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  #91  
09-16-2011, 11:54 AM
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Ah, of course- everybody loves a first- person shooter ahaha
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  #92  
09-16-2011, 01:10 PM
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Not everyone. But yeah...
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  #93  
09-16-2011, 01:35 PM
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Stranger is the perfect place to start. Of all the games, it was the most polished and refined. It's the one with the greatest appeal to the modern market, and the one it'll take the least effort to patch up to something closer to today's graphical standards. Munch would be the worst possible game to try and sell Oddworld to a new generation of gamers. Throwback gameplay, monotonous environments... At least there's a chance JAW will fix the clunky controls and annoying sounds.
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  #94  
09-16-2011, 02:32 PM
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I agree, unfortunately the current good game is shooty shooty, not story story, and while SW is shooty story not shooty shooty it's closer to the average retarded gamer than story story.
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  #95  
09-16-2011, 02:32 PM
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Bringing the focus back to Abe way down the line is fine. Even though they were most likely referring to Abe HD, I wouldn't be on board for a new Abe adventure so soon. Abe hogs the spotlight.

Oddworld is massive. I feel like they aren't doing their universe a justice by constantly focusing on one character on one landmass. We haven't even left Mudos yet. SW was great in that it went in a completely different direction visually and creatively, and it still took place on the same continent. I want them to go even further, and show us just how "odd" it gets. New characters, new locations, new messages. Abe's plight represents only one of Oddworld's many conflicts.
Abe isn’t the entire Oddworld franchise, I agree with you there and I will welcome any additional side-stories in the future.

However, I think the Quintology very much is Abe’s story. The idea behind the Quintology is that it focuses on five characters that start taking back the world from Industrialists, and Abe is definitely going to be the leader of any kind of five-man band.

It’s like Middle-Earth: there’s a huge world out there to be explored in extra stories, but the central story focuses on certain characters and their journey.
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  #96  
09-16-2011, 06:35 PM
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Abe may not be the only OddWorld character, and I agree the game play made AO awesome - not necessarily Abe; but fuck, gabbits are ugly and so I'd really rather we didn't have another game staring Munch.

That said mudokun character designs really are a bit bland, their pretty much just green humans. What about a game starring grubbs (or a scuba toad!) they look pretty cool; still human like but not as much as mudokuns.
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  #97  
09-16-2011, 06:47 PM
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I liked Munch. I thought his characterization was a bit lacking, but he was very "ugly cute", which sums up Oddworld pretty well.

Mudokons are the most humanoid (comparatively, anyway), but that's the point. When you present a humanless narrative, you have to have a few very human characters for the audience to relate to. That considered, I don't think the Mudokons are too humanoid. They could have gone full Na'vi with their design, but they took a risk and kept them a little ugly, ensuring their congruity with the rest of Oddworld's denizens.
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  #98  
09-16-2011, 08:24 PM
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They're supposed to look pitiful. Y'know, so we pity them.

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  #99  
09-16-2011, 11:10 PM
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Why do people keep sayin' that SW is the most polished title from oddworld games? What makes it? I think AO was a more polished game.
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  #100  
09-16-2011, 11:28 PM
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That said mudokun character designs really are a bit bland, their pretty much just green humans. What about a game starring grubbs (or a scuba toad!) they look pretty cool; still human like but not as much as mudokuns.
I couldn't agree less. Mudokons are much more intricate, original and Oddworldy than Grubbs and especially Scuba Toads.
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  #101  
09-16-2011, 11:59 PM
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Only because you know details of their lifecycle and culture. Based only on the physical appearance, Muds are not quite as Odd as those other two.
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  #102  
09-17-2011, 02:43 AM
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I am talking strictly about physical appearance. Scuba Toads are blobs with limbs and a face for goodness sake. I've gone on and on about it, mostly during the early days of Stranger being revealed to us.
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  #103  
09-17-2011, 04:00 AM
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I don't think 'Odd' in the context of Oddworld would be defined as being least human-like. What makes them more Odd, in my opinion, is when they are more human-like, 'cause they are easier to relate to (as someone said) and so the higher level of real-ness is odd in an exciting way.

Edit: I take all that back. i've confused myself
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  #104  
09-17-2011, 10:56 AM
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Why do people keep sayin' that SW is the most polished title from oddworld games? What makes it? I think AO was a more polished game.
I think they mean that it’s nice and 3D. AO was polished in its heyday, but nowadays its sprite-based system tends to look ugly on larger monitors.
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  #105  
09-17-2011, 11:00 AM
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I agree, also it seems oddly fast and sometimes a little unresponsive, nevertheless even on the PC the backgrounds are remarkable.
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  #106  
09-17-2011, 11:06 AM
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From a conceptual standpoint, AO has alot more creativity behind it. SW is "polished" in that it's more tailored to modern gaming trends, but also managed to keep some of Oddworld's signature uniqueness.
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  #107  
09-19-2011, 03:25 AM
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I liked Munch. I thought his characterization was a bit lacking, but he was very "ugly cute", which sums up Oddworld pretty well.

Mudokons are the most humanoid (comparatively, anyway), but that's the point. When you present a humanless narrative, you have to have a few very human characters for the audience to relate to. That considered, I don't think the Mudokons are too humanoid. They could have gone full Na'vi with their design, but they took a risk and kept them a little ugly, ensuring their congruity with the rest of Oddworld's denizens.
Interesting point about Munch; in the original design document it says that munch is devastated by his position as the last remaining gabbit, and if given time alone to think about it he starts to sing/cry (the same noise he makes in the intro movie when calling the other gabbits I imagine). The design specifically says that he would stop if there was a chance of enemies hearing him, or when abe came back to him.

So even though it wouldn't affect gameplay, they removed it. Which I found quite interesting
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  #108  
09-19-2011, 04:25 AM
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Maybe they removed it to better suit the young target age range, like, they wanted to keep the story all happy and optimistic for the children.. -_-
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  #109  
09-19-2011, 05:11 AM
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Maybe they removed it because they removed pretty much everything interesting about that game?


That's not me being snarky; I'm just making the point that once you start this line of questioning, you'll never stop.
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  #110  
09-19-2011, 05:13 AM
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It was probably removed during the production crunch because it wasn't imperative.
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  #111  
09-19-2011, 05:34 AM
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More like it was probably never programmed in the first place because it wasn't imperative.
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  #112  
09-19-2011, 05:45 AM
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Yet that didn't stop them from intending it's implantation. Where, anyway, were they going to find a sound effect for an amphibious organism simultaneously singing and crying that does not sound, to the general adolescent video game audience, somewhat orgasmic. After a while (as with almost all repetitive sounds) it would have seemed to sound really stupid.
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  #113  
09-19-2011, 05:52 AM
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it's unfortunate that munch's Oddysee turned out the way it did; it's original scope was so much grander than it ended up being. However, I actually quite like Munch as a character; I just wish his game was more fun.
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  #114  
09-19-2011, 07:32 AM
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Where, anyway, were they going to find a sound effect for an amphibious organism simultaneously singing and crying that does not sound, to the general adolescent video game audience, somewhat orgasmic.
the fuck kinda shit are you into
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  #115  
09-19-2011, 07:45 AM
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it's unfortunate that munch's Oddysee turned out the way it did; it's original scope was so much grander than it ended up being. However, I actually quite like Munch as a character; I just wish his game was more fun.
Well considering your a developer actively developing a HD port why dont you guys make it more fun ? :P I know you guys are held back in a lot of ways due to how old the game is but im sure you could a add a few minor things like Munch crying when hes alone. sometimes the little things go a looooooong way.
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  #116  
09-19-2011, 07:58 AM
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Well considering your a developer actively developing a HD port why dont you guys make it more fun ? :P I know you guys are held back in a lot of ways due to how old the game is but im sure you could a add a few minor things like Munch crying when hes alone. sometimes the little things go a looooooong way.
If we do have the time to try and add stuff to the game then I will definitely do my best to make the game better, problem is, every day we spend on Munch is a day not spent on Abe.
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  #117  
09-19-2011, 08:29 AM
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im sure you could a add a few minor things like Munch crying when hes alone. sometimes the little things go a looooooong way.
Oftentimes when I'm playing Munch I have to pause and think to myself "What this game really needs is even more annoying noises."
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  #118  
09-19-2011, 08:41 AM
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If we do have the time to try and add stuff to the game then I will definitely do my best to make the game better, problem is, every day we spend on Munch is a day not spent on Abe.
You could make the game 500% better just be removing that boing Abe makes when he jumps.
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  #119  
09-19-2011, 08:46 AM
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You could make the game 500% better just be removing that boing Abe makes when he jumps.
I found Munch's bounce noise even more annoying.
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  #120  
09-19-2011, 09:58 AM
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You could make the game 500% better just be removing that boing Abe makes when he jumps.
I think it goes a lot deeper than that personally.
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