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  #62  
02-21-2016, 04:04 AM
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Manco
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: Aug 2007
: based damage system
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According to NnT developers, it wasn't possible or was too hard. It was so stupid.
OK but seriously how do you make shadows work in 3D? Because the whole reason they changed it is that it’d be completely obvious that Abe was standing there from any perspective other than side-on. Sure, add in other concealment visuals that aren’t just smoke vents, but shadows as they were in the original game simply don’t make sense in 3D.


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Scrolling text signs that are black with color text like they were in the original, not orange with black text
Adding to this, less neon-lights-sci-fi aesthetic in general.


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For me, New N' Tasty is pretty good on a visual level and enjoyable to play, for the most part. But every time I pick it up, I feel so let down when I start a slog chase and just barely hear this
Oh that reminds me, the audio mix in NnT can be godawful sometimes. Sound effects are way too loud and completely drown out all the voice audio and music.


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AO had that joke too. At the end of the day dark, scary and realistic just isn't Oddworld. AO was dark and tense, but I wouldn't call it particularly scary, or realistic. Ever since then the tone set down has been really different, and that's just what the vision for Oddworld is now.
I don’t really agree with you there, there’s an army of people out there who will tell you that Oddworld games frightened them when they first played. As for realism, yeah a game featuring alien creatures in alien environments is never going to be realistic, but AO and AE definitely had a ‘grounded’ feel to them – the creatures had some well thought-out anatomy and backstory, all the environments had a natural or lived-in feel, and pretty much everything felt like it obeyed the laws of gravity and physics to a much more realistic degree than most other games.
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