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  #1651  
05-24-2012, 11:27 AM
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Yes, those area's were just for excutives, no?
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  #1652  
05-24-2012, 11:31 AM
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Well yeah, you're not gonna put your slaves up in an area where the general population is, nor will you put the vicious dogs..or armed guards..near them either.
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  #1653  
05-24-2012, 11:39 AM
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I don't think that matters in Oddworld though. I mean, they put bombs and meat grinders in random places in RF, they're just gameplay devices, thats all.
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  #1654  
05-24-2012, 11:52 AM
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Well from a gameplay perspective they make sense, and story wise i guess you couldn't really argue with them as no sane person would ever go there in the first place unless they were forced to.
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  #1655  
05-24-2012, 12:05 PM
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I think it would be cool if one part of Feeco would be in the main terminal and you have to sneek past passengers or something. The other part would be in the executive offices where you have to deal with tougher security.
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  #1656  
05-24-2012, 12:10 PM
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..or re-open the condemned door to the RF terminal in feeco as an extra..?
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  #1657  
05-24-2012, 12:14 PM
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I'm pretty sure we went over the RF door a thousand times.

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I think it would be cool if one part of Feeco would be in the main terminal and you have to sneek past passengers or something.
There's a path on the way to Bonewerkz (I think) with a long tunnel with glass transoms in the background. I always assumed this was a bridge between terminals for passengers. Perhaps, with a bit of tweaking, we could see their shadows or something. Or maybe not.

I am for the idea of animated backgrounds. I would like to see trains passing on distant tracks and the like. Perhaps have one pass above you, and the roaring engine and steam whistle vibrates your controller.
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  #1658  
05-24-2012, 12:42 PM
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Reminds me of the screen in paramonia with the rotating windmill in the background. But lets not get too far ahead, its AO they're remaking at the moment, lets save the AE ideas for later.
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  #1659  
05-24-2012, 01:09 PM
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Reminds me of the screen in paramonia with the rotating windmill in the background. But lets not get too far ahead, its AO they're remaking at the moment, lets save the AE ideas for later.
Wasn't Abe HD a mix of the two? The last interview about this I've read was a long time ago, so can't really remember.

As for the passengers noises and whatnot, I thought that it would be interesting, but the loneliness of the level is something you really can't mess with, so I'll just have to agree with you, and having a "screen" or zone where you get to see passengers and all that. Or not. I'm fine with the actual level.
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  #1660  
05-24-2012, 01:25 PM
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I'd laugh if you could get hit by a train like Paramonian temple's Z balls... but it wouldn't look really serious.
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  #1661  
05-24-2012, 01:31 PM
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I can't imagine why they would build a catwalk in front of a train path.
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  #1662  
05-24-2012, 01:35 PM
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They're not like humans though, glukkons like wasting money, even if they may not realise it.
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  #1663  
05-24-2012, 01:38 PM
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I can't imagine why they would build a catwalk in front of a train path.
For the same reason people build road/rail road intersections.
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  #1664  
05-24-2012, 01:54 PM
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I can't imagine why they would build a catwalk in front of a train path.
The same reason they’d have electric barriers, walkways over open-top livestock pens, trap doors, minefields, walkways under falling meat...
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  #1665  
05-24-2012, 02:08 PM
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For the same reason people build road/rail road intersections.
Yes, but bear in mind the trains in Feeco Depot hang from a suspended track, they don't travel along land. If they built a walkway in it's path, it would have to be able to be lifted when the trains pass, so you wouldn't be able to get hit by the train anyway.

Now if there's a walkway below the tracks that had limited height clearance, that would make more sense. If Abe is standing when a train passes, he would get clipped and knocked off his perch, so he'd have to roll.
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  #1666  
05-24-2012, 02:37 PM
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Thays a cool puzzle idea.
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  #1667  
05-24-2012, 02:42 PM
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That would be good for getting to a level, having to dodge incoming and outgoing trains.
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  #1668  
05-24-2012, 02:55 PM
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To be honest though, he's more likely to have his skull smeared across the front of the train than just knocked over. Though his decapitated body might stumble off the edge.

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  #1669  
05-24-2012, 02:59 PM
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That reminds me...

Now that Sherry McKenna isn't around to censor everything, how much gore can we expect to see?
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  #1670  
05-24-2012, 03:05 PM
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I think they want it to be more accessible.

I want more.
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Last edited by Nepsotic; 05-24-2012 at 03:20 PM..
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  #1671  
05-24-2012, 03:10 PM
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I think these days, a bit of gore is pretty accessible.
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  #1672  
05-24-2012, 03:23 PM
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They should retain the one hit Kill mechanic from AO.
When abe gets shot it would be epic to see him clutch his head and fall over backwards, twitching.

Wait..that would be horrible...y...awesome..
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  #1673  
05-24-2012, 03:28 PM
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That reminds me...

Now that Sherry McKenna isn't around to censor everything, how much gore can we expect to see?
Nothing gratuitous.
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  #1674  
05-24-2012, 03:31 PM
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As long as it's not a childish amount, like MO.
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Nothing gratuitous.
Can you stop using big words, Wil, like nothing?
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  #1675  
05-24-2012, 03:48 PM
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That's like asking me to stop... what's a thing I do?
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  #1676  
05-24-2012, 07:56 PM
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Nothing gratuitous.
So no gore Ã* la "Mortal Kombat", huh? I'm ok with that.
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  #1677  
05-24-2012, 08:29 PM
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aw man I wanted to see scrabs rip abe's limbs off when he gets eaten
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  #1678  
05-24-2012, 08:55 PM
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Plus, it stands to reason that all the areas in Feeco Abe was exploring were outside of the main terminal where the passengers would be.
Yes, but you also need to remember that Feeco had been shut down and locked up to try and stop Abe from getting through. It stands to reason that general passengers would be kept out too.
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  #1679  
05-24-2012, 08:58 PM
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Yes, but you also need to remember that Feeco had been shut down and locked up to try and stop Abe from getting through. It stands to reason that general passengers would be kept out too.
I forgot about that very important detail. Dismiss my idea actually.
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  #1680  
05-24-2012, 10:29 PM
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Yes, but you also need to remember that Feeco had been shut down and locked up to try and stop Abe from getting through. It stands to reason that general passengers would be kept out too.
Are you referring to Operation Lightning Bolt? Because I assumed that meeting between Aslik and the others actually took place in Soulstorm Brewery (based on the color scheme and giant logo on the floor plate). They were referring to locking up the Brewery, not Feeco. All the other terminals in Feeco are still accessible. Soulstorm Brewery's gate is the only one that's totally blocked off.

I also assumed Aslik returned to Feeco sometime during your expeditions to Bonewerkz and Slig Barracks.
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