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  #721  
12-20-2011, 03:42 AM
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I think the biggest reason for the change was because of the situation in Japan, since the mudokons had 3 fingers in all releases of AE they probably decided to follow same suit with the mudokons pops image.
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  #722  
12-20-2011, 04:10 AM
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I think the biggest reason for the change was because of the situation in Japan, since the mudokons had 3 fingers in all releases of AE they probably decided to follow same suit with the mudokons pops image.
Nope. It's something else to do with Japan, but not the finger-based extortion.
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  #723  
12-20-2011, 04:15 AM
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What's the situation with that btw? Are they giving Abe his finger back so he can stick it to Japan or not?
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  #724  
12-20-2011, 04:22 AM
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You'll have to wait for the interview...

Or search through the forum's history from the middle of this year and draw your own conclusions.
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  #725  
12-20-2011, 04:26 AM
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You tease.

Also; level editor. That is all.
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  #726  
12-21-2011, 12:29 PM
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You tease.

Also; level editor. That is all.
This is the single most important addition that can possibly be requested for this remake.
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  #727  
12-21-2011, 12:32 PM
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After the loincloth DLC.
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  #728  
12-21-2011, 12:36 PM
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You could make Abe's Exoddus an DLC? If this still is a Oddysee Re-make.
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  #729  
12-21-2011, 12:40 PM
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Would it make sense to have Exoddus as DLC?

The game is bigger than Oddysee...
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  #730  
12-21-2011, 12:51 PM
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Would it make sense to have Exoddus as DLC?

The game is bigger than Oddysee...
But the engine is the same. It could be a DLC expansion.
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  #731  
12-21-2011, 01:53 PM
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Would it make sense to have Exoddus as DLC?

The game is bigger than Oddysee...
I thought you can already download AE off of Steam and GOG.
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  #732  
12-21-2011, 03:11 PM
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Really? Abe's Exoddus HD is on Steam and GOG?
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  #733  
12-21-2011, 03:18 PM
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Really? Abe's Exoddus HD is on Steam and GOG?
When did we start talking about Exoddus HD?
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  #734  
12-21-2011, 03:20 PM
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When did we start talking about Exoddus HD?
The beginning of the thread.
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  #735  
12-21-2011, 03:42 PM
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The beginning of the thread.
I thought we were talking about Abe HD at the beginning of the thread.
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  #736  
12-21-2011, 07:26 PM
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The only comment I really want to add to this thread is: Please don't fuck up the atmosphere.

The eerie silence of Necrum, the oppressive smoke rising from factories, the tense midnight escape through No-Man's Land, the serene-yet-unnerving silence of the empty wilderness, the menacing machinery dominating factory environments.

Everything is built up beautifully in these games. It comes from the sublime art direction, the uncompromising attention to detail, the intertwining of gameplay and storytelling, the vast landscapes briefly glimpsed in the far distance, but most of all the excellent worldbuilding.

And then we had Munch's Oddysee.

Don't be like Munch's Oddysee.
i agree with evrything this post says, now i havent yet finished reading this thread so i'll probrably edit this later to make another point, but yeah, in fact, i remember a few distinct parts of AO, tiny little details that didn't really get appreciated, but just made me love it ten times more, the effort! one of them was in scrabania and paramonia, on certain gamescreens you could see the temples, from miles away, also i remember a part on paramonia, there was a little windmill in the very far background on a hill, you could see it on about 3 different gamescreens, and it was just there, slowly turning, and for a platformer, i thought that was incredible (call me easy to please), just tiny things like that can really make a difference. and yeah, MO, was way to comical and kiddy, but like other people have said, i liked the few touches like sligs having idle chatter, and i think that would be cool for mudokon workers too, something like "Ugh, you call this a life?" and the other one says something like, "yeah well, there aint much we can do about it", things like that, but yeah, my ultimate point is the BG's, i remember even as a small kid looking at the backgrounds for ages just staring, stunned, please dont take that away like you did with MO.
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  #737  
12-21-2011, 08:22 PM
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There needs to be a half-way point in between Exoddus and Oddysee. To me, AE is quite easy because of the Quiksave, but it leads to me abusing it. However, I get frustrated with AO because of the constant need to repeat things if you fuck up.

so how about an easy, medium, hard, (and perhaps unlockable expert) mode? in the harder modes, you only get a certain number of quicksaves? which forces you to use them wisely? also, depending on how long the game is, if you complete it in under 3 hours or whatever, you unlock a mini game or achievement or both?

Easy - Unlimited Quicksaves, Unlimited Saves, Easy Difficulty, Autosave

Medium - Limited Quicksaves, Unlimited Saves, Slightly Harder Difficulty, Autosave

Hard - No Quicksave, Unlimited Saves, Hard Difficulty, No Autosave

Master - No Quicksave, Only Save At Certain Points In The Game, Very Hard Difficulty, No Autosave


and i know other people have done these before but i thought id add my little achievement thing.

also a few from Oddhunter

1. Learning - Save 15 mudokons

2. Archeologist - Uncover all the secret areas

3. Deadly Silence - Sneak through a whole screen where a slig is present without being noticed

4. Escapee - Complete the stockyards

5. Evil in waiting - Kill the maximum number of mudokons in Zulag 1 before the stockyards

6. Hero - Save the first 28 mudokons

7. Wizard - Possess 20 sligs

8. A Mudokon's best friend - use a slig to make a slog kill another slig

9. Trickster - Make a Scrab fall down a pit

10. One with nature - Complete Scrabania and Paramonia

11. Confidence - Return to Rupture Farms

12. Persistence - Backtrack back through Zulag 1 saving all the Mudokons

13. Get your hands dirty - Kill all the slogs at the end of Zulag 4

14. Bomb Disposal Expert - Disarm 15 UXB's

15. Twisted Firestarter - Detonate 50 grenades

16. Acrobatic - Jump 50 pits

17. Novice - Complete the game on easy

18. Apprentice - Complete the game on medium

19. Veteran - Complete the game on hard

20. Professional - Complete the game on master

21. The Risk - Complete the game without quicksaving

22. Freerunner - Complete the game in under 3 hours

23. Saviour - Save all 99 mudokons

24. Massacre - Kill the maximum of mudokons possible

25. Manly - Achieve the good ending on any difficulty



EDIT: oh cock, double post, sorry!
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Last edited by Nepsotic; 12-21-2011 at 09:51 PM..
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  #738  
12-22-2011, 06:25 AM
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How on earth can the games have a difficulty level?

Not in terms of the quicksaves.
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  #739  
12-22-2011, 06:48 AM
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enemies react quicker, run faster, more meat saws and bombs, harder whistling passwords, stuf like that.
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  #740  
12-22-2011, 07:02 AM
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Sounds like a rubbish idea to me.

Apart from the limited quicksaves.
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  #741  
12-22-2011, 07:16 AM
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oh, cheers. but yeah, limited quicksaves i came up with whilst playing on Resident Evil, you can only save at certain points and if you have an Ink Ribbon. and idea i heard before on this thread was when you save a mudokon, you earn a quicksave, how about when you save 3 mudokons, you earn a quicksave?
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  #742  
12-22-2011, 07:19 AM
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How about...none of that happens? Wouldn't that be great?
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  #743  
12-22-2011, 07:22 AM
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well i guess we'll have to wait and see, they may do it, they probably won't, but whatever they do do, it will probably be great
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  #744  
12-22-2011, 07:40 AM
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No difficulty levels, unless it's to do with quicksaves, which I still think is a dodgy idea. You can't add more meatsaws and things in, imagine if they did that in the original games. The way Abe is designed perfectly, it just wouldn't work. Part of the reason Abe was such a masterpiece is the memorable scenes. That wouldn't be the same if you had 3 different versions of the game in your head.

I really don't like that idea with the mudokons. The first 2 Oddworld games manage to immerse the player to almost forget your playing a game because the story feels real, and it's mostly uninterrupted apart from loading screens and beautiful cinematics. A game mechanic like that would take away from the story and it would just feel like a dodgy thing that Abe is certainly above.
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  #745  
12-22-2011, 07:46 AM
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i don't think it would, there wouldn't be completely different versions of the game, or how about this, just the faster enemies and reaction times, and meat saws move faster? no, all i'm saying is is that don't put it in to keep people playing it over again, that will happen anyway, just so that the more experienced players can play again with more of a challenge
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  #746  
12-22-2011, 08:02 AM
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Adding difficulty levels, yet again, makes Oddworld seem like more of a game instead of a story. I'd rather play it how it is now (which is still hard as fuck) than there be an option to make it even harder.
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  #747  
12-22-2011, 08:11 AM
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but like i said, what about expert gamers that are looking for more of a challenge?
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  #748  
12-22-2011, 08:46 AM
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There is something about Oddworld games that makes me want to play them over and over again without becoming bored. If the HD remake lives up to the legacy left by Oddysee and Exoddus I wouldn't need petty difficulty levels to make me what to play the game more than once.
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  #749  
12-22-2011, 09:06 AM
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i don't think it would, there wouldn't be completely different versions of the game, or how about this, just the faster enemies and reaction times, and meat saws move faster? no, all i'm saying is is that don't put it in to keep people playing it over again, that will happen anyway, just so that the more experienced players can play again with more of a challenge
That wouldn't work, because each specific enemy has it's reaction times programmed to make the game possible to beat, for example, on parts where you need to make a Slig see you so he will chase you onto the screen, it wouldn't work with quicker reaction times because the player needs enough time for the Slig to see them and to escape from the screen.
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  #750  
12-22-2011, 09:08 AM
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i know that, but they wouldn't all have the same fast reaction times, theyd all be a tiny bit faster, not all the same.
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