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  #31  
05-28-2014, 05:23 AM
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This gives me a huge urge to dust off my PSX and play Crash Bandicoot again.
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  #32  
05-28-2014, 10:33 AM
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Haha, yup. I noticed those rats too every time I played that level. Even my sister, who didn't play AO but watched me, would mention that the rats sounded like Scrabs.

I recently heard Abe's 'fart noise' in some sort of tv/movie, and laughed to myself. That one is every where. Elum's sounds, minus his howling when you chant/tell him to wait, are just camel noises, so you'll hear those around a lot. As for Sligs, I don't hear them much anywhere.
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  #33  
05-28-2014, 04:12 PM
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woah. Those rats.
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  #34  
05-29-2014, 02:47 AM
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If I remember correctly. Somebody here told me that the slig noises are stock sounds of frogs.
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  #35  
05-29-2014, 10:54 AM
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Yeah, they are.
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  #36  
05-29-2014, 04:09 PM
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Which sligs sounds are frogs?
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  #37  
05-29-2014, 10:31 PM
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The ones that sound like frogs.
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  #38  
05-30-2014, 12:08 AM
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That's not really helpful Nep. Plus they don't sound like frogs to me.

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  #39  
05-30-2014, 12:18 AM
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BS or Smo' BS, can'r remeber which. Not the "Brrrawn" sound, but the "ricket" sound
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  #40  
05-30-2014, 04:02 AM
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Thank you for the helpful replies - that's really interesting ; I thought those were from Carmageddon though?

I wonder if they'll keep the two Slig gamespeak "noises" for the reboot or if they will make those two buttons into insults (Munchs oddysee style, which I hope not).
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  #41  
05-30-2014, 05:05 AM
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There was talk early on about giving the sligs scripted conversations with each other. No footage of that happening or not happening has been released yet.

I hope they decided against it.
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  #42  
05-30-2014, 07:46 AM
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There was talk early on about giving the sligs scripted conversations with each other. No footage of that happening or not happening has been released yet.

I hope they decided against it.
Why against it? I mean yeah if conversations are copied then i would definitely agree with you, but if it is scripted for every other scene and had its own unique dialogue for that specific area THEN! i would jump on that.

The more atmosphere the better.
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  #43  
05-30-2014, 09:45 AM
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Except it subtracts from the atmosphere and makes them less scary and less threatening.
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  #44  
05-30-2014, 10:37 AM
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Except it subtracts from the atmosphere and makes them less scary and less threatening.
then make them talk about scary things?

Remember JAW SCAAAAAAAAARRRRRYYYYYY
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  #45  
05-30-2014, 12:52 PM
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Yes, because making something more relatable and human and less uncanny is a sure-fire way to make it more scary.
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  #46  
05-30-2014, 01:07 PM
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People are the scariest monsters out there, Nepsotic.
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  #47  
05-30-2014, 01:51 PM
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I know I know Nep.. Like all old school fans it wouldn't seem right for them to talk. I guess I just want to see it for more engagement to the story. (I.e when you first start off sligs will be talking about trying to catch Abe before he escapes) stuff like that I would like to see. I guess I am the only one who would like to see that change :X
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  #48  
05-30-2014, 05:39 PM
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Hopefully.
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  #49  
06-03-2014, 08:37 AM
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The fact that they didn't speak much amde it more eerie and in a sense scary in the first two games. There was nothing worse than accidentally making a noise and a slig turns around and says 'WHAT?'... oh apart from dropping onto a screen, hearing the scrab chase music and not knowing which direction the scrab will come from!
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  #50  
06-03-2014, 09:26 AM
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I'd prefer mumbling or distorted voices over a full blown conversation. Make it clear that they're conversing with one another but not so much that the player can understand.
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  #51  
06-03-2014, 03:46 PM
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I think it would work either way if the sligs' voices were more mechanic like the original gamespeak samples.

But they're not, and as far as I know they won't be in NNT, so silence or mumbling is the best bet to keep the atmosphere.

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