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  #121  
06-18-2012, 01:46 AM
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I'm most likely completely wrong but. Wasn't MO a Xbox Launch title? If so, I don't think you can blame OWI for rushing it. Microsoft would of needed the game at a set time of the Xbox's release.

And yeah I'm still disappointed it was never released on PS2.
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  #122  
06-18-2012, 04:55 AM
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I'm most likely completely wrong but. Wasn't MO a Xbox Launch title? If so, I don't think you can blame OWI for rushing it. Microsoft would of needed the game at a set time of the Xbox's release.
MO was indeed an Xbox launch title and was developped in a very short time as apparently they could not reuse a lot of what they had build for PS2. So yeah that's probably the best theory of why this game feels rushed, it's because it was.

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  #123  
06-18-2012, 06:44 AM
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Instead of being disappointed that MO wasn't up to the standard we were hoping for, why not look at this from the point of view that these concepts can be put to use in a future game (Munch's Exoddus perhaps)?

I think everyone who has seen the original concept videos agrees that would have been a great game, and I see no reason why something like that could not be created today (save for time and resources- and at least we know time isn't a factor anymore )

I think these concepts give JAW a great blueprint on how to approach a future full-3D Oddworld game (non-Stranger). Until JAW explicitly state that these concepts will never materialise, there is still the possibility (and given the acclaim from fans, dare I say likelihood) that at some point in the future the concepts will make it into a game.
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  #124  
06-18-2012, 05:25 PM
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Hey don't knock vertex colours! While i agree what OWI did was a bit brute force in some scenarios i think they did a good job with what they had. V Colours are used in pretty much every game out there though. TES Oblivion used them extensively as an example and i'm sure Skyrim does too, and im not even touching on vertex based texture blending.
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  #125  
06-19-2012, 06:14 AM
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im not even touching on vertex based texture blending.
What are you touching?
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  #126  
06-19-2012, 10:30 AM
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My penis.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #127  
06-19-2012, 10:42 AM
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This is why we can't have subtlety.
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  #128  
06-19-2012, 11:42 AM
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Your comment was about as subtle as a bull in a china shop. I just wanted to talk about penis. No homo.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #129  
06-19-2012, 01:45 PM
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Hey don't knock vertex colours! While i agree what OWI did was a bit brute force in some scenarios i think they did a good job with what they had. V Colours are used in pretty much every game out there though. TES Oblivion used them extensively as an example and i'm sure Skyrim does too, and im not even touching on vertex based texture blending.
>Oblivion
>Skyrim

Considering that they use the same engine as Munch I am not at all surprised.

In before "it isn't the same". It is. You don't say that Half-Life 2 and Portal 2 use different engines, do you? They both use Source. Different versions, still Source. NetImmerse=Gamebryo=Creation Engine. They are all the same thing and all equally suck in their own way :3
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  #130  
06-20-2012, 12:23 PM
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Wait you saying that the Elder Scrolls games runs on the same engine as MO? I thought Munch ran on A.L.I.V.E 2?
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  #131  
06-20-2012, 01:55 PM
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Wait you saying that the Elder Scrolls games runs on the same engine as MO? I thought Munch ran on A.L.I.V.E 2?
A.L.I.V.E 2 is NetImmerse (though I think a load of the AI and player code is different). NetImmerse became GameBryo with Morrowind, and GameBryo became Creation Engine with Skyrim. Its the same thing, just improved.
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