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  #151  
03-24-2014, 01:15 PM
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I'm not sure where you got that idea from
From... the fact that the game teaches you to chant in Mosaic Lines, and never before that?
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  #152  
03-24-2014, 01:20 PM
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Well if the game isnt as hard as it was that will be fine by me, the Vision field is getting a warm welcome to me, the bird health is... okay, i guess its better than dieing all the time from one shot(which i hated in the original) the Dumb downed health system will be helpful for new comers, but i'm %100 sure they will have the classic difficulty, but in the Caddi interview Lorn spoke of when they switched from flip screen to scrolling they had to change some things to adapt with the new system of screen scrolling I.E (Vision field and Bird health bar) I'm pretty sure the health bar was added because of the scrolling screen.
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  #153  
03-24-2014, 01:25 PM
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Based on what logic?
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  #154  
03-24-2014, 01:30 PM
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From... the fact that the game teaches you to chant in Mosaic Lines, and never before that?
I'm quite sure just after the grinding area in Rupturefarms, the LED Screen on the screen with the two sleeping Sligs teaches you how to chant.
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  #155  
03-24-2014, 01:46 PM
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It doesn't. You're thinking of the one just after the first area where you're first taught to rescue mudokons, I think that teaches you how chant.
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  #156  
03-24-2014, 01:50 PM
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Am I possibly thinking of the demo version? I'm sure the intended way to get past that screen was to kill both sligs.
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  #157  
03-24-2014, 02:44 PM
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Probably the demo version. The “intended” way is using the trapdoor if I remember right.
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  #158  
03-24-2014, 03:01 PM
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i loved how different the demo version actually was to the original, including different sound effects and the paramites in the stockyards. Oh how i wished the stockyards were longer and Paramites were included in the final cut!
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  #159  
03-24-2014, 03:02 PM
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Probably the demo version. The “intended” way is using the trapdoor if I remember right.
But only one of the sligs actually walks over the trapdoor.
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  #160  
03-24-2014, 08:37 PM
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  #161  
03-25-2014, 01:20 AM
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i loved how different the demo version actually was to the original, including different sound effects and the paramites in the stockyards. Oh how i wished the stockyards were longer and Paramites were included in the final cut!
The demo version I played had a scrab in the stockyards. I remember this clearly because it scared the shit out of me when I was 8.
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  #162  
03-25-2014, 01:47 AM
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He was probably referring to that screenshot on the back of the AO Playstation case, which no doubt has been debated here countless times, I still find it strange they decided to include that screenshot on the back.

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  #163  
03-25-2014, 02:20 AM
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There used to be a screenshot on the official website, too; showing several paramites in a red Stockyards pen.

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  #164  
03-25-2014, 02:22 AM
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Here's one major issue we found when switching to a scrolling camera:

In the original game, the edge of the screen acted as a really clear divide between areas, and you knew you may be running into danger if you crossed that clear-cut line. The edge of the screen is a 'point of commitment' where, as a player, you can make the call: "Am I ready to go to the next screen, knowing there may be something there that might kill me?"

With a scrolling camera, that point no longer exists and the decision to progress becomes way more fuzzy. It became much more likely that players would just keep running until something dangerous came into view, at which point it was usually too late to safely retreat. So the game became much harder with that one simple change.
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  #165  
03-25-2014, 03:17 AM
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There used to be a screenshot on the official website, too; showing several paramites in a red Stockyards pen.
I remember seeing that screenshot to, the screenshots are extremely easy to recreate using the level editor, but frankly it's pointless, with the screenshot on t he back of the case, what threat does the paramite pose until you corner it?

It was much better to add scrabs, since they chase you instantly.
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  #166  
03-25-2014, 03:33 AM
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That's a good point, however: I would have thought that having people run ahead and die would teach them patience in the game. If they'd done it over and over again, would they not eventually learn that it's better to take things slow?

Maybe it's because I'm playing Dark Souls 2 right now, but I'm genuinely concerned that New 'n' Tasty is going to be too easy. However I'm interested to see what Lorne was talking about when he mentioned they were compensating for the ease of quicksave in some way that they're not yet prepared to reveal.

The aesthetics in NnT are spot on; I can see that from the trailer. But gameplay is important, too. And if it is easy, not everyone is going to be interested in speedruns, and I feel like there are too many different games being released now to put all stock in the 'replay-ability' of a game, hoping that players won't just move on to the next title after completion.

This is of course all speculation, though, as the only way I can know if it turned out too easy is to buy and play it, which I will regardless. I'm just worried is all; the gameplay is something I care about far more than the different Scrab and Paramite sounds.
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  #167  
03-25-2014, 03:36 AM
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But is gameplay more important than the logo?
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  #168  
03-25-2014, 04:34 AM
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With a scrolling camera, that point no longer exists and the decision to progress becomes way more fuzzy. It became much more likely that players would just keep running until something dangerous came into view, at which point it was usually too late to safely retreat. So the game became much harder with that one simple change.
Yaay so harder gameplay?!
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  #169  
03-25-2014, 04:40 AM
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While the health ring has me a little concerned about the new game, I do have full faith into what the end result will be.

Thinking of new game mechanics to challenge the player is pretty hard and from what Lorne and Stewart have been talking about with their references in old interviews and such, I think they are brewing up something smart. Instant death is seen via electrical fields/grinders but not gun shots.

I have a feeling we are going to be pleasantly surprised because if I were trying to prolong the game play, i'd have to include some new form of challenge with the new camera style. Say for example, cones of vision for ranged enemies.
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  #170  
03-25-2014, 09:16 AM
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Would it be possible to move with the D-Pad like the old control scheme? The idea of walking/sneaking by carefully pushing the analogue stick sounds fine, but when you try to do that sort of thing on the Vita it kinda falls apart.

Plus, I really like that D-Pad. Feels like micro-switches
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  #171  
03-25-2014, 11:15 AM
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I would also enjoy a digital input.
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  #172  
03-25-2014, 04:14 PM
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It was much better to add scrabs, since they chase you instantly.
So do Paramites, as long as there's more than one.

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  #173  
03-26-2014, 02:34 AM
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Here's one major issue we found when switching to a scrolling camera:

In the original game, the edge of the screen acted as a really clear divide between areas, and you knew you may be running into danger if you crossed that clear-cut line. The edge of the screen is a 'point of commitment' where, as a player, you can make the call: "Am I ready to go to the next screen, knowing there may be something there that might kill me?"

With a scrolling camera, that point no longer exists and the decision to progress becomes way more fuzzy. It became much more likely that players would just keep running until something dangerous came into view, at which point it was usually too late to safely retreat. So the game became much harder with that one simple change.
This makes sense. I think Lorne talked about a reworked sound system designed to warn the player of upcoming danger, even more then in the original AO. Thinking of it I guess the choice of adding the floating "Z"s above the sleeping Sligs is also coming from this.

Are there other ways you warn the player of upcoming danger or try tovisually define safe/danger zones?

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  #174  
03-26-2014, 08:14 AM
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This makes sense. I think Lorne talked about a reworked sound system designed to warn the player of upcoming danger, even more then in the original AO. Thinking of it I guess the choice of adding the floating "Z"s above the sleeping Sligs is also coming from this.

Are there other ways you warn the player of upcoming danger or try tovisually define safe/danger zones?
I suppose they could do it in the same way Ubisoft approached Rayman Legends, part of the game requires you to rescue creatures called teensies which allowed you to unlock more levels in the game, each level has a set number to rescue, some are really obvious to find but for others you need to explore the level and they are hidden away in secret areas, when you are near a teensie you can hear it shouting "Help me!", it doesn't tell you where they are, but you know they are there.

Jsst like finding secret areas in AO, there could be a sound cue in advance, such as hearing a Slig walking or snoring, as Xavier said, the floating Z's could be a signifier, the way I see it is that the Z's travel a certain distance, and if you make a noise within the Z's the slig will wake up.
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  #175  
03-26-2014, 01:43 PM
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Or it could be something a little more imaginative and less of a cop-out, like a change in Abe's mannerisms or a little more focus on the Slig, a subtle sound que or an increase in the sounds coming from the Slig. Things like that.
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  #176  
03-26-2014, 01:53 PM
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Ok, so I'm a little late here - but the trailer looks incredible and I can't wait to play it. I've not been this excited about a video game since Strangers Wrath in 2005. My only complaint, as has been said, is the Scrab sounding like a lion.

As for the Paramites - Christ. Just when I didn't think Oddworld could get anymore terrifying! I can't wait.

From a story point of view, I would LOVE it if we couldn't possess Sligs until the spiritual elders teach Abe how to in the Monsaic lines using the captive Slig in the Jail Cell. It would add a whole new depth to Abe's story - but I'm not sure how it would fare in terms of gameplay so I'd totally understand if they didn't take this option.
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  #177  
03-26-2014, 02:41 PM
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It was obvious. But the Scrab sounds used were placeholders. Which also means the Paramites and the Slogs weren't placeholders.
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  #178  
03-26-2014, 02:53 PM
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Well that's good news, (if they do the sounds in a way that says "Scrab" to the established fanbase).

Slogs are basically Oddworld dogs, sound like such, and aren't iconic - They can use any aggressive dog-like sounds for those. It's cool the paramites make new sounds and all, but I wonder if they could mix the original sounds in with the new ones:


Still, at least they don't sound like pigs. :P
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  #179  
03-26-2014, 03:54 PM
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I'm so glad the scarab sound was a placeholder. Although i didn't think they would keep it as a lion sound in the final version :P
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  #180  
03-26-2014, 03:55 PM
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Which also means the Paramites and the Slogs weren't placeholders.
Well not necessarily. Just because they only explicitly named the Scrabs in that tweet doesn’t mean that everything else is already locked in place. I have to imagine if they’re going to give the Scrabs their original sound then Paramites and Slogs will be getting similar treatment.
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