bats were always difficult to see in those puzzles.

Wil 05-07-2011 09:59 AM

It could only have been the bats if there was bat collision data that was out of sync with the bat animation.

Connell 05-07-2011 11:33 AM

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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.

In Munch's Oddysee the sligs a had much more human-esque, normal feel to them, more so than the ones in Oddysee/Exoddus. They could implement in that the sligs are quite lazy or something and give up chasing Abe. That's the only way I can think of them making it work.

MrGothmog666 05-07-2011 12:46 PM

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Oh sorry, I'm new here :P.
It would be so cool, if you made your levels, not big levels, but challenge levels :D. Maybe levels that you need two Abes to complete :P.

What the fuck are you smoking?
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

Varrok 05-07-2011 02:01 PM

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In Munch's Oddysee the sligs a had much more human-esque, normal feel to them, more so than the ones in Oddysee/Exoddus. They could implement in that the sligs are quite lazy or something and give up chasing Abe. That's the only way I can think of them making it work.

Please don't bring on MO, as we all know it was not the best game in series... I totally disagree... ok, Sligs have their personalities etc, but in AO and AE they were good at their job: fast, ruthless killers... we could even be scared of them, imo they are the guys you should be scared of... now imagine your idea made into HD game, you are chased by a slig who suddenly stops and takes a nap... that just ruins it all! A slig would never miss an opportunity to kill a target...

PS: I know that they're funny too, but that doesn't change anything...

Wil 05-07-2011 03:45 PM

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you are chased by a slig who suddenly stops and takes a nap

Um, that does happen in the game.

enchilado 05-07-2011 04:56 PM

They're not good at their job. They just shoot at things.

Connell 05-07-2011 08:45 PM

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Please don't bring on MO, as we all know it was not the best game in series... I totally disagree... ok, Sligs have their personalities etc, but in AO and AE they were good at their job: fast, ruthless killers... we could even be scared of them, imo they are the guys you should be scared of... now imagine your idea made into HD game, you are chased by a slig who suddenly stops and takes a nap... that just ruins it all! A slig would never miss an opportunity to kill a target...

PS: I know that they're funny too, but that doesn't change anything...

Yes of course, I think everyone on this forum would agree that Munch's Oddysee is not the best game in the series. (if not the worst! Apart from the two 'Adventures' games.. they are, umm.. bad...) But as people have said, sligs are lazy and not very good at their job, and I do think it could work. I never said they would just sleep, but they could get tired of running and give up chasing, I can see that happening. The fact they fire thousands of bullets at whatever moves doesn't really make them good guards. Besides, they're fictional characters. It broke my heart to find it out, but along with Santa, sligs aren't real. They are whatever the hell JAW wants to make them. (with help from OWI)

Varrok 05-07-2011 11:25 PM

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Um, that does happen in the game.
Yea, in some scripted moments, where you probably wouldn't have chance to go further if they chased you all the way (you'd be kiled) :)

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It broke my heart to find it out, but along with Santa, sligs aren't real.
I don't believe you :C

STM 05-08-2011 05:44 AM

Sligs are real just not in our world.

Bullet Magnet 05-08-2011 06:06 AM

What an interesting statement.

Michael 05-08-2011 06:30 AM

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 :)

Jordan 05-08-2011 10:26 AM

Awesome. It always annoyed me how in Abe's Oddysee you couldn't say All'ya.

erwinraaben55 05-08-2011 11:13 AM

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.

Mikaeel 05-08-2011 11:13 AM

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Awesome. It always annoyed me how in Abe's Oddysee you couldn't say All'ya.

I think the reason for that is because throughout the whole game there's not many muds to save, so doing it one by one would be more difficult.

Connell 05-08-2011 03:14 PM

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Awesome. It always annoyed me how in Abe's Oddysee you couldn't say All'ya.

No no no no no. All'ya would not have worked in Oddysee. Imagine those secrets with the scrabs where you had to take the Mud's across the top whilst you dodged obstacles along the bottom, how boring would they be if you could just do it in one shot!? Sure if they abolish these type of secrets all'ya could fit in perfectly, after all we still don't know if this will be AO only. But in my opinion it gives the game that little bit more of a challenging edge to it.

Jordan 05-09-2011 12:14 AM

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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.

I only say this because I played Exoddus first (Bad Jord!) It's the same reason why I'm annoyed Quicksave isn't in there either. By the way, when I say annoyed, it's not an "OMG I hate this I'm not playing this game anymore" it's more of me getting slightly miffed in the game but still enjoying it nonetheless.

And I agree with Connell, it's not as if Oddysee was designed around greeting multiple Mudokons.

Manco 05-09-2011 03:43 PM

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No no no no no. All'ya would not have worked in Oddysee. Imagine those secrets with the scrabs where you had to take the Mud's across the top whilst you dodged obstacles along the bottom, how boring would they be if you could just do it in one shot!?

Considering a) the amount of times that puzzle has killed me, and b) the monotony of doing the same run several times over after the initial dread has faded, I don't agree with you.

Connell 05-09-2011 04:41 PM

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Considering a) the amount of times that puzzle has killed me, and b) the monotony of doing the same run several times over after the initial dread has faded, I don't agree with you.

Do you want the game spoonfed to you then? True it gets monotonous after a while, but they're all part of the Oddworld experience!

AvengingGibbons 05-09-2011 04:49 PM

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Considering a) the amount of times that puzzle has killed me, and b) the monotony of doing the same run several times over after the initial dread has faded, I don't agree with you.

But it's a secret area. If you try the secret areas, you've gotta be good. If you're finding them THAT hard to do, then don't do it, don't save all the mudokons and don't get that good ending, because you're basically not worthy of such a reward. ^_-

Manco 05-09-2011 04:53 PM

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But it's a secret area. If you try the secret areas, you've gotta be good. If you're finding them THAT hard to do, then don't do it, don't save all the mudokons and get that good ending, because your basically not worthy.

...Except Exoddus managed to have plenty of challenging puzzles that didn't boil down to "complete [task] x number of times in a row".

Repetition =/= challenge.

e:
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Do you want the game spoonfed to you then? True it gets monotonous after a while, but they're all part of the Oddworld experience!

Monotony: the Oddworld Experience. You heard it here first folks.

Wil 05-09-2011 05:03 PM

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...Except Exoddus managed to have plenty of challenging puzzles that didn't boil down to "complete [task] x number of times in a row".

Repetition =/= challenge.

e:


Monotony: the Oddworld Experience. You heard it here first folks.

I think you've just summed up Munch's Oddysee for me.

Glitch 05-10-2011 03:05 AM

the point about sligs not shooting you between screens is certainly a tricky one for a panning camera...

Michael 05-10-2011 09:45 AM

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!

Connell 05-10-2011 11:07 AM

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Monotony: the Oddworld Experience. You heard it here first folks.

You see when you change the wording it gives that a whole different meaning. I was saying the monotony was a good thing. I didn't say 'the experience you get from playing Oddworld is monotonous' I said the the monotonous secrets that reward you in the end are all part of the Oddworld experience, which is a very challenging experience indeed. Would you rather play a game and feel rewarded at the end for your trials and tribulations or just walk through the game without a single death and finish it in an hour?

Glitch 05-10-2011 11:16 AM

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.

STM 05-10-2011 11:23 AM

Unless you look at games like limbo which balances trial and error with awesome.

Manco 05-10-2011 12:25 PM

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I didn't say 'the experience you get from playing Oddworld is monotonous'

That's funny, because saying:
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I was saying the monotony was a good thing.

implies that Oddworld supplies monotonous experiences.

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".


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Would you rather play a game and feel rewarded at the end for your trials and tribulations or just walk through the game without a single death and finish it in an hour?

You're assuming I want my games to be easy, when in fact what I'm saying is I don't want my games to be repetitive.
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.

Connell 05-10-2011 12:55 PM

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That's funny, because saying:

*Quote

implies that Oddworld supplies monotonous experiences.

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".

Oh dear, you are good at taking things out of context, aren't you. I wasn't saying the ENTIRE Oddworld experience is monotonous, but those secret parts are, in a good way. Yes there can be good monotony. Sure it gets you aggravated, but it gives you a good feeling in the end, when you beat it. Hey, it's not Oddworld's fault if it takes you 1000's of tries to do their secrets anyway, that's your problem. Besides, they're harder levels, specifically designed to screw you over 1000 times or more.

Manco 05-10-2011 01:28 PM

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Oh dear, you are good at taking things out of context, aren't you. I wasn't saying the ENTIRE Oddworld experience is monotonous, but those secret parts are

You're still saying that monotony exists in "the Oddworld experience", though. Just because there's only a little bit, doesn't make it a good thing to include.
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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Yes there can be good monotony.

http://en.wiktionary.org/wiki/monotony
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tedium as a result of repetition or a lack of variety
Tedium is not good. By definition, monotony cannot be considered a good thing.


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Sure it gets you aggravated, but it gives you a good feeling in the end, when you beat it.

The same could be said of any difficult, non-repetitive task. AGAIN, monotony =/= challenging. It is entirely possible (and generally better) to design challenging gameplay without including monotony.


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Hey, it's not Oddworld's fault if it takes you 1000's of tries to do their secrets anyway, that's your problem.

"Why don't you just play better. HEH"


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Besides, they're harder levels, specifically designed to screw you over 1000 times or more.

The problem here isn't that they're hard, it's that they then force you to repeat a difficult action several times, when once should have sufficed.
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.