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  #61  
01-25-2008, 08:49 AM
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Hope for the best. Prepare for the worst.
What do you mean for the "worst"? Do you mean a new game?
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  #62  
01-25-2008, 09:00 AM
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worst = all the next projects fail and then Lorne either commits suicide or go work for EA games...

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  #63  
01-25-2008, 07:27 PM
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I hope all the projects have that Oddworld feel to them the games and movie.
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  #64  
01-26-2008, 01:55 AM
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worst = all the next projects fail and then Lorne either commits suicide or go work for EA games...
Oh my god! But excuse me for this question, I read everywhere OWI has closed, but what's the company that is doing Citizen Siege and then the Oddworld movie?
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  #65  
01-26-2008, 02:50 AM
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Last we heard, Vanguard Animation is animating Citizen Siege, and the Abe film is still only in pre‐production.
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  #66  
01-26-2008, 02:57 AM
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Last we heard, Vanguard Animation is animating Citizen Siege, and the Abe film is still only in pre‐production.
Thank you, Max. But is OWI helping Vanguard Animation anyway?
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  #67  
01-26-2008, 03:03 AM
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Of course! They are in charge!
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  #68  
01-26-2008, 03:08 AM
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Thank you Max!!! But is Vanguard Animation for Citizen Siege as GT Interactive Software for AO an for AE?
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  #69  
01-26-2008, 03:32 AM
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No, Vanguard Animation is to Citizen Siege as the animators at OWI were to AO and AE. They are animating the film, not publishing it. We don’t know who’s publishing or funding the film. Everything we know is detailed and fully referenced on the Oddworld Encyclopædia.
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  #70  
02-04-2008, 01:15 PM
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Don't change the topic you Penis, Max!
I prefer the original Oddworld games because of the cruddy sharp grapics and awesome sound effects, which combined with the story gave it a real Canabalistic, Industrial, Carnivious feel....whereas in the other two games the graphics softened and there was less Glukkon and Slig sort of Industrial Overpower involved and more comedy sound effects and a softer touch. Such a point as the Sligs using cans in their Weapons! What Twats! Abe could also surrive a hell of a lot more blows which made it a lot easier, and therefore not as addictive or enjoyable as the past two games. Well thats just my opinion anyway, you bunch of Cocksuckers.

Last edited by Director Phleg_47; 02-04-2008 at 01:25 PM..
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  #71  
02-04-2008, 01:26 PM
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P.S you suck Penis Max Power
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  #72  
02-04-2008, 01:43 PM
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WTF BAN.

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  #73  
02-04-2008, 01:45 PM
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Uho. Telling someone they suck penis in a double post! Why not just ask the mods for a ban?

Edit: Oh, Alcar got there first.
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  #74  
02-04-2008, 01:59 PM
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Actually, Fuzzle guy, he just accused a forum administrator of sucking penis. Still, it’s quite cute so I’m happy for it to stay.
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  #75  
02-04-2008, 02:59 PM
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what an absolute wanker.

i hate 'motor-mouths', silly little sod.
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  #76  
02-05-2008, 10:22 PM
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personaly i think it has changed,

But mainly only in the gameplay of MO, I thought the openting cinamatic was trully oddworld, showing a dark and sinester reality to the oddowrld, and stetting a very good plot. but from there it seams to get a tad too cartoony as people have said. althought i love the scene when Munch gets sonar in his head

i think SW still contains the dark reality of oddowrld, and as the gameplay is supposed to be compleaty differnt i think they pulled it off well.

also i noiced some one said the atomany in MO isnt that good, i realy dont think so, if you look at the backs of the vykers you see so much detail of the bone structure, for exsample they have 2 sholder bones. as for the fuzzels, do you know whats under that fur??

personaly i cant wait to see what heppens next, if only it was sooner.....

btw FIRST POST, hope it was good lol.
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  #77  
02-06-2008, 06:31 AM
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personaly i think it has changed,

But mainly only in the gameplay of MO, I thought the openting cinamatic was trully oddworld, showing a dark and sinester reality to the oddowrld, and stetting a very good plot. but from there it seams to get a tad too cartoony as people have said. althought i love the scene when Munch gets sonar in his head

i think SW still contains the dark reality of oddowrld, and as the gameplay is supposed to be compleaty differnt i think they pulled it off well.

also i noiced some one said the atomany in MO isnt that good, i realy dont think so, if you look at the backs of the vykers you see so much detail of the bone structure, for exsample they have 2 sholder bones. as for the fuzzels, do you know whats under that fur??

personaly i cant wait to see what heppens next, if only it was sooner.....

btw FIRST POST, hope it was good lol.
it may of been me that mentioned the anatomy, and i stand by what i said.

fuzzles bouncing to move - their innards must be complete mush, just how is that possible? how can they even lever themselves into the air?! their just...bloody......furry sodding balls!!

in AO & AE the animals looked realistic. Scrabs, Paramites, even Fleeches and Slurgs. fuzzles are just crap. what Lorne and Sherry where sniffing at the time the fuzzle was designed, is still unknown.
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  #78  
02-06-2008, 06:39 AM
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They did not design it, they only okayed it.

I felt similarly towards the design of the rats (all head and no body? This is SPARTA!) until I saw the skeletal studies.
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  #79  
02-06-2008, 06:53 AM
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Please no jokes about furry balls. Or sodomy.

My friend Sapph, last I asked her about it, said she still dislikes the design of Ratz. Personally I love it. It really is the result of a rhino and a rodent cross‐breeding, and the foot is just spindly and fantastic. Fuzzles, on the other hand, there’s been negativity towards them since we first saw them. They are just sodding, furry balls, I know. They’re not even that cute, they’re just freaky and unbelievable.

That said, with the addition of Stunkz and Chippunkz, I suppose the ‘bouncing furball’ is a well‐documented body design on Oddworld. I prefer Chippunkz and Stunkz to Fuzzles, though.

Funny, but all these furball creatures also belong to the ‘Are they actually wildlife, or are they actually much more intelligent?’ category.
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  #80  
02-06-2008, 07:31 AM
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Stunkz and Chippunkz have distinct heads and torsos, so it is easier to imagine that they have some means of hoping locomotion. Ratz too, have a separate head and body, although it is difficult to make out in intact specimens.

Then again, fuzzles to rest on a highly mobile appendage- their jaw.

Though with the rats I dislike the way their leg connects to their body- there is no fluidity, as with the attachment of their tail. I love the pictures of them resting, with their toes poking out from underneath the body, it works. But standing up, their leg seems to be simply stuck to their underside with no leg musculature in the torso.


Basically, I would have its arse redesigned.
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  #81  
02-06-2008, 01:32 PM
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i assume there's no diagram of the fuzzle infrastructure?
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  #82  
02-06-2008, 01:40 PM
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Not that we've seen.


Silvio and everyone who workied on designs after AO were in something of a trap. Whatever was done in AO will be accepted, but Odd help anyone who then tries to bring in something new.
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  #83  
03-23-2008, 01:37 PM
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T‐nex, an impressive analysis, and I agree and disagree with various things. There are just a couple of things that confuse me.


I hated the cartooniness of Munch’s Oddysee too, but what evidence do you have to blame it on Sherry?


How has Lorne gone back on environmentalism and anti‐materialism?

As for the production designers, I’m not arguing against your opinion, but as we’ve seen in the Abe film artwork, Raymond has been using designs created by Steven Olds, who remains my favourite of the production designers. Farzad is also brilliant, but he also designed Fuzzles which are my least favourite character design. Silvio Aebischer I consider the worst character designer, having come up with Clakkerz and various other SW races (which are generally unimpressive. I know he was personally upset by the uproar the Forums had against his characters, and it was a hysterical over‐reaction, but not without reason). On the other hand, Silvio has designed Oddworld’s most characteristic and beautiful machinery, while Raymond’s artwork is rich and inspiring, perfectly suited to Oddworld.
I want to react: for me too, Steven Olds is my favourite designer. I don't know why he lefts OWI studios. For me when I look to the Art of OWI, the design drawing of Steven Olds are most beautiful and complete than design of AE or MO(look at scrabania or abe's design).
I don't said that Farzad is a bad designer but I think you've a feeling that you get when you play at AO, which represent all the darkness which was at the origine of oddworld.
For me, silvio aebischer is not a bad drawer but I think that I would better stayed in the car design: I think he don't have the good "profile" to work in OWI.
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  #84  
03-27-2008, 07:45 AM
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I agree 100% on that ...

I don't think nothing will compare to AO and AE as they are so unique and the whole experience and atmosphere is the two games were amazing and nothing can replace that for example MO was good yeah but it didn't give me that great feeling i used to get playing AO and AE .... To tell you the truth i am gutted that LL is not making a next game just like AO and AE or even MO as its going to be more realistic and modern and not charicters from the original AO .... but don't get me wrong i bet it is one hell of a game just nothing like the original OW games ...

I was too temped to giving it ago to make my own oddworld game with the characters from AO and AE as i have a mate who is in the gaming buissness and games games for a living .. lol but thats very unlikely ...

I really home in the future there will be one last oddworld game that will have that same feeling and atmosphere like AO and AE ....

Last edited by DaveyUK; 03-27-2008 at 09:01 AM..
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  #85  
03-28-2008, 02:59 PM
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Hmm, MO still gave me that feeling that there is more to Oddworld left to uncover, and there is. Personally, I'm satisfied with MO.

I have a copy of SW, but I haven't played it yet as I do not have an original Xbox.
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  #86  
03-29-2008, 03:28 PM
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Yer i so agree because it says at the back of the games theres more to oddworld than meets the eye.
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  #87  
03-30-2008, 05:03 AM
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MO has potential, it's open to a lot of ideas to extend Oddworld. But SW, I think the story is finished right there, and that's the only part of Mudos we'll see Stranger in.
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  #88  
04-01-2008, 08:46 AM
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OK...
I never played MO or SW ( I've no Xbox). But I see some videos of MO.
I don't know the story of this game but when I see one of the levels (the two, in the forest), I feel that it was a Paramonia remake, but less beautiful.
I don't know what do you think about the Scrabanian level, but I think it's the most beautiful level in every games I've ever played, I don't know why OWI didn't use it again in MO or SW. AO is for me exceptional because of its level's design, which were designed by Steven Olds ( that's why he is my favourite designer in OWI).
In AE we've got still beautiful levels like Necrum, the two vaults or Soulstorm Brewery. But in MO there is no beautiful levels which make the charm of OWI.

In SW I never seen video of the gameplay. But the design are beautiful. However, although the well designed character of stranger, I think OWI would not have give up abe's and his buddies (except Munch, which is not a well designed character like abe in 1995 ( steven olds's abe sketches)), it's one of the reason which explain (for me), the flop of the games. The story is good ( one of my friend relate it for me) but MO and SW would never have the odd atmosphere of AO and AE.


Victor
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  #89  
04-02-2008, 01:44 PM
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Yeah I agree with you totor with MO and SW not having that same feeling as AO and AE. But I still like watching the FMV's. Just not the game levels.
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  #90  
04-05-2008, 11:52 AM
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excuse me but I don't know what the FMV's are could you explain please ( I'm french that's why I don't know what's that). Thanks!
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