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  #1801  
05-30-2012, 02:59 PM
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  #1802  
05-30-2012, 03:15 PM
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Since only Mudokons are affected by the gas, not Sligs or Glukkons, having the boardroom excluded from its effects is pointless. The only reason the Glukkons would have a gas-proof boardroom is if they realized the full potential of Mudokon farts.
I thought it was sprout gas?
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  #1803  
05-30-2012, 04:02 PM
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And what of the whereabouts of Mullock? Looking back to the final scene, where was Mullock? It was pretty convenient that he happened to be absent from the executive fry festival.
I think when you roll into the boardroom, you should see Mullock high tailing it outta there, and possibly him looking back and giving the orders to bring Abe to him. Of course, this would all be in the background and you'd have to pay attention to notice it.
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  #1804  
05-30-2012, 04:18 PM
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Even better, Molluck walks in on the aftermath...

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  #1805  
05-30-2012, 06:45 PM
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I'm serious here
I really want him to do that now.
DO IT!
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  #1806  
05-30-2012, 07:20 PM
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Turning off the gas would still be relevant though considering Abe himself is a Mudokon and even if the boardroom itself wouldn't get gassed they drag him out immediately after and he would still end up breathing in the fumes?

The gas shut off being in the boardroom is pretty strange. They could probably get away with putting it right before you land in the boardroom. However, the thing I do like about the shutoff being in the boardroom and being the thing to trigger the pair of sligs that drag you off is it allows you to kill that last mud just before dropping down the trap door. I can't say I've ever gone for black quarma without also killing that mudokon. Is it possible to still get black quarma when you save it?

If not that's always something that can be tweaked so it's silly for it to bug me like that. Though, when you kill that last mud then drop down and do absolutely no damage at all it really makes the bad ending feel a lot better story wise. You failed in every way possible. You failed to save your friends and you were unable to stop Rupture Farms. The executives are still there, the only thing you've done was scratch the surface.

For the good ending, having the shrykull do some dramatic spin around destroying the executives and guards (and maybe even destroying that massive screen and a security orb or two that might have been floating around nearby) would add to the sense of achievement. You did it. You caused some real fucking damage and stopped the factory in it's tracks. There's no way they're going to recover quickly from what you've done. And while the camera is panning around the room you can see Molluk get a glimpse through the giant gaping hole Abe peered into at the beginning of the game and do exactly as Sekto said.

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  #1807  
05-30-2012, 08:08 PM
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For the bad ending, before we see abe get chopped, or possibly after, there should be a sweeping shot of the Mudokons being led off into the grinders to be chopped up into New 'n Tasty treats, and many of them cursing Abe's name, perhaps the few up front would be trembling and squealing. If this remake is to be faithful to the original, I feel it should be much darker towards the end, and that the bad ending should really leave a horrible, nasty taste in your mouth and your mind, something that really says that well, you fucked up, and this what happens when you entrust the salvation of a factories doomed employees to a clumsy schmuck who couldn't save himself out a fucking paper bag.
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  #1808  
05-30-2012, 08:45 PM
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I think we're focussing on the ending to much.
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  #1809  
05-30-2012, 09:19 PM
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This thread is for pitching ideas for Abe HD, that includes movie sequences and endings, so I don't see the problem.

I do like the idea of showing the fate of the Mudokons Abe neglected to save. Though showing the Mudokons being dragged off to the slaughter might be a bit too much. I'd be happy with perhaps one final shot of RuptureFarms shipping out several pallets of Mudokon Pops in huge crates.
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  #1810  
05-31-2012, 03:15 AM
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:
I do like the idea of showing the fate of the Mudokons Abe neglected to save. Though showing the Mudokons being dragged off to the slaughter might be a bit too much. I'd be happy with perhaps one final shot of RuptureFarms shipping out several pallets of Mudokon Pops in huge crates.
I really like the idea of seeing the Mudokons being taken away, but at what point are we actually ever told that the production of Mudokon Pops ever begins?

I don't think we ever are so it wouldn't make sense to see the crates.
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  #1811  
05-31-2012, 03:57 AM
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Perhaps it could be implied that Abe's crushed gristle is processed in to the first Mudokon Pop.
:
I think if you added one screen that made it clear you're passing through a duct of some kind, it would assuage any confusion about there being a trapdoor hanging over the boardroom.

Something like that flying slig air duct path in Abe's Exoddus.

I think it's necessary. Back in the day, people understood that certain game mechanics (like trapdoors) were representative, and were put in to accommodate easy path development. Nowadays, gamers will nitpick the hell out of the path design and architecture if it isn't custom designed, so everything has to make sense.
My first thought was that people are more accepting of those game-design shortcuts than you think. Then I remembered that the camera will actually follow Abe falling, rather than screen-wiping. The metaphor won't hold so well in that case, so it probably would be a good idea to show how he gets to the Boardroom.

Here's my idea: The last level should be more obviously a set of catwalks above the Boardroom. The background would be the curved ceiling of the Boardroom and as you go lower it becomes more clear which room you're seeing. The bombs and mines on the ground would be an understandable security precaution. Maybe take out the grinders (or only keep them in an earlier part of the level, before you get in to the Boardroom proper) and put in laser motion detectors instead.

:
That^
Plus, once you drop into the boardroom, it's not like you can go back if you missed anything, so the gauntlet is effectively over.
:
Even if they are immune to the gas, my point still stands. Once you reach the boardroom, the threat of being gassed becomes pretty irrelevant.
Says the guy who was just decrying the use of gameplay shortcuts and metaphor to an increasingly demanding playerbase...


EDIT: The 'Molluck Watches' FMV should be altered to show the Slig using that same lever to turn on the gas counter.
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  #1812  
05-31-2012, 04:03 AM
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This thread is for pitching ideas for Abe HD, that includes movie sequences and endings, so I don't see the problem.

I do like the idea of showing the fate of the Mudokons Abe neglected to save. Though showing the Mudokons being dragged off to the slaughter might be a bit too much. I'd be happy with perhaps one final shot of RuptureFarms shipping out several pallets of Mudokon Pops in huge crates.
Doctor Who got away with thousands of people lining up to the slaughter, so I'm willing to bet Oddworld could do it too.
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  #1813  
05-31-2012, 07:54 AM
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Doctor Who is a TV show aimed at 10 year olds and upwards. Its has been running for 49 years and it can get away with anything. Just look at 'Blink'. That was horrifying and if it was on any other TV show it wouldn't have been aired. Anyway, I'm getting off topic. The point is, people wouldn't take too kindly to a (in their eyes) new games developer, leading mudokons into the slaughterhouse, though I like the idea.
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  #1814  
05-31-2012, 08:23 AM
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I thought Sekto's point was more that it would be more effective as an implication rather than it being clearly depicted.
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  #1815  
05-31-2012, 08:44 AM
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Yes, I think they would. Look at the amount of gorey shit present in today's games. The sick little fuckers would eat that stuff right up. And I think it would be cool to see something more than just abe getting slaughtered. I'd love to see the implications in my previous post done right, even if you might have to tone the gore back a bit.
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  #1816  
05-31-2012, 09:18 AM
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:
Here's my idea: The last level should be more obviously a set of catwalks above the Boardroom. The background would be the curved ceiling of the Boardroom and as you go lower it becomes more clear which room you're seeing. The bombs and mines on the ground would be an understandable security precaution. Maybe take out the grinders (or only keep them in an earlier part of the level, before you get in to the Boardroom proper) and put in laser motion detectors instead.
I like this.
One thing about that final gauntlet is that I didn't feel the level design itself was on par with the boardroom we saw in the beginning.

:

Says the guy who was just decrying the use of gameplay shortcuts and metaphor to an increasingly demanding playerbase...
The Boardroom is the point of no return, whether you saved all of the Mudokons or not, you cannot go back. If Glukkons and Sligs are immune to gas as Wil stated, then they could shut it off at their own leisure. It wouldn't matter if the gas was poisonous to any Mudokons you neglected to save because you can't go back. In the case of the bad ending, the remaining Muds are going to be killed anyway.

I'm trying to rectify a gameplay shortcut here, not make one. Having a lever in the center of an executive boardroom with a big 'GAS SHUT OFF' sign seems far sillier to me than my suggestion of just not having one.

If everyone insisted on having Abe shut the gas off, then I would suggest making it a valve instead of a lever and putting it somewhere more appropriate. Perhaps there could be an extra leg of the gauntlet added where Abe finds the valve while tumbling through the ducts.
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  #1817  
05-31-2012, 11:17 AM
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The only reason it wasn't a valve was because that model hadn't been created until AE. I'm sure if valves existed in AO they would of used that instead.
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  #1818  
05-31-2012, 11:42 AM
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Oh, I know. I'm just saying that since AO, valves became a thing, so they should use them.
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  #1819  
05-31-2012, 11:49 AM
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I love valve
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  #1820  
05-31-2012, 12:10 PM
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I love valve


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  #1821  
05-31-2012, 12:12 PM
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That looks like it hurts.
At least we know now how to shut off Abe's gas.
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  #1822  
05-31-2012, 01:32 PM
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Here's a point; Why does SoulStorm Brew make farts possessable? Explosive, fine, Bonewerkz already markets bone dust as an explosive, but does the presence of Mudokon body matter allow Abe to psychically lock onto it?

Does that mean he could possess a corpse, or an actual bone? These questions need answering, maybe.

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  #1823  
05-31-2012, 01:44 PM
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I'd like to think the bone powder made from the remains of his ancestors creates some kind of spiritual link with his flatulence.
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  #1824  
05-31-2012, 02:06 PM
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Maybe he can possssess noermal fatrs but theres no point in oddyse cuz they wont explode
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  #1825  
05-31-2012, 02:06 PM
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Bells remember
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  #1826  
05-31-2012, 02:14 PM
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I think that if there is to be a final statistics screen, and your gas time runs out, you should also see the employee total add up to the casualties total so you kill the mudokons you miss, plus it makes it seem more realistic.
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  #1827  
05-31-2012, 02:23 PM
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Yea
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  #1828  
05-31-2012, 04:49 PM
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I think the Muds to the slaughterhouse idea could work if it was done in a similar style to the Soulstorm Brew free trials scene from Abe's Exoddus.. but maybe a bit less comical.
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  #1829  
05-31-2012, 06:06 PM
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A bit less comical?
AO is the darkest game in the entire OW catalogue.
It should have a bad ending much, much worse than Munch could ever dream of.
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  #1830  
05-31-2012, 06:51 PM
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There's a fine line between dark and gratuitous though. I thought the original ending to AO was pretty dark as it is; betrayed by your comrades, dropped into a fan and seeing your giblets bouncing off the blades. Adding a shot where you see them shipping a big order of fresh Mudokon Pops is icing on the cake (or popsicle), and I don't think it needs to be any more explicit than that.
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I bought some powdered water, but didn't know what to add.

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