AEHD Suggestion Thread
So, I know the AOHD suggestions thread was massively successful, so I thought a thread of a similar vein for AEHD could be another good way to discuss some new shit. So is there anything that must/should be included in the Abe's Exoddus Remake? What should it be called? Is there any cut content that ought to be added?
I personally would love to see FeeCo Depot made into a more living, breathing hub world. It'd be cool to see sligs tending to the freight stock, maybe junior execs wandering the high runways, just basically give it a bit more bustle, at least at first. Once Abe progresses and begins actively sabotaging factories, you could transform it into somewhere with much higher security, maybe like how you'd expect airports to be shortly after a terrorist attack was committed somewhere nearby. |
I’ll get the obvious one out of the way right now: bring the tone back in line with the original AE, less goofiness and more realism. Improve the character animations and have less NPC chatter. Gimme some grit.
Basically just polish out the issues NnT had, besides that I don’t have too much to add. AE is already a much better game to play than AO so there’ll be less gameplay improvements to make, and most of the environments are fantastic as they are. |
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I'm sure Big-Bro Sligs will be mentioned in slig barracks. Why not vending machines of MO as easter eggs? :
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Ah the Suggestion thread is back! It's like the advent calendar of the Remakes! :)
I would love to see Mudombies in Necrum after being cut from the original. As for NPC chatter... The variations for angry Mudokons saying 'No' i would like to have 'Piss Off' thrown in there to for lols. I think that small details are important too. Like every time a Glukkon spawns, maybe different colour suits/facial features would make it seem more authentic. As for the Soulstorm brewery, I'd like to see rooms such as a 'Bottling Facility' and 'tear Vat' rooms etc to give it more of a Brewery feel. |
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Or rupture farms all shut down and stuff. or at least a video explaining what happened to Molluck
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The game isn't TOO long. And with today's technology, it will be possible to add more iff necessary. As long as Falling too far actually kills you this time then i'll be happy
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AE is longer than AO. Based on NnT : no real new content (except Alf's Escape as a DLC). You're asking for too much, get real.
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I just want the balance of humour to remain the same. I enjoy possessing farts, goofy Mudokons etc but I also liked how visceral things were. Abe getting shot, blowing up, Mudokons being beaten all packed a punch. Perhaps it was sound design but I never felt that sense of shock playing NnT. These things felt rather muted.
I mean these are ridiculous, goofy caricatures but they live in a violent and nasty world. I'm fine with more humour but I also want those elements in line with the originals. Slogs and fleeches need to be as tense as the AE. I'd like to see all those sped up animations re-animated and smoother. Also if they scrap that dirty lens filter I'll be a happy man. In lieu of game manuals it would also be cool if there was an encyclopedia of creatures, characters, environments etc. |
This tension used to have me shitting myself when i was a kid. Bring this back please.
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OWI knows how to take a step back sometimes. OWI also created SW. They made the story more serious than MO. OWI was keeping their style alive. Makes sense?
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There is a continuity between NnT and TzF. TzF will be a faithful adaptation of AE which is already goofy. It won't make sense if the game will be less goofier than Nnt. Finally, the team will not be SW's one. Makes sense, Scrabaniac?
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Bring back the tension.
One of NnT's problems was the atmosphere felt off. As previously pointed out, the NPCs (The Slogs in particular) were rubbish. I never felt like I was in danger at all. They just felt like annoyances. This needs to be addressed for AEHD. Part of the reason why Abe's Exoddus is my favorite game of all time is because the tension. Hearing that music when being chased was bloody terrifying the first time you played it, and still gets me when I play it today. Fix all the issues that were in New 'N' Tasty. If the game is going to be based off the same engine and design of New N Tasty; Fix all the underlying problems with it. Tighten the controls, improve the animations and for the love of god fix the saws and UXB timings. Y'know what. Here's a list of what I want.
I'll probably add to this list later on when I can think of something else. |
Biggest thing for me at the moment is the animations. It's the one thing that throws me off when I play NnT. Smoother animations pls
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Can we fix Abe's chanting too? I still don't understand the spirograph thing. I miss the whirlwind of orbs.
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Bring back the grid and shadows.
That's kinda self explanatory. And if you go with "Hurr durr you can't make shadows work in 3D, you have to use smoke", I'll smack you in the face |
Shadows are completely possible. It made more sense to have them instead of the steam in the Free Fire Zone in NNT.
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According to NnT developers, it wasn't possible or was too hard. It was so stupid.
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AE was too long, I'd like it to be the same length as NNT. Cut out some of the chaff and shit puzzles and it would be a much more streamlined experience with a better flow and less boredom. One example is do away with Fleeches. They are pointless, irritating and frustrating. Get rid of them, or at least use them less.
Another example is SS Brewery. You could probably take about twelve Zulags out of that shit and nothing of any value would be lost. Same with the mines. Too long and dull. Also, like Marco said, get rid of the stupid MO tone, that was the biggest problem in NNT and actually distracted me, made it harder to become immersed in the world. I would like the grid system back, but I highly doubt that would happen due to the amount of work that would go into writing it into the engine. Also, it's outdated and would be weird when playing the two games back to back. And for the love of God, no MO easter eggs. :
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Soulstorm Brewery was packed full of pointless and empty screens, like the ones you exit a door, run to the next screen and enter a new door. We can do without that now.
I think Fleeches should stay, but keep them in the wild. Whats the point of having them in Kennels if Glukkons are not going to use them for products? |
What do you mean: "It's outdated"? It works and the puzzles are designed with this in mind. It's an integral part of AO and AE.
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[I'm so can't wait abes exoddus remake I do hope they add more mudokuns,more game speak all characters more fart sound. I'll be surprised angry mudokun will swear
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Grid System wouldn't be such a bad idea. It makes the puzzles more free flowing
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Nice.
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I think that new guy instantly assimilated and the post was filled with our usual sarcasm.
...well, at least I *hope* that's the case. |
Overall less cartoony visuals, more dark, scary, and realistic
More fidelity to the original: Shrykull's blue ripples and blue curved lightning instead of yellow jagged lightning, removal of the new 'chant chakra' thing - or at least dial it back so it's not just a bright blur of light, less goofy shock-gate death animation, if it's absolutely necessary to show the bird halo when chanting - only show it when you've taken damage - and don't show it at all on hard mode, don't include warning signs over every possible pit you can fall into - or at least don't include them in hard mode. Shadows instead of steam vents!!! Controls that move more realistically and feel more responsive - less beta-ish Scrolling text signs that are black with color text like they were in the original, not orange with black text Way more variety of idle dialog for NPCs, don't rely quite as much on jokes and try to get at least some serious dialog in there, and use it all less frequently so it doesn't get annoying or repetitive Cutscenes that look and animate much more like the original, more realistic and immersive than NnT's were: https://encrypted-tbn3.gstatic.com/i...1nn1CdiJRsjRaM I know Abe's Exoddus had some silly jokes in its cutscenes like Abe painfully landing on his crotch in Necrum (even though slaves don't have any genitalia?), but they should probably cut back on some of that in my opinion. I'm probably forgetting something but there's a couple of things that weren't in the original that would be cool to see in the remake: Actual co-op with two players collaborating on the same screen - and put this in NnT as well. It would attract so many more people to the games. Variety in the scrabs and paramites, maybe slight variances in size, or slightly different breeds native to the vaults of Necrum Maybe an added Elum sequence in Necrum? An easter egg - blowing up the sealed-off door in FeeCo depot to RuptureFarms lets you go inside and see a rusty dilapidated version of what used to be there ... maybe something similar for the door to Vykker's labs, like a glimpse at some Vykkers |
Hey look, another new member! Welcome! Also your ideas are actually good. I like you.
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I'm pretty sure Mudokons have genitalia, they just don't sex each other in a traditional human way.
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I don't really mind so much if they keep the brewery as big as it used to be, even if it is a bit empty. I replayed it recently and while it doesn't contribute to story, the puzzles in the brewery are fun enough to make up for it.
I'll agree, they could tone up the animations though. It's probably difficult, but the weight and feeling of Abe's movement is almost always off in them, which is a shame, because the original had such crisp (in terms of gameplay) yet flowing (in terms of graphics) movement, whereas New N' Tasty has much less of each. I'd be fine with the tone of New N' Tasty, but I would like it if they tone it down a bit. My issue with New N' Tasty isn't really the animations or the visuals, but it's the sound of the game. The chatter problem is only half of it, I think; the music is the other. For some reason, and I don't know why, but the music in New N' Tasty always seems too quiet and too subdued. The chase music is either undetectable in between all the other noises or flat out doesn't play during a chase section. The fact that no matter what, if you were in a chase in AE or AO, that tense music would always play was a pretty big contribution to the tone of the game. Also the other sounds, like scrab howling and paramite screeches have been discussed already and I agree on those points as well. Even Abe's chanting sounds strangely mundane in New N' Tasty. I suspect the audio levels aren't properly balanced either; some unimportant sounds seem too loud, while others are just way too quiet. For me, New N' Tasty is pretty good on a visual level and enjoyable to play, for the most part. But every time I pick it up, I feel so let down when I start a slog chase and just barely hear this: when I'm expecting this at full volume: |
This is one of my favorite AO tracks. It so feels like chase music.
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You guys want a darker tone, it's totally understandable. Unfortunately, Lanning doesn't want to. NnT lesson is this: you must lower your expectations for what is coming next.
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It sounds like they forgot to add the bang bit...I always thought it sounded like slogs slamming their jaws shut or something. See, I knew I thought something was missing from the chases but never put my finger on what until now.
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