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  #361  
06-12-2014, 01:38 AM
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That gameplay looks GREAT! I feared that after all this exposure, which I usually avoid, I wouldn't be as excited. But I'm seriously considering getting a PS4 to play it....
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  #362  
06-12-2014, 01:40 AM
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watch this yall, Someone filmed themselves at e3 playing new n tasty
https://www.youtube.com/watch?v=zA6UK9X5Txg
Check out 1:02 - Abe sure can take a lot more damage now before he falls! This is good news for newcomers and casual players

Still, I hope that the hard or 'classic' difficulty that Lorne mentioned significantly reduces the amount of punishment Abe can withstand. Besides the puzzles themselves, it was Oddysee's install-kill mechanic and lack of checkpoints that were the reasons it was so challenging. I hope 'Classic' mode actually addresses that

Bring on July 23rd!

Last edited by Oziah; 06-12-2014 at 02:15 AM..
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  #363  
06-12-2014, 02:05 AM
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Oh however will you live, JG?

Well I look silly, new page.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.


Last edited by STM; 06-12-2014 at 12:32 PM..
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  #364  
06-12-2014, 03:39 AM
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Gonna nit pick here. And I might as well go all out list the animations that are jerky too.

Now, everything looks beautiful, sounds beautiful and is executed with evident quality. My 1 beef however is with the portal sound when it closes after rescuing slaves.

The more audible low humming whoosh pulse sound with the really quick uplift ping echo from the original made me feel like where ever the workers just went, they were safe, and the horrible place they just left is far away from them. Like a soothing calm for the newly escaped employees.
I think the sparkly sounds are too prominent. Even though the original had something similar, the new ones sound like you're collecting coins in mario imo. Or guessing the right answer in who wants to be a millionaire.

I'd like to see what everyone else thinks too. Not super fussed though.

as for animations that need fluidity:

-Slig lever pull
-Abe leap (while standing still and pressing triangle)
-Slig wave
-Slig turn around
-Slig holstering weapon after shooting (as he goes back to natural position.)
-Slig before exploding. But I think its ok, would like to know what others think.
-Abe hand gesture to follow
-Mud slaves reacting to abes commands
-Abe entering/exiting doors

Thats just from watching and its probably all been looked at but couldnt make the E3 cram rush. But hey, might aswell go all out and point out what looks odd lol.

/endnitpick
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  #365  
06-12-2014, 05:11 AM
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Check out 1:02 - Abe sure can take a lot more damage now before he falls! This is good news for newcomers and casual players

Still, I hope that the hard or 'classic' difficulty that Lorne mentioned significantly reduces the amount of punishment Abe can withstand. Besides the puzzles themselves, it was Oddysee's install-kill mechanic and lack of checkpoints that were the reasons it was so challenging. I hope 'Classic' mode actually addresses that

Bring on July 23rd!
The stage demo was played on Medium. Hard mode is much tougher in terms of damage given out.
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  #366  
06-12-2014, 05:28 AM
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The stage demo was played on Medium. Hard mode is much tougher in terms of damage given out.
As in, 1 shot from a slig = dead abe? (followed by faceplant into a mine lol)

or is that a classic mode with no hp bar/birds?

Good show at E3 btw I still think you guys should have had a spot up on the big stage with your own segment
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  #367  
06-12-2014, 05:29 AM
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Oh however will you live, JG?
Without new n tasty. Im not buying a game with loading screens.

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The stage demo was played on Medium. Hard mode is much tougher in terms of damage given out.
Then I hope that there is a trophy for beating the game 100% on hard. Im up for the challenge.
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  #368  
06-12-2014, 05:52 AM
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I think those rhyming couplets are just placeholders for screen transitions. There's no fade-in or anything. Besides, OWI managed to give AO 3D screen transitions, and that was a 2D game. I sincerely doubt they'd leave them out of a fully 3D one.

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  #369  
06-12-2014, 07:29 AM
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Will you still be able to Quicksave on Classic Mode?

Please say yes!
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  #370  
06-12-2014, 07:37 AM
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Hopefully not. The checkpoints won't be as horrible so the need to quiksave won't be as great.
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  #371  
06-12-2014, 07:42 AM
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Will you still be able to Quicksave on Classic Mode?

Please say yes!
Why would you want it? Also, how would it make sense? Also, no.
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  #372  
06-12-2014, 07:45 AM
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You absolute bastards are so close to making me buy a PS4. If it's not a marketing ploy they've been lured into by Sony I'll be very surprised.

Because it's working. Even if it's not a thing.

Fuck you and your fucking beautiful game.
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Last edited by Connell; 06-12-2014 at 07:58 AM..
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  #373  
06-12-2014, 07:49 AM
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You absolute bastards are so close to making buy a PS4. If it's not a marketing ploy they've been lured into by Sony I'll be very surprised.
Bastards! Making buying PS4s!

Last edited by Varrok; 06-12-2014 at 08:08 AM..
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  #374  
06-12-2014, 07:55 AM
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You absolute bastards are so close to making buy a PS4. If it's not a marketing ploy they've been lured into by Sony I'll be very surprised.

Because it's working. Even if it's not a thing.

Fuck you and your fucking beautiful game.
This!
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  #375  
06-12-2014, 07:59 AM
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Bastards! Making buying PS4s!
Next they'll be doing selling games to me, the arseholes.
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  #376  
06-12-2014, 10:59 AM
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Why would you want it? Also, how would it make sense? Also, no.
Because I want One Hit Kill, but I also want the security of being to save after every noteworthy step of the task!
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  #377  
06-12-2014, 12:05 PM
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Well that last livestream on Gamespot was interesting - People are nitpicking about various things they don't like, but I think those concerns won't matter once they play this thing. After watching an extended video of the gameplay, I think it looks like it'll be a bit more fun and just as immersive as the original AO. Short clips and screenshots don't really do N'n'T justice since they show aspects of it out of context.

Apparently hundreds of fans responded to that voice submission thing they did for the mudokons, including a few celebrities - I wonder whose voices they ended up using.
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  #378  
06-12-2014, 12:06 PM
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More Gameplay at Gamespot's Live Feed.

Begins at 2:48:00.
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  #379  
06-12-2014, 12:06 PM
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So I was watching Lorne at Gamespot’s live E3 booth and towards the end they had a brief gameplay clip of the Freefire Zone running in the background. I can confirm they still have the ominous pulsing sound for the floating mines.
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  #380  
06-12-2014, 12:33 PM
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Ominous pulsating sound confirmed?

Fantastic. Christ I'm so bloody excited.
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  #381  
06-12-2014, 12:46 PM
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5 Minutes of pure Gameplay right here.

Watch it

Confirmed Unlimited supply of throwable objects?....
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  #382  
06-12-2014, 01:10 PM
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Watching that Gamespot footage I'm wondering if there's still going to be 99 Mudokons total. The Scrab run secret alone had 5 muds which is more along the style of Exoddus. I like how they solved that secret by adding the electric barrier.

Love the new scanner things in the stockyards as well. And did I see a new cutscene in there of Mullock being kinda angry? Sweet stuff.

Edit: Oh the score boards still say 99. Silly me.
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Last edited by Havoc; 06-12-2014 at 01:23 PM..
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  #383  
06-12-2014, 01:27 PM
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1. You can sneak slower/faster
2. Slow sneaking look weird
3. The short poems sound lame, the rhymes are more forced that OWF memes
4. why does this player need to throw a bottlecap after each second.
5. The deaths from scrabs look MASSIVELY unfinished/unpolished. Scrabs turn back instantly after kill, in milliseconds
5. When respawning, the transition between the birds and abe is jumpy, abe appears in 1 frame
6. The rest looks awesome

Last edited by Varrok; 06-12-2014 at 01:30 PM..
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  #384  
06-12-2014, 01:30 PM
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It really does look beautiful but some character animations like the Scrab jumping into the air and spinning look really, wrong. And not in the sense that I'm used to the original, they look quite PS2 in a sense. It's a shame that the atmosphere has been beautifully recreated, but the character's interactions with this world don't seem to match the standard of quality.*

*Any views expressed in this post do not reflect the views of Oddworld Forums as a whole and sorry if anything thinks I'm a pedantic cunt.
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  #385  
06-12-2014, 01:37 PM
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I fear that, because of the relase date being 10 days from now, they won't even bother to fix/tweak the most unnatural-looking animations.

Also, I feel like sligs wake up / turn around even faster than in the original

Last edited by Varrok; 06-12-2014 at 01:43 PM..
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  #386  
06-12-2014, 01:46 PM
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A month and 10 days.
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  #387  
06-12-2014, 01:47 PM
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Oh.

Oh.

Now I fear less about the time.
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  #388  
06-12-2014, 01:52 PM
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Honestly, watching all these new gameplay videos has got me super excited and nostalgic, even a bit emotional. I'm going to get to play a new version of my favourite game, experience a part of my childhood again. Damn. I can't wait till this releases on the Vita, hopefully not long after the PS4 release date.
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  #389  
06-12-2014, 01:57 PM
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JAW - it really works once you see it all together. The best surprise for me was seeing the secret area with the Scrab - it looks uncanny!!!!

After fully absorbing videos for 2 days I am massively pumped about this, shoddy character animations and extremely faulty ragdolls notwithstanding!

FIX the character animations and you have something AAA. So much clipping / weird movement / lack of weight / speed issues. The character animations need close, precise scrutiny and revision throughout. That's my only complaint now that I've seen everything in situ.
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  #390  
06-12-2014, 01:58 PM
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I'll say again, other than that and to be honest even with it this is a SUCCESS.

I like the rhymes for this reason; they help explain how rupture farms might feel and smell. They are a good story telling aid. If there have to be loading screens, I can deal with the rhymes quite nicely!
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