View Single Post
  #11  
03-28-2016, 07:54 AM
Manco's Avatar
Manco
Posts walls of text
 
: Aug 2007
: based damage system
: 4,751
Blog Entries: 11
Rep Power: 31
Manco  (14074)Manco  (14074)Manco  (14074)Manco  (14074)Manco  (14074)Manco  (14074)Manco  (14074)Manco  (14074)Manco  (14074)Manco  (14074)Manco  (14074)

Exoddus is my personal favorite game from the main Oddworld storyline (SW is too much of its own beast to really compare to the others). I think the environments feel much more varied and interesting than in AO, the storyline fleshes out more of the world in a way that feels consistent with what AO introduced, and I don’t think I can point to a single gameplay mechanic that doesn’t work well.

I think the largest point in the video that I disagree with is how possessing Paramites and Scrabs makes them less unique and how it makes the gameplay feel more same-y.

Paramites and Scrabs are both still very dangerous when you encounter them, as in most cases you are prevented from possessing them unless the puzzle specifically requires it, and you can’t use possession to break any puzzles you’re not mean to. Their unique abilities are still utilized in puzzles, and they still look, sound and feel like very different and dangerous creatures. If anything, the problem is that too many of the puzzles push Fleeches as the main threat instead of the Paramites and Scrabs themselves.

I can understand why he thinks more possession and Gamespeak-related puzzles in Necrum vaults makes the gameplay more same-y, but I don’t personally agree purely because so many of the puzzles throughout the game rely on you not being able to possess enemies. There’s so much variety in the puzzle structure throughout Exoddus that I don’t think it’s fair to accuse any section of the game from overusing a mechanic.

The criticism of overuse of hubs does make sense, but I think he exaggerates it a little. Feeco is as much a hub as the Monsaic Lines were in AO; he incorrectly stated Bonewerkz uses a hub system when it’s actually a linear level; the Slig Barracks hubs are fairly short in comparison to the rest in the game; and the hubs in general are quite evenly spread out. the Brewery is definitely where the hubs the worst offender though – it could have been mitigated by just trimming a couple of levels out and maybe adding a better indicator of progress between each Zulag, but as it stands it does go on too long.
__________________


twitter (stream of thoughts)
steam (games i never play)

Reply With Quote