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  #211  
05-08-2014, 10:42 AM
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When I look at the new motion sensors I get the thought that they're moving along a conveyor, and meant for scanning meat carcasses moving along it for anomalous materials?

Thus anything non-meat-carcass would trigger it and uh.. send a flying mine... into it... and uh, blow it all to hell... okay that doesn't make sense anymore, but I like it aslong as they move
You're very, very close. =)

Here's more from Matt - http://crowbarska.tumblr.com/post/85...nsors-in-new-n - and why he chose to tweak what really wouldn't have worked in 3D space into something that does, and fits.
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  #212  
05-08-2014, 10:46 AM
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Awesome But how would that work in the section with the two gaps and the secret door? Unless they move on suspended wires? This is quite interesting :P
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  #213  
05-08-2014, 10:47 AM
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Just wondering how they would overlap like the ones in the original :P
They probably don't. I imagine their paths have been altered though.
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  #214  
05-08-2014, 11:24 AM
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I really, really like the way it looks, however, I'm not sure it fits with that particular area. It doesn't seem as dark, foreboding and unnatural and I think that may be because it's a lot brighter this time.
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  #215  
05-08-2014, 11:25 AM
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But how would that work in the section with the two gaps and the secret door? Unless they move on suspended wires?
Bingo!
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  #216  
05-08-2014, 11:27 AM
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Will there be visual hints for secrets like the brew bottles in Exoddus?
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  #217  
05-08-2014, 11:31 AM
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Will there be visual hints for secrets like the brew bottles in Exoddus?
That's a secret!
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  #218  
05-08-2014, 11:33 AM
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Will there be visual hints for visual hints for secrets like the brew bottles in Exoddus?
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  #219  
05-08-2014, 11:37 AM
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If it's subtle hints, then I don't see why not.
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  #220  
05-08-2014, 11:38 AM
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We've got the internet. There are no secrets anymore. (And I hate it)
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  #221  
05-08-2014, 11:48 AM
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Hopefully the secrets are only subtly given away by changes in audio, The bottles in Exoddus made it too easy
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  #222  
05-08-2014, 01:31 PM
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We've got the internet. There are no secrets anymore. (And I hate it)
Back in my day, we looked up secrets in magazines and Strategy guides!

(he says as someone who has had access to the internet his entire childhood life.)
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  #223  
05-08-2014, 01:35 PM
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I actually remember forking out money to buy the strategy guide for Metroid Prime and Mario Kart Double Dash.
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  #224  
05-08-2014, 02:36 PM
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I love that screenshot! Wow. The colours are amazing.
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  #225  
05-08-2014, 03:49 PM
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I'm actually now really looking forward to what the free fire zone is gonna look like when Abe returns. All heavily camped out with machinery as a quick attempt to tighten security from where abe was last seen.

I mean, some lasers were also on the chant scanners. Is the rocky area where the camp fire and the slig gonna be all industrialized? or will it have a ghetto laser set up?

Either way, fantastic rendition and great compromise. I love it when designers explain their changes. Keep it up! cant wait till next thrusday/friday!
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  #226  
05-08-2014, 05:41 PM
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Reading why they changed the watch tower to the scanny doohiky makes me wonder.... what they hell are the going to do with the Greeters from AE?? O.o
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  #227  
05-08-2014, 07:07 PM
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Well, maybe they'll have motion detectors on them like the ones people have in their houses.
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  #228  
05-08-2014, 09:07 PM
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Oh, also, this doesn't belong in this thread I know, but does anyone have the vita versions of AO and AE? You can't sneak. There is no R2 or L2 bumpers. The moment a sneak puzzle comes up you gotta sprint it and pray to Shrykull.

Just a heads up for when NnT comes to vita lol.
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  #229  
05-08-2014, 09:47 PM
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Reading why they changed the watch tower to the scanny doohiky makes me wonder.... what they hell are the going to do with the Greeters from AE?? O.o
Like the Slig field of view cones I hope, but visually bigger and visible outside shadows so it doesn't get too hard to pay attention when you're in the Greeter's aggro range
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  #230  
05-08-2014, 09:55 PM
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Oh, also, this doesn't belong in this thread I know, but does anyone have the vita versions of AO and AE? You can't sneak. There is no R2 or L2 bumpers. The moment a sneak puzzle comes up you gotta sprint it and pray to Shrykull.

Just a heads up for when NnT comes to vita lol.
You can. Vita has something like touch backscreen or sth.
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  #231  
05-08-2014, 10:15 PM
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Oh, also, this doesn't belong in this thread I know, but does anyone have the vita versions of AO and AE? You can't sneak. There is no R2 or L2 bumpers. The moment a sneak puzzle comes up you gotta sprint it and pray to Shrykull.

Just a heads up for when NnT comes to vita lol.
You can - you have to use the Vita's touchscreen (in the corners) or the back touchpad, but you can.

The Vita version of NnT will be optimised for the Vita, don't worry.

:
I really, really like the way it looks, however, I'm not sure it fits with that particular area. It doesn't seem as dark, foreboding and unnatural and I think that may be because it's a lot brighter this time.
It was largely (I believe) to emphasise the stark change between indoors (RF) and outdoors (SY) - it's still night (there's at least one very strong new reference to this in the level as you progress) but don't worry, it gets darker by the time you reach FFZ.

Last edited by OWI_Alex; 05-08-2014 at 10:27 PM..
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  #232  
05-09-2014, 12:32 AM
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Are the motion sensors going to be pointless again? In AO, all you had to do was roll through them and the bomb would go right over your head.
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  #233  
05-09-2014, 01:00 AM
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Are the motion sensors going to be pointless again? In AO, all you had to do was roll through them and the bomb would go right over your head.
I'd think it's safe to say the mobile security of outlying RuptureFarms installations has been improved of late.
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  #234  
05-09-2014, 01:00 AM
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That's a good question! I remember playing a mod of the stockyards and when the alarm was tripped slogs appeared and it made me jump out of my skin! They are also unavoidable so it made me really try hard haha!
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  #235  
05-09-2014, 01:10 AM
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Here's more from Matt - http://crowbarska.tumblr.com/post/85...nsors-in-new-n - and why he chose to tweak what really wouldn't have worked in 3D space into something that does, and fits.
This article is great, I like how it gives us a look on why things were changed. Thank you CrowbarSka for writing it and jaw_alex for sharing.

The solution you guys came up with looks great I like the idea of those portals sliding across rails. It somehow makes more sense than in the original game.

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  #236  
05-09-2014, 02:07 AM
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I'd think it's safe to say the mobile security of outlying RuptureFarms installations has been improved of late.
Two mines? One big mine? A mine that locks on to Abe? A ton of tiny mines?
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  #237  
05-09-2014, 02:38 AM
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  #238  
05-09-2014, 03:00 AM
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You can. Vita has something like touch backscreen or sth.
:
You can - you have to use the Vita's touchscreen (in the corners) or the back touchpad, but you can.

The Vita version of NnT will be optimised for the Vita, don't worry.
Thanks guys! +rep for being gosh darn handsome.
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  #239  
05-09-2014, 04:30 AM
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Or a quite simply a mine that will hit Abe even if he is rolling
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  #240  
05-09-2014, 04:55 AM
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Maybe the gates electrocute Abe to death if he triggers them?

EDIT: On second thought that wouldn't really work for gates that aren't designed to kill immediately.
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