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  #2731  
10-13-2012, 01:19 AM
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I have font memories of trying desperately to get Elum past those mines.

I liked the bell system in a way. It gave a great sense that there was more to the world than the industrial takeover. It didn't matter that the place was crawling with sligs, once that bell range the unseen native infrastructure made sure you got Elum.
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  #2732  
10-13-2012, 03:26 AM
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Have a cut-scene where he tries to follow you past the mines and gets blown into tiny little splatters. Then have a close up of Abe's face with meat chunks dripping from him. That's sad.
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  #2733  
10-13-2012, 04:51 AM
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Getting Elum past the mines was never a problem. I just exploited the glitches the game had to offer.

Leaving him behind regardless when going to enter either of those temples on the other hand. My poor fragile man heart couldn't take it.

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  #2734  
10-13-2012, 04:52 AM
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Also make it slow motion and have the “Dear Sister” music playing in the background.

BOOM! "Mmmm Whatcha Say"
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  #2735  
10-13-2012, 06:20 AM
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I have font memories of trying desperately to get Elum past those mines.

I liked the bell system in a way. It gave a great sense that there was more to the world than the industrial takeover. It didn't matter that the place was crawling with sligs, once that bell range the unseen native infrastructure made sure you got Elum.


By all means keep the bell. It looked eery and its hum summoned Elum. I just think a small moment of silence and a pat before you leave him behind would add to the depth of Abes character.
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  #2736  
10-13-2012, 07:04 PM
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Getting Elum past the mines was never a problem. I just exploited the glitches the game had to offer.
Have you got footage of that? I'd like to see it.
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  #2737  
10-13-2012, 07:36 PM
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I DO! Happened when my sister played through Paramonia in my first LP in fact.
http://www.youtube.com/watch?v=s4r41EXtnr4
(happens about two minutes in, would post the link to start at that specific time, but YouTube's having a problem making that work)
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Last edited by marlz; 10-13-2012 at 07:40 PM..
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  #2738  
10-13-2012, 09:12 PM
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I wouldn't mind a function that lets you pan the camera back through screens you've already explored. That'd be nice.
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  #2739  
10-14-2012, 01:24 AM
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Have you got footage of that? I'd like to see it.
Unfortunately, no. I don't currently have AO installed on my laptop, and have absolutely nothing to record with. Otherwise, I'd have actually recorded myself hugging a camera and sent that instead of an endless hugs site I've done it both this way:

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I DO! Happened when my sister played through Paramonia in my first LP in fact.
http://www.youtube.com/watch?v=s4r41EXtnr4
(happens about two minutes in, would post the link to start at that specific time, but YouTube's having a problem making that work)
And I've just stood right next to the first mine on Elum and jumped my way over. Not running jump, just simple hopping. That bug where groups of mines in the background you're able to hop through works on Elum, too.

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  #2740  
10-14-2012, 02:00 AM
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The first time I did that section I didn't tell elum to wait

I used to do a similar thing with rocks, but I'd run a slig into the mines first to make sure there were less of them in case I missed.
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  #2741  
10-14-2012, 04:09 AM
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Is New n Tasty going to be an exact remake with a few interstitial sections added in to make the game flow between screens?

Because it would be great if JAW and Lorne take this opportunity to expand some of the areas (By creating new puzzles and perhaps gorgeous 3D landscapes) and add any story elements that were cut or new ones that could expand the world a bit.

I don't know. It would be great if the game offered as much new content as it can on top of the classic areas in a 2.5D setting.
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  #2742  
10-14-2012, 07:57 PM
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I would love to see a few subtle "easter eggs". Just little things that only a hardcore fan would know.
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  #2743  
10-14-2012, 09:09 PM
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I'd love to see everything that was originally intended in the game or was not possible because of hardware limitations as well as bonus content.

Everything from Abe's Moon being carved out in the Abe's moon cut-scene to more cohesive level progressions, particularly the journey from Monsaic Lines to Paramonia and Scrabania (surely a well couldn't travel that far?)
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  #2744  
10-15-2012, 06:52 AM
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I'd love to see everything that was originally intended in the game or was not possible because of hardware limitations as well as bonus content.

Everything from Abe's Moon being carved out in the Abe's moon cut-scene to more cohesive level progressions, particularly the journey from Monsaic Lines to Paramonia and Scrabania (surely a well couldn't travel that far?)
Games are in this sense like movies. Not including the boring parts (long travels, etc.) is of extreme importance to make them enjoyable.
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  #2745  
10-15-2012, 08:07 AM
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surely a well couldn't travel that far?
Why not? I always assumed that the whole travel was via the well. Since well mechanics are odd and left undiscribed that's a legit assumption. And it quite adds to the whole idea of great Mudokon civilization that built wonderful and intricate structures before Glukkons overthrew and enslaved mudokons.
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  #2746  
10-15-2012, 12:10 PM
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Everything from Abe's Moon being carved out in the Abe's moon cut-scene
I hope that stays cut because I think that's one of the weakest story elements I've heard in Oddworld.
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  #2747  
10-16-2012, 02:01 AM
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I hope that stays cut because I think that's one of the weakest story elements I've heard in Oddworld.
Yeah, I rather have that part cut too. I prefer the idea of havig that moon being around like that as far as the mudokon/glukkon memory can go.

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  #2748  
10-16-2012, 08:56 AM
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It'd certainly be more prophetic to leave it as is.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #2749  
10-21-2012, 09:18 PM
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I would love to have something that adds to Oddworld's lore/story/universe.

Like new species/plants, or perhaps a side story of sorts?
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  #2750  
10-21-2012, 11:36 PM
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I would love to have something that adds to Oddworld's lore/story/universe.

Like new species/plants, or perhaps a side story of sorts?

This^.

But only in a subtle way. For example, the 1st secret area in the Scrabanian temple. This secret area has a sign in it that says "Secret Vault". Maybe in the background of this area, have Molluck inspecting it or something.

The thing I liked about secret areas in AO was that they stood out from where you were at the time. They also gave a much more intense feeling of difficulty and at times, would make you feel like you're not supposed to be there. Maybe add more to them so they bring more to the secrecy. Hints like pictures of Sam next to where one of the muds is working. Or maybe corpses of other creatures/busted machines like the shrink.

tl;dr, give secret areas much more depth to the secrets they can hold. Not just hidden muds.
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  #2751  
10-22-2012, 08:47 AM
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Scrabs and Paramites knocking about in the backgrounds in Scrabania / Paramonia temples.
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  #2752  
10-22-2012, 10:02 AM
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Like in the Mudanchee Vault in AE?
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  #2753  
10-22-2012, 10:22 AM
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Like in the Mudanchee Vault in AE?
Exactly, but not necessarily all playable, just bring out the... inhabitedness of the temples.
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  #2754  
10-22-2012, 10:23 AM
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No, I meant in the background of the main hub, there's a Scrab wanderin' about.
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  #2755  
10-22-2012, 10:28 AM
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No, I meant in the background of the main hub, there's a Scrab wanderin' about.
I'm aware of what you are referring too, but he is still playable I believe, and I agreed they should include more things like that.
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  #2756  
10-22-2012, 10:52 AM
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There did seem to be a lot of empty space in a place that was supposed to be the breeding centre of an entire species. Then again, they are endangered.

There should be Scrab/Paramite/Slig/Mudokon skeletons in the outer regions of the temples. I doubt cranky guards and territorial predators get along peacefully.

In the Paramonian compound, Paramites poking their heads out of nests, and maybe scuttling over screen-facing surfaces.

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  #2757  
10-22-2012, 11:38 AM
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Similar to the glistening eyes in the Paramonian Temple, subtle things like that.
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  #2758  
10-22-2012, 11:49 AM
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Well, Scrabs and Paramites weren't playable in AO anyway, so they can just stick one in the background without any problems. I'd also like to see some caged up animals in the Stockyards. And also, it would be kind of cool if they implemented variations on the Sligs' "BS" and "S'mo BS" GameSpeak options. Because I'd like to see Sligs have some "conversations" when they're together and not currently shooting or beating someone. Would make the world feel more alive.
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  #2759  
10-22-2012, 11:50 AM
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In the Paramonian compound, Paramites poking their heads out of nests, and maybe scuttling over screen-facing surfaces.
I'd like if Paramites were not only coming from the ceiling but climbing on the foreground under the floor or coming out of nests like ants to chase you. You'd never know when or where they'd come from, adding tension. Even maybe they could smell you from the background if you stay still for too long, climb down the platform they're on and climb on the foreground, forcing you to hide behind walls...
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  #2760  
10-22-2012, 12:00 PM
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Let’s not go overboard with the wildlife. Part of the atmosphere in AO was how eerily empty the temples were – it made the actual sight of another creature all that more foreboding and unexpected, and the sombre silence was a reminder of what RuptureFarms was doing.
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