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03-06-2015, 03:17 AM
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Manco
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: Aug 2007
: based damage system
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When I got stuck at that section my solution was to give Elum a longer run-up to the jump, which seemed to be all I needed.

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e: I started a run of AE a couple of nights ago, and I was surprised at just how different Abe’s physics feel. Abe feels a lot weightier, like there’s real heft to his body. I think one of the biggest reasons for it is actually because of how much heavier the sound effects sound – Abe’s footsteps, the thump when he lands jumps, the rolling, etc.

That said, I also couldn’t help but notice how Abe’s sneaks and rolls along like a fuckin’ rocket in the original – the slower speed in NnT definitely feels more realistic.

I think my overall impression of NnT is this: it’s very similar to the original AO, it gets a lot right in the translation, and pretty much all of the gameplay changes make sense to make the game more accessible and more fun. For example, I never noticed before how little desire I had to play through the whole of AO each time, but having a level select screen is amazing because now I can go back and replay my favorite areas whenever I like.

The only negatives I can really think of in NnT are the smaller details: Abe’s movement physics and animation speeds, changes to small sound effects, differences in the environments’ color saturation and bloom lighting.

I really, really hope these small details are looked at in the eventual AE remake, but at the same time I really can’t say they bother me much in NnT, and they certainly don’t stop me from having a blast playing it. As a fan, I’m nitpicky, but I’m also impressed.
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Last edited by Manco; 03-06-2015 at 03:29 AM..
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