Sligs, Glukkons, Interns, Paramites and Scrabs need Gamespeak more like Abe's so we can have the involving gameplay like in AO or AE. I remember using one of the department managers to take a Slig around a level and open a door in AE. What do you do in MO? Move Gluk ten centimetres, donate. I think Abe also needs more Gamespeak. Remeber the angry, hyper and depressed Muds? That was fun. An implementation of a Gamespeak system as described by Eibu (what happened to him?) where we could solve Mudokons' problems by asking them questions and comforting them would bring great involvement. Maybe we could create a more involving storyline by doing that. Make us care for the Mudokons!
We need some kind of transition between levels. They should go to their destination, not teleport. Maybe once or twice but not for every level. If we had teleporters then they should at least look like teleporters. Pull lever, teleport. Remember?
Sligs and Interns should be able to climb ladders and Big Bro Sligs should be able to pick things up. Big Bro Sligs need more weapons. In the last level, the lucky Vykker you posess has the choice between a large knife and a Snuzi. Poor Big Bros.
We should be able to throw Sligs and such out of windows. We need everything we saw in the old videos. The Sligs need to smoke and have scripted conversations occasionally.
Abe and Munch should have a relationship that we see develop throughout the game. Until the ending FMV we hardly saw any dialog between them. Do they even like each other?
Better AI, obviously. Watch those clever Muds walk into a doorframe and tell you there's nothing to do when there's clearly a Slig not ten paces away. And the enemies! Appauling! They're looking right at you. They don't shout 'attack' until you're within at least five paces.
I think spooce introduces a new level of constraint which I find comforting. If you could always create a posession orb then where would the fun be in that? Posess, kill everything. Where's the puzzle element? As a side note, Chant Supressors should be destroyable. Several of the puzzles in AO and AE could be solved by destroying the Chant Supressors. But now, you're supressed for good!
Bring back old species? I can only think of one species that wasn't included in MO. Fleeches. That would be fun.
I think fart posession should have been included in MO by logic. The Blitz Packer uses Soulstorm Brew, right? Abe drank Soulstorm Brew in AE to gain explosive farts, right? Logic!
I think the levels looked good but I'm not sure they were as good as they could have been given more development time. They certainly weren't as challenging as they could have been.
I miss the fear. In AE, for example, adreneline surged through my body as I ran from Paramites through the Mudomo Vaults but when I ran from Paramites in the Paramite Run, it was at a some what leasurly pace and I didn't fear them because I had Expresso and I knew they wouldn't get me if I kept away from the mines. Boring.
By implementing the changes suggested above, it would be much easier to create a longer game due to the added gameplay opportunities. It would also be more fun.
And where was all the fun we were told about? The old movies which were supposedly to be in MO? Scrapped. We couldn't raise out little Meetles. We couldn't change our environment (appart from making it rain a little) and I'm not entirely sure but did the time even change throughout the game? I certainly didn't notice any dark external levels.
In conclusion, I want constraint, I want freedom, I want involvement. I want fear and emotion. I want a whole lot of development between now and ME.
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