I've never thought OANST is such Shakespeare
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Now you know, you shuttered juttery of darkest starking midwinter night.
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You're so good at this
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That's enough.
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Okay, let's back to topic busta rhymers - it would be nice "touch" to add some short ride on elum in monsaic lines (I mean, it's about a little enhancement of the area). For example - Abe's going through well to the deeper places of ML, which looks like this http://blog.us.playstation.com/files...ld-440x270.jpg
and summon the elum for ride. Then, Abe's going again to well (after 1 or 2 minute-action-ride) and get back to brighter "level" of monsaic lines. This little idea could also be a good practice-mode to ride elum. |
Are you sure that's ML? I always thought it was concept art for Paramonia.
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It seems to have elements of both lands. It might be on the way to Paramonia.
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I think the journey should be longer between Monsaic & Paramonia/Scrabania, just a well from one place to another seems quite cheap, i guess budget back then may have made the game shorter
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Speaking of ideas and Elum, I'm sure one or more of us actually felt some sort of emotion when leaving him behind. Or at least we all tried to get him past that last row of mines in Paramonia.
Anyways, the idea i'm trying to get across is what if we subtly make it that bit more sad. Not saying sadness is a good thing, but for a good dramatic effect that shows player depth/relationships, we have Abe greet Elum by patting him or playing with his face like a wrinkly puppy when they first meet. Something to show that Elum is a friendly creature, regardless of his size, face talons and tiny vestigial Trex arms lol. Going on from this idea, make Abes departure a sad one. For instance, when Abe gets to the point where he must part ways, he pats Elum on the head one last time and says goodbye. (separate animation from the 1st pat) I could go further and say that when you first meet Elum, the sligs in those places have him chained up and he is just sitting down like a lazy, miserable dog and the bell opens/unlocks the chains, instead of him just appearing at the sound of the bell. But I don't want to stow away from the originality of the game and its process. Unless this is passable that is. Let us know what you guys think :) |
I have font memories of trying desperately to get Elum past those mines.
I liked the bell system in a way. It gave a great sense that there was more to the world than the industrial takeover. It didn't matter that the place was crawling with sligs, once that bell range the unseen native infrastructure made sure you got Elum. |
Have a cut-scene where he tries to follow you past the mines and gets blown into tiny little splatters. Then have a close up of Abe's face with meat chunks dripping from him. That's sad.
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Getting Elum past the mines was never a problem. I just exploited the glitches the game had to offer.
Leaving him behind regardless when going to enter either of those temples on the other hand. My poor fragile man heart couldn't take it. |
Also make it slow motion and have the “Dear Sister” music playing in the background.
BOOM! "Mmmm Whatcha Say" |
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By all means keep the bell. It looked eery and its hum summoned Elum. I just think a small moment of silence and a pat before you leave him behind would add to the depth of Abes character. |
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I DO! Happened when my sister played through Paramonia in my first LP in fact.
http://www.youtube.com/watch?v=s4r41EXtnr4 (happens about two minutes in, would post the link to start at that specific time, but YouTube's having a problem making that work) |
I wouldn't mind a function that lets you pan the camera back through screens you've already explored. That'd be nice.
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The first time I did that section I didn't tell elum to wait :(
I used to do a similar thing with rocks, but I'd run a slig into the mines first to make sure there were less of them in case I missed. |
Is New n Tasty going to be an exact remake with a few interstitial sections added in to make the game flow between screens?
Because it would be great if JAW and Lorne take this opportunity to expand some of the areas (By creating new puzzles and perhaps gorgeous 3D landscapes) and add any story elements that were cut or new ones that could expand the world a bit. I don't know. It would be great if the game offered as much new content as it can on top of the classic areas in a 2.5D setting. |
I would love to see a few subtle "easter eggs". Just little things that only a hardcore fan would know.
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I'd love to see everything that was originally intended in the game or was not possible because of hardware limitations as well as bonus content.
Everything from Abe's Moon being carved out in the Abe's moon cut-scene to more cohesive level progressions, particularly the journey from Monsaic Lines to Paramonia and Scrabania (surely a well couldn't travel that far?) |
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It'd certainly be more prophetic to leave it as is.
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I would love to have something that adds to Oddworld's lore/story/universe.
Like new species/plants, or perhaps a side story of sorts? |
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This^. But only in a subtle way. For example, the 1st secret area in the Scrabanian temple. This secret area has a sign in it that says "Secret Vault". Maybe in the background of this area, have Molluck inspecting it or something. The thing I liked about secret areas in AO was that they stood out from where you were at the time. They also gave a much more intense feeling of difficulty and at times, would make you feel like you're not supposed to be there. Maybe add more to them so they bring more to the secrecy. Hints like pictures of Sam next to where one of the muds is working. Or maybe corpses of other creatures/busted machines like the shrink. tl;dr, give secret areas much more depth to the secrets they can hold. Not just hidden muds. |
Scrabs and Paramites knocking about in the backgrounds in Scrabania / Paramonia temples.
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Like in the Mudanchee Vault in AE?
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No, I meant in the background of the main hub, there's a Scrab wanderin' about.
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There did seem to be a lot of empty space in a place that was supposed to be the breeding centre of an entire species. Then again, they are endangered.
There should be Scrab/Paramite/Slig/Mudokon skeletons in the outer regions of the temples. I doubt cranky guards and territorial predators get along peacefully. In the Paramonian compound, Paramites poking their heads out of nests, and maybe scuttling over screen-facing surfaces. |
Similar to the glistening eyes in the Paramonian Temple, subtle things like that.
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Well, Scrabs and Paramites weren't playable in AO anyway, so they can just stick one in the background without any problems. I'd also like to see some caged up animals in the Stockyards. And also, it would be kind of cool if they implemented variations on the Sligs' "BS" and "S'mo BS" GameSpeak options. Because I'd like to see Sligs have some "conversations" when they're together and not currently shooting or beating someone. Would make the world feel more alive.
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Let’s not go overboard with the wildlife. Part of the atmosphere in AO was how eerily empty the temples were – it made the actual sight of another creature all that more foreboding and unexpected, and the sombre silence was a reminder of what RuptureFarms was doing.
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