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  #13  
08-31-2015, 05:43 AM
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Manco
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: Aug 2007
: based damage system
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I don't think it would be difficult to transfer save files from one episode to an other, episodic games seem to do so all the time.
I can see it being troublesome. Let’s say you play through episode 1 rescue 60 out of 100 Mudokons. You then transfer that save file over to episode 2, but midway through you go back and replay episode 1 and get a perfect score. What would then happen when you load up your in-progress episode 2 save? How do you consolidate that?


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The issue here is that this would mean asking them of doing twice the work they did for NnT for the same price, I don't think they can afford to ask more for (one piece of) AE than what they asked for NnT. I'd like them to find an other way too but I don't see how they would do it while maintaining the quality.
I have two problems with this rationale:
  1. How do they justify doing twice the work on AE as NnT? The original AE was completed in less than a year after AO took around 3 years of development time, and we know that the bulk of the engine from NnT should be reusable in the same way as the original AO engine was reused for AE. There’s a lot of work to be done in producing art assets, yes, but they’re by no means starting from scratch this time.
  2. Their philosophy with bringing Oddworld back was to use the funding they got from each game they released and pour it back in to make bigger projects, and gradually build up in scale over time. If they’re now making such a leap in scale that they can’t cover the cost of the project without having to make compromises, then surely they are breaking from the philosophy they sold us on and need to seriously evaluate the scope of the project?

edit:
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*there is a remake of MGS. I haven't played it, but from what I've seen it's pretty damn faithful.
If you’re talking about Twin Snakes: hahahahaha no.
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