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Also this leads me to question what the meat grinders were doing there. And why there was a trap door just above the boardroom. Neither of these make sense and are really bugging me right now. I can kind of understand why they'd put most of the slog kennels closer to the center of the factory but meat grinders right outside the boardroom? Okay. |
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You still can't answer why there is a trapdoor conveniently placed right above the boardroom. It simply doesn't make much sense from a story perspective. I hope they change that.
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Maybe it's how Molluck enters the room.
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Mmkay, and he can limbo his way in there while avoiding meat saws, and somehow grow a pair of hands to pull the ring. :)
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I'd imagine he come into the boardroom on some kind of platform from below instead of just kind of dropping in from above. If it were set up any other way it wouldn't seem as strange, but it's a trap door. It's like when they were building the factory they wanted random people to walk by and fall into the middle of the boardroom at any given minute. Like they have some intense meeting like the one in the opening sequence and then oops random employee falls from the ceiling and breaks their neck on the center platform while Molluk's giving his big speech. Then they all laugh and continue with the meeting. |
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And I wouldn't protest to changing the art to make it look more like a maintenance shaft. |
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Cliche versus a conveniently placed trapdoor directly above the boardroom obviously put there purely as a game mechanic?
I'm gonna go with cliche on this one. |
I think there should be a hole in the wall that you have to roll through, something that the management or maintenance didn't notice. Something just big enough for abe to roll through and land in the Boardroom
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@Sekto Springs: Mhm, guess you're right.
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Because it would physically make more sense from both a story and a gameplay perspective, and not much would have to be changed, except for the very last few screens, and since it would be early to late 2013, I don't see why not? (If this idea gets through to OWI)
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Whoooosh.
So having a hole in the wall, in the boardroom of Rupture Farms makes sense? The room where decor and the sort is key, where all the wealthy glukkons go for meetings? Where the richest creatures in East Mudos are talking business? There should be a hole in the wall in that room? Just leave it as it is, it's not really that big of a deal any way. |
There is a gaping hole in that wall, just look at the opening cutscene.
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I think if you added one screen that made it clear you're passing through a duct of some kind, it would assuage any confusion about there being a trapdoor hanging over the boardroom.
Something like that flying slig air duct path in Abe's Exoddus. I think it's necessary. Back in the day, people understood that certain game mechanics (like trapdoors) were representative, and were put in to accommodate easy path development. Nowadays, gamers will nitpick the hell out of the path design and architecture if it isn't custom designed, so everything has to make sense. Having Abe drop through a duct, and come crashing through a vent, landing in the center of the boardroom and catching the executives by surprise has a lot of potential to be a really epic finale before you pull the lever that ends the game. Extra points if the camera rotates around Abe Matrix style when he goes Shrykull and fries the executives one by one. |
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Yeah, its a large set of double doors. They just neglected to close them all the way.
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Oh, right. I like the idea. Instead of the final Shrykull being in-game as usual, have a cutscene like what Sekto said. Complete silence except for the zapping noises. Epic.
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It works too because the room is circular and the executives are positioned along the outside of it. Then the camera zooms in on Abe right as he changes back and the two sligs jump him.
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What about the lever? Oh, maybe you pull that and then you drop into the boardroom. Epic.
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I thought it was kind of dumb that the gas shut-off lever was in the boardroom. I think you could do away with it all together. Just get to the boardroom itself before the timer is up and you'd be fine. The lever is just unnecessary by that point.
Again, it's a game mechanic that wouldn't work for a modern redux. You pull the lever, and it triggers the twin sligs. The sligs should be scripted to come automatically once the executives have all been zapped. |
Aww, I was gonna edit my post to say that. I always struggled with the meat grinders and bombs, I coukdn't time my jumps right, so I just did it really quickly the way you're not supposed to.
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You don't. It's a reasonable assumption that the boardroom is gas-proof (unless Molluck intended on killing his constituents as well). I feel like once you reach the boardroom, the race to outrun the gas becomes irrelevant, especially considering it only takes a few extra seconds to gib the executives and end the game.
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Plus, it adds to the fact that, 'the mudokons you didn't save, die!' Which I like.
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That^
Plus, once you drop into the boardroom, it's not like you can go back if you missed anything, so the gauntlet is effectively over. |
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Even if they are immune to the gas, my point still stands. Once you reach the boardroom, the threat of being gassed becomes pretty irrelevant.
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