DarkHoodness |
05-25-2012 05:31 AM |
EDIT: Thank you both for the comments - And to those of you here who commented on and liked my videos on YouTube, or given me rep here for doing this: I greatly appreciated it and it made doing it a little more worth it, no matter how meaningless YouTube ratings are. :)
It's nice to know that some people enjoyed what I put effort into making, is what I'm trying to say here.
Anyway, to make it easier for me to find if I ever want to reference it all later, since it took some effort to compile, here is a complete list of most of the things I pointed out during my lets play that I also posted in the Abe HD topic and was subsequently buried in there.
Some of the points I thought of while reviewing the video footage though and isn't stuff I talked about during the LP.
:
* Glukkons sure love cackling madly when they have an evil plan! Typical villans.
* What do Scrab cakes taste like?
* EXPLOIT: Mudokons can follow Abe past meat grinders if they're off the screen without getting mashed.
* BUG (Fixed in AE) You have to hold the gamespeak buttons down for longer when Abe is standing to get him to talk, but he speaks instantly when crouching.
* Other mudokons have half a run cycle (PC version)
* Why do some sligs notice when others have been possesed, but others not?
* I miss it when Abe could talk to Sligs with gamespeak and they'd respond
* Particularly in one secret area in Stockyards you can confuse a slig by talking to it while it walks, and it'll sometimes walk off the edge of a platform.
* Ever notice how AO is a little similar to the original (1990) Prince of Persia?
* If you put the stockyards screens together, the background colours form a rainbow.
* EXPLOIT: You can sneak off the edge of a screen as a slig enters it without it noticing you if you're lucky.
* How will Abe HD tackle player tutorials? Shouldn't it teach stuff like slig possesing and rolling while running earlier?
* In AO, Abe could chant and activate portals in the foreground while standing in the background. How will this work in Abe HD?
* People have in the past noticed the Bigface drawing an infinity symbol on the floor during the cutscene at the end of Stockyards while Abe is dead - Is it related to Abe being able to come back to life if he dies in the game? Actually is Abe being invincible simply a gameplay mechanic or is there an in-universe explanation for it?
* I thought Abe's skin colour was meant to be special - How come the password-needing, catapault-wielding guys in Mosiac Lines are blue as well?
* Also why do they kill Abe outright if he ignores them? Shouldn't they stun him instead to prevent him moving forward?
* You can make the Elum-summoning bell ring if you jump against it.
* Why can't players activate the bell song themselves before Abe gets the password from the touchstone?
* Abe is immune while flying through wells - Including to mines, bullets, slog jaws, paramite jaws and scrab beaks. You can use this as an exploit in parts to get rid of hazards. Although how does he fall really far and not get hurt?
* There is a funny bug where Abe lowers lifts faster, and uncontrollably while being chased by bees.
* Elums are immune to fall damage - And there is a bug in Paramonia where you can fall through some scenary.
* Stuff in AO and AE decomposes fast - How will Abe HD handle corpses?
* It was funny when a character would blow up and the gibs would bounce off the screen, especially heads.
* The "Watch out for that bat!" fireflies part of Paramonian Temple was funny.
* EXPLOIT: I liked being able to retain spirit rings and rocks/meat from previous trials, to use in subsequent trials in Paramonian Temple. Can that be kept in Abe HD? Even though you can use this same exploit to skip an entire puzzle later in Scrabania.
* It's a bit weird that meat retained from one trial turned to rocks in a different trial.
* What type of creature is held in meat sacks anyway?
* EXPLOIT: There is a trial in the paramonian temple that has a hidden area where 3 Mudokons are held. If you leave the trial, enter a different trial, then return to that same trial, it will re-set - Including the secret area. This means you can save those same 3 mudokons as many times as you want! But beware - Saving too many mudokons bugs the game, but you can use it to skip a different, harder secret area later and still get 99 mudokons.
* Why are there falling boulders in Rupture Farms anyway during said secret area?
* That part in the Paramonian trials with those swinging rocks and the bats was really, really, REALLY annoying! You should at least remove the bats or make them fly a little slower - Or do something else to balance this puzzle so that it's challenging rather than frustrating.
* How do those swinging rocks retain their momentum anyway?
* What are the red-eyed creatures hidden in the hollows of the logs in Paramonian Temple? More bats?
* BUG: In one of the trials, a slog will chase you after you pull a ring - Then you have to drop down and navigate the swinging ball/bat puzzle again. The music will still be dramatic and annoying until you leave the area even though the Slog is no longer a threat to the player - I doubt the same bug will occur in Abe HD but it's something to be aware of.
* How do bombs and huge rolling rocks explode or roll over or fall onto flimsy wooden platforms without damaging them?
* Aren't paramites supposed to be sacred? In AE you aren't ever required to kill them, but in AO, you sometimes are.
* In one paramonian temple trial, a rolling rock appears to fall onto Abe's fingers as he dangles from a ledge - Maybe that should be shifted that a bit in Abe HD.
* I love how the scrab and paramite nests are in the dark, that's an excellent game design
* In Scrabania you have to give a password to a mudokon who will pull a lever to make some mines move so that you can safely detonate them with spirit rings - Why does he continue to ask for a password after you've blown them?
* Why does a native mudokon have anything to do with industrial explosive mines anyway?
* Why does pulling a lever make bees chase you?
* In Scrabania, why is Abe nearly the same shade of green as the native mudokons? Something to do with how Abe's normal blue colour contrasts with the pink/orange backgrounds?
* For some reason a native mudokon who gives you spirit rings also greets a possesed slig when you enter the same screen with it.
* It's pretty cool how slogs whine when spirit rings hit them.
* What do the Glukkons keep in the hidden vault? (Or did, considering it's condemned). Moolah?
* Wells are like a big tube - How does Abe jump in one end and come out the other end without being upside-down? Unless he curls up into a ball or something like he does in MO while jumping.
* If you do Scrabania first before Paramonia, the FMVs at the end of Scrabania clearly show that Abe already has the hand scar from Paramonia even though he hasn't done it yet. I assume that since new FMVs will be rendered in the game engine, that won't be a problem in Abe HD.
* Perhaps to add a reason to re-play Abe HD, perhaps the times of day could be different in Scrabania and Paramonia depending on the order that the player does the levels in. Or Scrabania could be done during the early morning rather than the evening, but perhaps if the sun is visible in the sky you could flip the skymap around to reflect the different times of day.
* Add autosaves to the start of levels in Abe HD! Crashes happen and are annoying! :P
* I like how, when you first enter Rupture Farms, there's some rocks left in the basement with mudokon art on them, as if the factory was built around them - A reminder that the place used to be natural once.
* Shouldn't the native mudokons that help Abe look a bit different (perhaps with body art, different hairstyles) from the ones you're meant to save?
* The first area where you get the Shyrkul in Rupture Farms by saving 2 mudokons in Zulag 1 - You go down into a pit filled
with carcasses. It must really stink down there! Maybe as part of the added Abe HD detail you could add flies to that area or something.
* Why does Abe get knocked over by explosions, but other Mudokons don't?
* Considering Sligs get guns and mechanical limbs, and that Molluck wants to feed Mudokons into his factory, Sligs really seem to be much, much less important and more expendable than Mudokons considering how many Sligs are used to gaurd a few mudokons, particuarly in the later stages of the game. Then again, Molluck really wants Abe dead...
* If Mudokon Pops are meant to be "New" ('n tasty!), why is there a seemingly worn poster pasted into a pillar in Zulag 3?
* In Abe HD, it should be easy to add a blast decal to surfaces after something has exploded on them.
* No wonder Rupture Farms is going out of buisiness! Look at the stream of carcasses falling from the ceiling! That's a LOT of creatures!
* What creatures are they from anyway? Even for Paramites, those rib cages look huge. Maybe in Abe HD, the carcasses should look like they belong to Scrabs and Paramites.
* Rupture Farms has a lot of pipes but apart from the barrels, ocassional meat grinders and falling carcasses, there doesn't seem to be a lot of machinary inside it which resembles a meat processing plant apart from what's seen in the intro... At least Soulstorm Brewery had lots of vats visible in the background and tear extractors, likewise with Feeco with its trains, Bonewerks with its piles of bone dust...
* ... But the many, many pipes visible in RF's background don't seem to serve a purpose other than to look generally industrial. What are both they and the chimneys with big flames coming out of them for? I know Glukkons like to build stuff in ways which waste resources, but does the plant refine oil as well or something?
* I wonder where guns and pants go when Sligs die? And why the pants also decompose with them? Game limitations? You gotta admit that's a bit weird in the nonsensical way, though.
* How do 99 slogs fit into a tiny little kennel? Must be a clown kennel. But yeah I agree with the people who said that having to kill a long stream of slogs seemed to be a bit pointless.
* I think one game mechanic that could be improved on is that sneak should also stop Abe from automatically walking off the edge of a platform. That's what I keep thinking it does for some reason, even though it doesn't.
* As I said much earlier, the scene where the factory halts should be made a little more destructive - Rather than everything simply stopping, perhaps carcasses on conveyors should back up, etc...
* I kind of found the FMV selection to be a little dissapointing as a reward for saving all 99 - There ought to be more rewards for this such as also a level select or cheat mode or something.
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