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  #31  
03-21-2011, 09:46 AM
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To be fair to the enviorments, it was oddworld inhabitant's first 3D game,so,it's rudimentary level design seemed to stem from that more than just the artistic design.
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  #32  
03-22-2011, 04:35 AM
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To be fair to Farzad, he didn't design the environments. That's the job of the level designers.
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  #33  
03-22-2011, 12:22 PM
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Probably wouldve happened if the damn game werent thrown from a burning building. And yeah the numbers comin' up over their heads and the fact that mudokans can be ressurected...what the hell's the point of the last two games if mudokans can be brought back to life? Did I waste my time shepharding those idiots through grinders and all kinds of shit!? argh...
Two points: First, Mudokon slaves can't be resurrected, only Native Muds. And given the choice of being able to resurrect them, and having to restart the whole level over if one too many just happen to die before the end, I'm definitely going with the stress-alleviating convenience of the first option. The less I'm forced to play, the better.

Second point: The numbers coming up out of characters' heads is carried over from Abe's Oddysee and Abe's Exoddus. The main problems I had with Glukkon donating to the Lulu Fund was that a) it takes so friggin' long each time, and b) it's the full extent of what you can do with a possessed Glukkon.
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  #34  
03-24-2011, 08:35 AM
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Ah, can't believe I forgot the numbers when you pick up grenades and stuff...Just went and played Oddysee last night...And I get the gameplay convenience, but it just seems to me that they keep stirring the fiction around...The old ones felt natural and,well,real. Munch's Oddysee feels like every other 3D platformer with a puzzle bent. Hell, Abe no longer has normal jumps, he does like a vertical barrel roll.
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  #35  
03-24-2011, 08:52 AM
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The main problems I had with Glukkon donating to the Lulu Fund was that a) it takes so friggin' long each time, and b) it's the full extent of what you can do with a possessed Glukkon.
Nuh uh, you can gloat as well.
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