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  #1  
07-26-2014, 10:08 PM
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Wired Additional Factories in possible AE Remake?

Would you be open to a possible Abe's Exoddus remake having some additional factories?

Perhaps some from Munch's Oddysee, like Flub Fuels, Splinterz, Magog Motors, or even additional locations like Scrab-O-Rama could be connected through Fee Co Deepot, and would have to be shut down along with Bonewerkz, Slig Barracks and the Executive Offices.



I personally would love to see these areas. Not only would it make sense for these factories to be connected with Fee Co and would be in line with the story changes made in New n Tasty, it would be a great opportunity for JAW to add a good variety of locales, and hours of additional content for its fans in a canon-friendly and interesting way.

Would you be upset with the ret-conning, or would you like to see the additions? I want to hear your opinions!

Last edited by HOMINIX; 07-26-2014 at 10:16 PM..
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  #2  
07-26-2014, 10:55 PM
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I'd welcome some extra areas. I don't think Scrab-O-Rama area would be a good idea, though.
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  #3  
07-26-2014, 11:54 PM
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I am not sure I want to see more areas that you can enter and mess around in to get to SoulStorm Brewery. But I would very much like to see more connections from Feeco Depot even if you can't actually get to them.
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  #4  
07-27-2014, 12:02 AM
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JAW will have their work cut out for them if they re-do AE - I think the game is plenty long enough as it is. New areas would be nice, but they ought to be saved for new games.
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  #5  
07-27-2014, 12:28 AM
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I remember Vykker Labs' door in FeeCo Depot already. I think FeeCo Depot in MO would be nice.
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  #6  
07-27-2014, 12:56 AM
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There's enough sub-companies already. You've got Soulstorm brewery, Slig Barracks and Bonewerkz, plus the FeeCo Executive's Office. It's more than enough for one game.

If what you're suggesting is something to lengthen the game, then I'll say now that the game is already extensive. But if your reason is for opening up Oddworld a little more and letting us see more of it, then I'll say they already have the vykers' labs and rupture farms references. Yes, in a real world maybe there'd be more platforms at FeeCo Depot with other destinations to depart to other than the ones shown in Exoddus, but you have to remember that this is a game and a story, and we could tell the player about every little detail in Oddworld, a lot of which would be irrelevant and derailing from the story of the game. When you're telling a story, it's best NOT to provide every bit of detail, but rather provide only the bits relevant to the story (maybe a few irrelevant bits too) but adding a whole other explorable factory that isn't key to the already fantasticlly scripted Exoddus story would only have a negative impact on the game in my opinion.

If all you want is more gameplay, it would be better to just add more gameplay areas within the already existing environments/factories.
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  #7  
07-27-2014, 04:43 AM
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I think the game is already plenty long enough if you ask me. The moment you arrive at the FeeCo Depot your main goal is to travel onward to the Brewery, but you get interrupted because of the security gates. Having to visit three locations to continue your quest is already quite enough. Adding more would just start to get annoying if you ask me.

What I would like to see is some secret or easter egg that allows you to board a train back to the ruins of Rupture Farms. See what became of the place, even if there's no-one to rescue.
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  #8  
07-27-2014, 05:13 AM
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I don’t want to see new locations, but I would like to see the existing locations expanded a little more. The areas in Necrum Mines could be reworked to be more distinct from one another, for example.
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  #9  
07-27-2014, 08:34 AM
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I just don't see more content as ever a bad thing when it comes to Oddysee and Exoddus. Yes it would add more time, and more requirements before you can continue on to the brewery, but that personally, that sounds great. Call me crazy, but I would never get annoyed with more content in my game.

:
I don’t want to see new locations, but I would like to see the existing locations expanded a little more. The areas in Necrum Mines could be reworked to be more distinct from one another, for example.
I'd be happy with extended established areas, but the new areas are much more intriguing and exciting to me. Is it the fact that it tinkers with the story?

Abe's Exoddus is a lengthy game, although I think it's reasonable to anticipate that the remake will be slightly easier than the original (as with New n Tasty) with the addition of more frequent checkpoints and lower difficulty options. Like I said before, there is nothing wrong with a longer game, period.

Sheer length and volume aside, it would add more flavor to the already delicious variety of locations in Abe's Exoddus. I never thought I'd see so many Oddworld fans opposed to so much new content in the old Abe format. If anything, I'd have thought the opposition would be to the non-canon-ness rather than the extra areas.
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  #10  
07-27-2014, 09:06 AM
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One possibility I'd like to see is new industrial facilities being added as secret/bonus stages to the main game along with, as Havoc mentioned above, the ruins of Rupture Farms.

While I'd welcome an extension of the core game's length, I don't think any more new facilities should be added as required levels to pass before entering SoulStorm Brewery, chiefly because it may ruin the existing glukkon triumvirate. A possible exception would be an outpost of an existing factory, such as a Dripik-owned training camp for sligs that Abe stumbles upon in the wilderness.

As far as the door to Vykkers' Labs in Feeco Depot is concerned, I'd like to see it replaced with something more compatible with a flying saucer in the sky, for example an advertisement.
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  #11  
07-27-2014, 10:19 AM
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JAW remade Oddysee and added new paths to existing areas.

They're going to remake Exoddus and add new paths to existing areas.

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  #12  
07-27-2014, 11:57 AM
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If they added any new environments, I'd only ask for one, and I think it would be better if it were a construction zone rather than a pre existing factory or something along those lines. Anything else seems like over kill, considering it's a pretty long game as it is.

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  #13  
07-27-2014, 12:40 PM
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The commercials for products and new attractions could be animated TV bits instead of stills. Fleech-o-rama, Slurg Sundaes, etc.
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  #14  
07-27-2014, 12:50 PM
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I just Want to see Mudombies, which were cut from the original
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  #15  
07-27-2014, 01:35 PM
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I'd like to see a few Elum areas added. I I guess Mudombies could be interesting if done right. Maybe hinting towards Glukkon Occultism?
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  #16  
07-27-2014, 03:11 PM
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Mudombies? What the flying fuck?
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  #17  
07-27-2014, 03:21 PM
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From Fan Art 7 from last year:



:
It takes a lot to unnerve this desert-hardened Mud, but Emily’s depiction of the disturbed dead that beleaguer Necrum once the Glukkons come a-drillin’ is too creepy. Whadaya mean you never saw ‘em? They were there, I swear!
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  #18  
07-27-2014, 08:59 PM
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Mudombies? What the flying fuck?
From memory, I think there are pictures of them in the Art Book.
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  #19  
07-27-2014, 09:01 PM
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From memory, I think there are pictures of them in the Art Book.
There is a small one, and some original textures for the Mudombies' skin. I think that would be a great addition.
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  #20  
07-27-2014, 11:59 PM
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Yeah there are, I liked the concept but it might seemed pigeon-holed in to the un-aware average gamer what with the zombie craze going on right now. It'd look almost as if they were trying to capitalise on that.
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  #21  
07-28-2014, 04:10 AM
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:
I just don't see more content as ever a bad thing when it comes to Oddysee and Exoddus. Yes it would add more time, and more requirements before you can continue on to the brewery, but that personally, that sounds great. Call me crazy, but I would never get annoyed with more content in my game.
It would kind of ruin a little something called "balance". I'm not in favour of adding a whole new section in the game at start.

However if they want to create an extension (like Alf's escape) to visit some new place I'd buy it in a heartbeat.

That's right I rather want the additional content to be DLC rather than included in the game.

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  #22  
07-28-2014, 04:21 AM
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That's right I rather want the additional content to be DLC rather than included in the game.
Keyword being additional, which most companies don't understand. (IE charging for stuff that should already be in the game)
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  #23  
07-28-2014, 04:27 AM
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I hope the additional content for "Twice the Flavour" (eh! eh! ) is SligStorm.
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  #24  
07-28-2014, 05:26 AM
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:
I hope the additional content for "Twice the Flavour" (eh! eh! ) is SligStorm.
That would actually make sense, given that they'd already be working on the Slig Barracks.
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  #25  
07-28-2014, 05:28 AM
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I'm pretty sure Stew said in an interview, though, that SligStorm was supposed to take place in RuptureFarms.

Although they could certainly change it.
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  #26  
07-28-2014, 07:21 AM
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:
JAW remade Oddysee and added new paths to existing areas.

They're going to remake Exoddus and add new paths to existing areas.
This. I can see FeeCo being much larger in the remake.
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  #27  
07-28-2014, 07:37 AM
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Adding paths is awesome. As long as they don't add a whole new section (factory/temple) in the middle of the game.

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  #28  
07-28-2014, 07:53 AM
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Remember that 'Vykker's Labs Comin'' Soon door that was closed in AE? I'd like to see that open. :P
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  #29  
07-28-2014, 09:12 AM
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It would kind of ruin a little something called "balance".
I don't know what you mean by that. I could understand an argument about story pacing (which honestly, I personally don't think would take a hit). It would just lengthen the second act.

What do you mean by balance?

I would be fine either way if they were DLC or included in the vanilla version, as long as they end up being the same price in the end. It wouldn't matter to me, as I know I'd almost assuredly buy all of the addons.

The only issue I could see with addon expansions would be working the new content into the game in a canon-friendly manner, something they were able to do with Alf, as he's a completely different character. It might be easier and more flush with the story if it were worked into the existing plot line.

But, hey. That's just my opinion. I think it would be fresh and new, and it would really make me feel like I'm getting NEW content. I love how faithful JAW has been to the original design and puzzles, but NEW puzzles would actually feel like I'm getting to play a brand new 2D Abe game!

But a lot of you aren't warm to the idea, I understand.

Last edited by HOMINIX; 07-28-2014 at 09:17 AM..
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  #30  
07-28-2014, 09:16 AM
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You don't control Alf in Alf's Escape though. You control Abe.

:
Witness the humble beginnings of that fez-donning, tea-lovin’ Mudokon first seen in Abe’s Exoddus! Use Abe’s haphazard skills to sneak Alf outta the factory and to freedom! Watch out for that meat grinder!
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