I was never exactly sure about what triggered those sounds. It always seemed to happen shortly after I died or when the music had gone quiet.
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Wooooooah. That's way too much reverb!
Cut it back a notch or two o.O |
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Portal 2 has the best ambient sounds of any game I have ever played. Whilst we're on the topic of music, I was slightly dissappointed that the Boardroom had none, will that be sorted in HD? Just something as simplistic as this would be effective and make the level more tense. Also minimalism.
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All of Valves games have great ambient sound, mostly because the Soundscape System in Source is damn great
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Another little idea.. not sure if it's been mentioned before but the chances are it has. Could the levels be slightly altered so the meat grinders bare a little more relevance to their surroundings.. e.g some Mudokon workers loading some meat into them or something, or meat in the background near them... anything to make them not look so, random.
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I agree with that^
Having grinders intended for meat and bone in areas that aren't part of the main assembly line makes no sense to me. |
Meat grinders on the platforms make no sense at all, period. It's hard to give them a proper place in the game, it's not something that really takes away from the experience. >.>
Though I guess if they find a way to integrate them into the game better then well done JAW. |
I always saw it as being simply the wasteful and extravagant way of how glukkons build stuff - To lampshade the fact that the entire level layout of the game is purely for gameplay purposes rather than based around a functioning meat factory. But the game would be boring and the level design restrictive if it was the latter.
As I said earlier though, Rupture Farms resembles an oil refinery more than a meat factory, and it'd be nice to see a lot more background levels and components that show it as being a meat factory. |
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Here's an Abe HD suggestion.. Give this man a job, JAW.
http://www.youtube.com/watch?v=fxr1E...eature=related |
That has been an ongoing project in the Fan Projects area for a while now... and I agree, they should :3
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Will there be GORE like in the original, when you make sligs blow up into pieces, or by the meat grinder?
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It would be crazy to cross the line without stopping it! If you reach a group of Muds pulling levers to operate a line you need to cross, get them to stop and follow you across with the conveyor halted. If you reach a moving conveyor, there could be new puzzles in finding the shut-off lever (like the electric fences). Early on, some might be halted to just practice getting under the grinders. The levers in the game already that shut off the grinders should shut off the conveyor too. Having conveyor belts carrying meat around would definitely give purpose to the grinders. Remember when Abe gets knocked by the swinging spikes in the Paramonian temples, and he flies towards the screen before falling and dying? Imagine if you try to roll/run under the grinder without stopping the conveyor, and Abe falls and is shot towards the screen (like people falling on a treadmill)? To justify him falling off screen, you could always end the conveyors a short distance in front of the walkways as if the crushed meat falls down to the next part of the line. |
yeah but it wouldn't make sense to have mudokens in the background because you're trying to save them,
it's kinda misleading. |
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Saying that, sometimes you can see various playable paths in the background- it would be cool to see working Mudokons in the background that you would eventually reach later in the level. They did this to a degree in the mines in AE. |
This talk of conveyor belts and stuff got me thinking.
I imagine a lot of the machinery and processes going on in RuptureFarms produce a shit-ton of noise (think of the falling meat room in Zulag 1). You could perhaps introduce a gameplay mechanic based around sound – simply, GameSpeak with Mudokons in noisy environments could be limited, perhaps by forcing Abe to get close to them to interact (creating puzzles based around “I need to get close to this Mud to make him stop pulling this lever/get him free/shut off some hazards to open up a path”). |
But then what's to stop him from just shouting?
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The amount of buttons on a controller :p
Unless we are talking about a PC. |
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I think that could make for some very interesting puzzles, actually. Good thinking, Manco. Something along the same lines as the puzzles in AE where you had to get close to a Mudokon and give them an apologetic pat on the shoulder to get them to follow you. |
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I bet a creative designer can come up with some more interesting applications. |
I can imagine a Mud cupping his ear and shouting "What?!".
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They can do whatever the fuck they want, it’s not a port.
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