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  #1  
03-03-2014, 01:12 PM
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Hot damn, we're inching ever closer!

http://www.oddworld.com/2014/03/grab...haxis-podcast/

*twitch*
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  #2  
03-03-2014, 01:27 PM
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Podcast? People really listen to those?
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  #3  
03-03-2014, 01:31 PM
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If you want information that's not currently been printed in any way shape or form you'll plant your booty somewhere comfy and give it a listen.
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  #4  
03-03-2014, 01:56 PM
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Someone's going to have to sum up what was said in this podcast. Everytime I listen to a podcast I tend to zone out as I just use it as background noise while I do other things.
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  #5  
03-03-2014, 02:36 PM
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Summary:
-Sony is hipsters, Microsoft just jumped on the bandwagon of supporting indie.
-Oddworld on PS1 was great.
-Sony contacted OWI for releasing.
-Lorne brought the idea of Oddworld on paper to some guy named Mark Cerny.
-This guy worked on a lot, like A LOT, of good games.
-Adam Boyes has a lot of experience with games.
-Lorne was terrified while releasing the AO demo.
-Japanese people are smart.
-Lorne used to have lunch with big wigs, majority of big wigs thought that PS1 would fail terribly.
-Lorne wears tutus.
-JAW is hard at work to release soon.
-Sony treats small studios the same as large ones.
-One of the podcasters Window's had an hour.
-Oddworld is not in Japan/not planned for Japan. (Could be wrong on this.)
-Lorne told Microsoft: "...to go fuck themselves."
-Xbox One isn't focused on games enough.
-The Xbox One is terribly named.

I can't listen to any more right now. I might make an update. I might not. This was almost exactly the first 30 minutes of the podcast.
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  #6  
03-03-2014, 02:40 PM
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Lorne essentially said that New 'N' Tasty would be showcased at the Game Developers Conference in San Francisco, which is March 17-21. Really all you need to know.
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  #7  
03-03-2014, 02:41 PM
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Oh boy, starts on my birthday. What a cool and podcast worthy thing.
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  #8  
03-03-2014, 03:04 PM
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Still can't help but be miffed that the release on PC is being withheld until a later date. Gonna have to hide from OWF for a while I think. Still, the info Lorne talks about it somewhat interesting at least.
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  #9  
03-04-2014, 12:56 AM
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I love how they planned it to be a half hour segment in their show and it turned into a 90 minute interview filling the entire show. Sounds like Lorne.

In other news I hate podcasts. They are a vile invention and I don't know how long I can stand listening.

Edit:



He just took 40(!!!!) minutes to answer a single question...
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  #10  
03-04-2014, 01:36 AM
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:
Summary:
-Sony is hipsters, Microsoft just jumped on the bandwagon of supporting indie.
-Oddworld on PS1 was great.
-Sony contacted OWI for releasing.
-Lorne brought the idea of Oddworld on paper to some guy named Mark Cerny.
-This guy worked on a lot, like A LOT, of good games.
-Adam Boyes has a lot of experience with games.
-Lorne was terrified while releasing the AO demo.
-Japanese people are smart.
-Lorne used to have lunch with big wigs, majority of big wigs thought that PS1 would fail terribly.
-Lorne wears tutus.
-JAW is hard at work to release soon.
-Sony treats small studios the same as large ones.
-One of the podcasters Window's had an hour.
-Oddworld is not in Japan/not planned for Japan. (Could be wrong on this.)
-Lorne told Microsoft: "...to go fuck themselves."
-Xbox One isn't focused on games enough.
-The Xbox One is terribly named.

I can't listen to any more right now. I might make an update. I might not. This was almost exactly the first 30 minutes of the podcast.
Thanks you for this. I'll give it a listen but it's nice to have a sneak peak.

:
Lorne essentially said that New 'N' Tasty would be showcased at the Game Developers Conference in San Francisco, which is March 17-21. Really all you need to know.
I guess that means we will see a lot more of the game in a couple of weeks.

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  #11  
03-04-2014, 03:23 AM
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I'm stoked. I love Lorne so much. The guy is always so busy, but none the less really invests himself in what ever he is doing. Even if he should be off doing something else. Who ever is lucky enough to catch his attention just gets his complete focus.
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  #12  
03-04-2014, 03:25 AM
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When they mentioned that "It will be done when it's done" All I could think of was Duke Nukem Forever...
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  #13  
03-04-2014, 06:43 AM
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:
When they mentioned that "It will be done when it's done" All I could think of was Duke Nukem Forever...
Valve time. :P But at least you know that they're active.

Anyway, I listened to the podcast while playing TF2. I've decided to summarise the bits about N'n'T for the hell of it. Wall of text crits you for 9999 and all that, but there is some good info here, although I think a lot of it's already appeared in other interviews.

When questioned about the remake:
  • Lorne reflects on how he's better able to engage with his audience nowadays then he was previously, thanks to social media
  • Fans wanted to see a remake, but also wanted to see something new
  • Lorne chose to do a remake of AO 'cause making something new would be too expensive at the moment
  • He talks about the challenge of how to do a remake without upsetting the fans, since they demanded it to be made better without changing much

Then the discussion covers:
  • Planning how to do the project, and how to rehash an old game with modern tech
  • Deciding which engine to train JAW's staff how to use, that they settled for Unity
  • Working with Unity's dev team, how JAW are pushing Unity's tech, particularly graphically wise
  • Lorne is happy with the quality and progress of the work being produced by JAW

They're asked about how some fans remember the original game as being better than it actually was, and the challenge of working from low-res source material:
  • Stewart thinks the hardest part about that was jumping from 2D to 3D.
  • He enjoyed the original games back in '97, '98, but didn't like how static the environments were, and is now pleased that JAW is able to bring AO's environments to life, making them appear more dynamic in N'n'T.
  • Ridge Racer stood out to Stewart for having a dynamic world, despite it being a "boring-ass track racing game"

Lorne covers this question later in the podcast:
  • Lorne is pleased about having the tech to show visual and lighting effects that weren't previously possible
  • He's disappointed when people get remakes wrong by changing too much. For example, they "fucked up" the King Kong remake because they changed the script.
  • He feels audiences want original IPs left as they are, but remade and enhanced with new tech
  • He's pleased to see AO come to life as he originally envisioned it, rather than a "flip screen game"
  • (later still) AO had 3 million dollar's worth of 3D assets. While dated now, they were high quality back in the day, and OWI were saving a library of them for later use when user-end technology could render them in higher resolutions.
  • Said assets are not compatible with today's tech, but have been used as templates for new assets, saving the dev team a lot of work and money

They're questioned about N'n'T's progress:
  • Stewart talks about how they changed engines 3 months after displaying footage of N'n'T at E3
  • Unity is a lot easier to use than the previous engine they were using and has better features
  • They had to rebuild N'n'T in Unity, but were able to reuse most of their existing assets
  • 16 months after rebooting the project, it's coming together "really well" as they approach the end of development
  • They've polished the game a bit since releasing recent screenshots a couple of weeks ago

When asked about when we'll be able to see more game footage:
  • Stewart: "Soon"
  • Lorne: Game Dev Conference in San Francisco in the coming weeks

Later after Lorne rambles about game dev, they're questioned about the camera angles in N'n'T. Lorne answers with the following, and Stewart later backs him up and adds extra info:
  • People wanted classic 2D play because they appreciated the simplicity of the original gameplay rather than changing AO to a 3D platformer
  • Having a more dynamic, moving camera over a static one was a way to give depth to a 3D world while retaining the 2D gameplay of the original.
  • Lorne speaks about how to make the game more accessible to new players while not dumbing it down for the hardcore ones
  • He acknowledges that they haven't shown much of N'n'T's gameplay yet, and appreciates the attention to detail that fans have on level layout when commenting on screenshots

That's about all I can be arsed to do. The rest of the interview is about game dev in general, and Lorne talks a lot about the challenges of being independent and his POV on stuff.
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  #14  
03-04-2014, 11:04 AM
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I do agree with Stuart about Ridge Racer. I thought the game it self sucked (though I seem to be in the minority) but looking back, at the time Ridge Racer did have a lot going on the enviroment compared to games like Gran Turismo.
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  #15  
03-04-2014, 11:06 AM
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:
Summary:
-Sony is hipsters, Microsoft just jumped on the bandwagon of supporting indie.
-Oddworld on PS1 was great.
-Sony contacted OWI for releasing.
-Lorne brought the idea of Oddworld on paper to some guy named Mark Cerny.
-This guy worked on a lot, like A LOT, of good games.
-Adam Boyes has a lot of experience with games.
-Lorne was terrified while releasing the AO demo.
-Japanese people are smart.
-Lorne used to have lunch with big wigs, majority of big wigs thought that PS1 would fail terribly.
-Lorne wears tutus.
-JAW is hard at work to release soon.
-Sony treats small studios the same as large ones.
-One of the podcasters Window's had an hour.
-Oddworld is not in Japan/not planned for Japan. (Could be wrong on this.)
-Lorne told Microsoft: "...to go fuck themselves."
-Xbox One isn't focused on games enough.
-The Xbox One is terribly named.

I can't listen to any more right now. I might make an update. I might not. This was almost exactly the first 30 minutes of the podcast.
Thx for the info! I dont like to listen to this, but u gave me the infos
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  #16  
03-04-2014, 01:40 PM
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Thanks for the write ups. I doubt I'll ever find time I listen to that podcast.

Might use the info to make a video. This is sorta Oddworld news right?
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  #17  
03-04-2014, 02:23 PM
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Stuart has mentioned about bringing the environments to live, I'm still continuing to watch my girlfriend do her first play-through of AO, tonight she reached this screen, and as I watched her play, I couldn't help but feel that it would look so much better if the branches on the trees were moving, in fact I thought it looked weird that they are completely static.

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  #18  
03-04-2014, 09:48 PM
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:
my girlfriend
I've been away a while, have I missed something? Could've sworn you were gay, even by OWF standards.

Or is this a quote from the podcast? I need caffeine.
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  #19  
03-05-2014, 01:01 AM
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* Stewart
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  #20  
03-05-2014, 01:21 AM
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:
I've been away a while, have I missed something? Could've sworn you were gay, even by OWF standards.
I made a post about it in some thread the other day, rather vague I know but it's morning and I cannot be bothered to go into detail about it, which probably defeats the purpose of me writing this but nevermind.

:
* Stewart
Now I feel stupid *facepalm*
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  #21  
03-05-2014, 01:36 AM
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Confirmed, JG is an alt of CP.
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  #22  
03-05-2014, 03:16 AM
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CP?
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  #23  
03-05-2014, 03:18 AM
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Crashpunk (I think).
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  #24  
03-05-2014, 01:20 PM
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Hi.
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  #25  
03-09-2014, 12:44 AM
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Hey, JennyGenesis.

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  #26  
03-09-2014, 01:19 AM
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To everybody in this thread

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  #27  
03-10-2014, 01:08 AM
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That's enough spam.
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  #28  
03-28-2014, 07:03 PM
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So the Australian PlayStation site has New n Tasty up with a PG rating. So if it's already got a classification rating does that mean that it's done?

http://au.playstation.com/oddworld-a...e-new-n-tasty/
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  #29  
03-28-2014, 07:33 PM
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It's not on the Classification Review Board website, so I'm guessing that's a predicted rating rather than an actual one. Or possibly they've gotten confused and put SW's rating, as it's the most recent Oddworld game listed.
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