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  #1771  
05-30-2012, 04:43 AM
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I thought the final section with the timer was too short, it should have involved a chase or enemies to avoid, it just seemed a bit sudden that you go from the factory to the boardroom in a matter of seconds, it feels like you should have worked for it more
It would be pretty cool if either the final section was extended or another section was added just before it. Maybe before the final Zulag, even. Actually no never mind extensions aren't really needed, but if the entire game is going to be remade anyways you might as well change up the timed bit just before the boardroom. No fun playing the exact same game I suppose.

Also this leads me to question what the meat grinders were doing there. And why there was a trap door just above the boardroom. Neither of these make sense and are really bugging me right now. I can kind of understand why they'd put most of the slog kennels closer to the center of the factory but meat grinders right outside the boardroom? Okay.

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  #1772  
05-30-2012, 05:16 AM
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Also this leads me to question what the meat grinders were doing there. And why there was a trap door just above the boardroom. Neither of these make sense and are really bugging me right now. I can kind of understand why they'd put most of the slog kennels closer to the center of the factory but meat grinders right outside the boardroom? Okay.
Maybe they're just a way of stopping intruders (like Abe)? We know all too well that the grinders are a great method of crowd control. From a glukkon's point of view, why buy special defences/weapons when you can add to the existing bulk order of grinders, save money with the bulk discount, then use them multi-purpose?
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  #1773  
05-30-2012, 07:16 AM
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You still can't answer why there is a trapdoor conveniently placed right above the boardroom. It simply doesn't make much sense from a story perspective. I hope they change that.
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  #1774  
05-30-2012, 07:16 AM
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Maybe it's how Molluck enters the room.
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  #1775  
05-30-2012, 07:18 AM
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Mmkay, and he can limbo his way in there while avoiding meat saws, and somehow grow a pair of hands to pull the ring.
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  #1776  
05-30-2012, 07:44 AM
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Mmkay, and he can limbo his way in there while avoiding meat saws, and somehow grow a pair of hands to pull the ring.
As hilarious as that is, Glukkons do have hands. Their feet are just sad, pathetic, and useless so they use their hands in place of it.

I'd imagine he come into the boardroom on some kind of platform from below instead of just kind of dropping in from above. If it were set up any other way it wouldn't seem as strange, but it's a trap door. It's like when they were building the factory they wanted random people to walk by and fall into the middle of the boardroom at any given minute.

Like they have some intense meeting like the one in the opening sequence and then oops random employee falls from the ceiling and breaks their neck on the center platform while Molluk's giving his big speech. Then they all laugh and continue with the meeting.

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  #1777  
05-30-2012, 08:43 AM
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You still can't answer why there is a trapdoor conveniently placed right above the boardroom. It simply doesn't make much sense from a story perspective. I hope they change that.
Maintenance shaft.
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  #1778  
05-30-2012, 08:48 AM
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Maintenance shaft.
This.
And I wouldn't protest to changing the art to make it look more like a maintenance shaft.
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  #1779  
05-30-2012, 09:20 AM
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Maintenance shaft.
Isn't that a bit of a cliche, though?
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  #1780  
05-30-2012, 09:39 AM
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Cliche versus a conveniently placed trapdoor directly above the boardroom obviously put there purely as a game mechanic?

I'm gonna go with cliche on this one.
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  #1781  
05-30-2012, 10:28 AM
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I think there should be a hole in the wall that you have to roll through, something that the management or maintenance didn't notice. Something just big enough for abe to roll through and land in the Boardroom
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  #1782  
05-30-2012, 10:28 AM
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@Sekto Springs: Mhm, guess you're right.
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  #1783  
05-30-2012, 10:33 AM
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I think there should be a hole in the wall that you have to roll through, something that the management or maintenance didn't notice. Something just big enough for abe to roll through and land in the Boardroom
Why would that exist? Unless you have Abe crawling through ventilation shafts, it's just a Death Star way of ending the story. With the tiny hole.
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  #1784  
05-30-2012, 10:34 AM
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Because it would physically make more sense from both a story and a gameplay perspective, and not much would have to be changed, except for the very last few screens, and since it would be early to late 2013, I don't see why not? (If this idea gets through to OWI)
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  #1785  
05-30-2012, 10:39 AM
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Whoooosh.

So having a hole in the wall, in the boardroom of Rupture Farms makes sense? The room where decor and the sort is key, where all the wealthy glukkons go for meetings? Where the richest creatures in East Mudos are talking business? There should be a hole in the wall in that room?

Just leave it as it is, it's not really that big of a deal any way.
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  #1786  
05-30-2012, 11:12 AM
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There is a gaping hole in that wall, just look at the opening cutscene.
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  #1787  
05-30-2012, 11:22 AM
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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.

Having Abe drop through a duct, and come crashing through a vent, landing in the center of the boardroom and catching the executives by surprise has a lot of potential to be a really epic finale before you pull the lever that ends the game. Extra points if the camera rotates around Abe Matrix style when he goes Shrykull and fries the executives one by one.
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  #1788  
05-30-2012, 11:24 AM
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There is a gaping hole in that wall, just look at the opening cutscene.
I think that's called a fucking door, m'dear.
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  #1789  
05-30-2012, 11:26 AM
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Yeah, its a large set of double doors. They just neglected to close them all the way.
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  #1790  
05-30-2012, 11:26 AM
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Oh, right. I like the idea. Instead of the final Shrykull being in-game as usual, have a cutscene like what Sekto said. Complete silence except for the zapping noises. Epic.
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  #1791  
05-30-2012, 11:27 AM
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It works too because the room is circular and the executives are positioned along the outside of it. Then the camera zooms in on Abe right as he changes back and the two sligs jump him.
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  #1792  
05-30-2012, 11:34 AM
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What about the lever? Oh, maybe you pull that and then you drop into the boardroom. Epic.
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  #1793  
05-30-2012, 11:36 AM
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I thought it was kind of dumb that the gas shut-off lever was in the boardroom. I think you could do away with it all together. Just get to the boardroom itself before the timer is up and you'd be fine. The lever is just unnecessary by that point.

Again, it's a game mechanic that wouldn't work for a modern redux. You pull the lever, and it triggers the twin sligs. The sligs should be scripted to come automatically once the executives have all been zapped.
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  #1794  
05-30-2012, 11:41 AM
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Aww, I was gonna edit my post to say that. I always struggled with the meat grinders and bombs, I coukdn't time my jumps right, so I just did it really quickly the way you're not supposed to.
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  #1795  
05-30-2012, 12:57 PM
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I thought it was kind of dumb that the gas shut-off lever was in the boardroom. I think you could do away with it all together. Just get to the boardroom itself before the timer is up and you'd be fine.
Then how do you turn off the gas?
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  #1796  
05-30-2012, 01:15 PM
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You don't. It's a reasonable assumption that the boardroom is gas-proof (unless Molluck intended on killing his constituents as well). I feel like once you reach the boardroom, the race to outrun the gas becomes irrelevant, especially considering it only takes a few extra seconds to gib the executives and end the game.
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  #1797  
05-30-2012, 01:31 PM
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Plus, it adds to the fact that, 'the mudokons you didn't save, die!' Which I like.
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  #1798  
05-30-2012, 01:57 PM
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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.
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  #1799  
05-30-2012, 01:57 PM
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You don't. It's a reasonable assumption that the boardroom is gas-proof (unless Molluck intended on killing his constituents as well). I feel like once you reach the boardroom, the race to outrun the gas becomes irrelevant, especially considering it only takes a few extra seconds to gib the executives and end the game.
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.
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  #1800  
05-30-2012, 01:59 PM
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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.
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