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  #181  
02-26-2016, 03:38 PM
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You are also forgetting things: I never played exxodus.
You've never played Abe's Exoddus?

Are you even a fan of Oddworld?
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  #182  
02-26-2016, 04:59 PM
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You are also forgetting things: I never played exxodus.
What the...?!
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  #183  
02-26-2016, 05:05 PM
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Yeah guys, Vlam is a true Oddworld fan.
Whatever that is.
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  #184  
02-27-2016, 04:06 AM
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I think they should keep Greeters the same. Either keep the lasers the same or change them simply on an aesthetic level.
Just plonk the red Slig field-of-view cones onto the Greeters but make them more noticeable
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  #185  
02-27-2016, 05:17 AM
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Yeah guys, Vlam is a true Oddworld fan.
Whatever that is.
Indeed. Just after Wil though.
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  #186  
02-27-2016, 03:06 PM
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Not sure what I can say here that hasn't already been said, but here goes.

I honestly liked the whole colorful-but-still-grimy aesthetic going on in NnT (the Rupture Farms portions anyway). It felt suitably artificial and fake, masking just how horrible the place really was. Remember that the factory Mudokons were pretty content and happily ignorant right up until Shit Got Real.

AE had some beautiful atmosphere to it, though--The Necrum jungles felt sweltering and still, the Slig barracks looked crowded and filthy, and while I do agree that FeeCo Depot seemed a little too empty for a supposed hub of transport, it somehow worked. I definitely hope they stay true to the original vibe.

In terms of mechanics, I can't think of too much for them to fix aside from maybe trimming down a few areas--a lot of levels just felt like fluff.

Oh, and maybe make AEHD more compatible with laptop graphics card than NnT was. I'm on a pretty good comp but I still got poor framerates through the whole game. (inb4 laptops are shit for gaming, I'm aware of that but I needed one for college.)
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  #187  
02-27-2016, 03:12 PM
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You can get good gaming laptops, but chances are yours is running on-board graphics, which are rarely sufficient.
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  #188  
02-27-2016, 03:31 PM
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Oh, I had another thought. Make the levels feel more connected. Have the world rotate around from platform to platform, like in the original Paramonia and the videos that JAW revealed of cut content from Paramonia.
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  #189  
02-27-2016, 06:36 PM
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You mean make the world feel more 3D? I would definitely second that. I think I mentioned it in the AO suggestion thread iirc.
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  #190  
02-27-2016, 10:41 PM
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You mean like in monsaic lines?

In NNT i mean.
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  #191  
02-28-2016, 08:17 AM
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Oh, I had another thought. Make the levels feel more connected. Have the world rotate around from platform to platform, like in the original Paramonia and the videos that JAW revealed of cut content from Paramonia.
Where could I find those videos of cut content from Paramonia? I tried to google it first, but couldn't find anything.
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  #192  
02-28-2016, 08:20 AM
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You mean like in monsaic lines?

In NNT i mean.
I think that's what he means, not exactly sure though. I did notice how the screen rotated in monsaic lines, just like in the original AO. I'm replaying Exoddus for PC right now, and I noticed it did it in the Necrum jungles too. I love that 3d rotating camera view.
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  #193  
02-28-2016, 08:22 AM
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Please use the edit button if you want to add something just after posting once
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  #194  
02-28-2016, 08:40 AM
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Where could I find those videos of cut content from Paramonia? I tried to google it first, but couldn't find anything.
https://twitter.com/OddworldInc/stat...28026241699840


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  #195  
02-28-2016, 08:54 AM
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It looks so much better than the cheesy awful rhymes
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  #196  
02-28-2016, 08:55 AM
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Honestly, everything is better than those
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  #197  
02-28-2016, 11:51 AM
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The concept is better than the cheesy rhymes, but that pan across is so poorly done, as someone pointed out before you can spot when the camera reaches the keyframes that have been placed, it jumps speeds awkwardly, but I know it's beta footage never intended to be viewed by anyone other than JAW.
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  #198  
02-28-2016, 04:47 PM
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Why is there a LucasArts logo in that clip???
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  #199  
02-29-2016, 01:33 AM
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I think the cheesy rhymes add alot of personality to the game.
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  #200  
02-29-2016, 05:33 AM
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I think they would have been bearable if they weren't so poorly written. Some of them have way too many syllables, are way too long or words are put together purely for the sake of rhyming. Maybe if it was etched into a stone background it would have been better? I don't know.
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  #201  
02-29-2016, 05:38 AM
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I was perfectly happy with the yellow Abe face at the bottom. The rhymes were unnecessary and stupid.
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  #202  
02-29-2016, 05:39 AM
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I liked the rhymes.
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  #203  
02-29-2016, 06:15 AM
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I also disliked so many rhymes, I rolled my eyes at them so many times.
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  #204  
02-29-2016, 06:53 AM
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Abe even uses rhymes in the cutscenes,
I also like them in the loading screens.










#rhymed


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  #205  
02-29-2016, 09:52 AM
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The rhymes in the loading screens sounded like a child had written them. The rhymes in the cutscenes from Oddysee had a different feel. Maybe because Abe spoke them... but something was better and more fitting about them.

For me, after expieriencing New 'n' Tasty, it's now clear that a large part of what made the original game so appealing was that it was a grid based game. I would like that back for Abe's Exoddus. Leave them as close to the originals as possible. If you want to do something different, make a new bloody game.

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  #206  
02-29-2016, 09:54 AM
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The loading screen rhymes were terrible.
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  #207  
02-29-2016, 11:10 AM
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The original AO rhymes were awesome and added so much to the feel. The new and tasty rhymes made me wanna fall of a cliff and smash my head....
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  #208  
02-29-2016, 11:25 AM
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Well as Lorne gets older, it's natural that his feelings and perspectives will change and the original vision may not be exactly the same anymore or gone in to a new direction.

I can't blame a creator for feeling this way considering he had to return to his original content back from the 90's I would want to freshen it up a bit too, however I agree that the direction he went in was not perfect by any means from the vibe of the game to the humour involved.


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  #209  
02-29-2016, 06:24 PM
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The rhymes in the loading screens sounded like a child had written them. The rhymes in the cutscenes from Oddysee had a different feel. Maybe because Abe spoke them... but something was better and more fitting about them.

For me, after expieriencing New 'n' Tasty, it's now clear that a large part of what made the original game so appealing was that it was a grid based game. I would like that back for Abe's Exoddus. Leave them as close to the originals as possible. If you want to do something different, make a new bloody game.
That's another big issue I have with New N Tasty:

The original had a well balanced silliness/seriousness ratio while New N Tasty often times is just unnecessarily goofy. Even worse, it should have been obvious to them that when a joke repeats it usually stops being funny. But that's not my main point. It's the appropriate amount of humor without ruining the original game's vision and atmosphere.

The chattering of the muds for instance would have been way more effective if it wasn't as overdone as it was in the NnT. It would have been way more funny if it only happened in a certain spot, as a kind of easter egg. Just that tiny bit of humor, to ease the atmosphere a little but not to ridicule and shit all over it.

Same with the silly Slig chatter such as the "mommy" screaming or commenting on how they should stop eating Scrab cakes (again, it would have been more effective as a one-time joke) Sometimes less is in fact more. In the original game the Sligs were so much more intimidating, exactly BECAUSE they really didn't talk much at all. They had a much more mysterious presence, since pretty much all they were doing was making weird ass noises and shouting "WAIT!!" at you before shooting you in the face. You really had respect for them, especially if you were new to the game. In comparison you can't really take the Sligs in New N Tasty very seriously.

Yes, we had "mommy" shouting Sligs already in Abe's Exoddus but those were pantsless, so there it merely served as a vehicle to demonstrate the vulnerability of the otherwise tough-guy Sligs without their mechanical pants and their guns. It being funny was a side effect in that case.

The original game added the silliness factor (in appropriate amounts) out of the necessity to counteract the overall very serious and dark tone of the game, not to be funny as an end in itself. It would have been a very dark and probably depressing game otherwise, and Lorne realized that back then (only to forget it later, I guess).

Last edited by Fischkopf; 02-29-2016 at 06:27 PM..
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  #210  
02-29-2016, 06:32 PM
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Fischkopf, I agree with you. The thing is: in Lanning's mind, NnT is the real AO. You must deal with it. AO was an happy mistake.

Last edited by Vlam; 02-29-2016 at 06:37 PM..
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