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  #34  
01-26-2016, 01:44 AM
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Holy Sock
Outlaw Shooter
 
: Jun 2010
: Northern Ireland
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It's the sligs I have a real issue with. Gilray went on and on about how they had to have a post-modern approach to solve all of these issues that arose by bringing the game forward, and he specifically mentioned the nature of sleeping sligs a handful of times. As we know, in the original, if you woke a slig up, he stayed awake until you left the screen, so I was eagerly awaiting to see how New 'n' Tasty handled this issue, because you couldn't simply slip out of the screen and come back in anymore. I was expecting the puzzles to be dramatically altered, to the point where if you wake up a slig, it could completely change how you would proceed. Honestly, it was exciting to have the possibility of multiple gameplay approaches.

And then JAW just decided to have the sligs fall back asleep after five seconds. Yep. Really wracked their brains over that one, didn't they? I don't know whether this was due to a lack of development time, or engine difficulties, but early on it certainly sounded like they had some grand plans for the sligs, other than a sleep timer.

It's still a great game. Flawed, but great.
At the end of the day they were trying to remake Oddysee and remake the same puzzles. I think changing how you approach Sligs is something that would be considered for a brand new Oddworld platformer.

I suppose they could have tried to do a spiritual remake like the new Ratchet and Clank game. It would have been interesting to play a story where you unlock the ability to Possess or Gamespeak like was originally intended in Oddysee.
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