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  #20  
02-27-2015, 06:14 AM
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Manco
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: Aug 2007
: based damage system
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I agree with pretty much all of that, and there’s a couple of things I want to highlight too:

:
A minor thing I noticed, and I don't know if it has to do with what's above, but when changing direction as a Slig or as Abe (whilst running) there's a little jolt between the turning animation and the running cycle animation.
It definitely feels less fluid to do a running turn. It’s one of my favorite parts of the animation in AO and AE, but it feels a bit stiff – both because of that jolt and because the animation itself is a little too short. In the original Abe always slid a little further, which made the animation last a little longer.


:
As mentioned with the Slig beatdowns, from what I've played, there's a couple of sound effects that I felt could feel more visceral. Getting shot seems a lot less brutal this time around. I'm not saying Oddworld needs to become Gears of War but the very penetrating "splat" sound effect coupled with Abe's short, painful cry really sold how nasty getting shot is. It seems like a great moment where the brutality of the game takes you aback considering the goofy characters.
I feel like the actual gunshot sound is less effective as well. It sounds more like the sound effect used in Munch than the one in AO/AE, which is a shame as the original sounded more like a real live gun. The sound of bullet casings landing on the floor seems to be missing as well.

Speaking of sound effects, I just watched a gameplay video of the original AO (to check I wasn’t misremembering how the guns sounded) and I noticed that a fair few sound effects in NnT are higher pitched than their original counterparts: Slig voices, Slig legs, Abe’s footsteps, Abe sneaking, etc.
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