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  #31  
04-16-2015, 05:38 AM
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I'd really like it if the FeeCo main terminal had some characters in it. No idea how it'd work as it'd require a pretty drastic change in level design, maybe having Abe creep above the commotion of the terminal.
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  #32  
04-16-2015, 06:55 AM
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Wow. Everyone has already said what I wanted... but I'll just give my opinions anyway.

What to Keep, add, fix, change or improve.

- Keep everything that made New 'N' Tasty great in AEHD. ...Duh!

- New Cutscenes. More Glukkons!

- More Mudokons? How about 500? or hell even 1000?

- Make the 'Hard' difficult more challenging. Harder to defuse UXB, harder to time Drills, instant death fall damage.

- Keep a lot of original sounds whilst adding more to fit the new style.

Not going to lie. I miss the old Paramite and Scrab sounds. I hope you put them back in...

- More options to tweak. Turn off ragdolls, bloom, Mudokon chatter. Basically what people had negative opinions on.

- How to make your game sell on Steam with 3 easy steps:
1. Modding resources
2. Steam workshop support
3. level editor.
4. Profit!

Seriously. I'd love for some modding support in the PC release. It's why I love PC gaming so much.

- I'd LOVE to see AVEcotone's work in the remake. He has such great talent and he captured the feel of Oddworld perfectly with his Oddworld : FeeCo Depot artwork.

- AE was a much larger game than AO. Make that also apparent in the remake.
I love what you did with NnT adding moving objects, characters and ect in the background. It made the world much more alive. So yeah. Do that again only bigger.
I'd also love to see tons of new areas within the facilities.

- Make the character interactions and behaviors more varied and dynamic. Since AE had Mudokon emotions. It would a perfect opportunity to do so. I was thinking for example:

-Sad Mudokons don't work as hard, and are more quite.
-Angry Mudokons either ranting or giving attitude towards each other and Abe.
- Happy Mudokons. Crazy happy. Running around everywhere laughing, have a upbeat and overly positive tone.
-Sick Mudokons are actually drunk. That'd be hilarious.
- Blind Mudokons. Unique dialog. "Hey where'd go Abe?"

- Banter between the different Sligs. "Where's your pants? hahaha!"

- FOR THE LOVE OF GOD KEEP THE ZE BOILER SCENE.
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  #33  
04-16-2015, 07:58 AM
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Me to be the voice of Director Phleg! Please Oddworld Inhabitants make it happen! I can do a good Phleg voice!

#samforphleg
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  #34  
04-16-2015, 08:05 AM
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Add more grit.
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  #35  
04-16-2015, 08:18 AM
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Sam's labour Phleg?

----

I'll be a tad disappointed if "Screw you, Aslik! You ain't runnin' nuthin'." isn't delivered in exactly the same way as the original.

Last edited by Ridley; 04-16-2015 at 08:21 AM..
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  #36  
04-16-2015, 09:02 AM
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Me to be the voice of Director Phleg! Please Oddworld Inhabitants make it happen! I can do a good Phleg voice!

#samforphleg
Just FYI. And forgive me if this sounds mean. But if you keep spamming that. I can guarantee they won't pick you.

When/if they need fan voice actors. Go email them. Not attempt to make a twitter campaign.
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  #37  
04-16-2015, 09:31 AM
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-Sick Mudokons are actually drunk. That'd be hilarious.
Yeah, I remember saying this in the original "Abe HD ideas" thread. If they tried to get up and stumble when Abe says hello that'd be so good.
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  #38  
04-16-2015, 12:20 PM
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The free-fire zone definitely did. I checked.
So did I, I wouldn't make the statement with confidence if I hadn't.

2:37, 18:43. No vents or faults of any description. Yeah, I guess there are some pipes in the ground on the former (and they could technically be on the other side on the latter), but no indication of any rupture.

Also, a lot of the smoke emitters in RF are just self-contained units designed to... emit smoke. Maybe they're full of incense or something.

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  #39  
04-16-2015, 01:17 PM
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The vents and faults are obscured by the smoke.
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  #40  
04-16-2015, 04:38 PM
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Unless it's dry ice, the base of a smoke column isn't going to be larger than the hole it's coming out of.

Oddworld Discussion, ladies and gentlemen.

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  #41  
04-16-2015, 06:11 PM
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I share MM's dissatisfaction with the smoke. I felt that given the 3D scale and stuff they could have done some really cool things with shadows and environmental camouflage.
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  #42  
04-16-2015, 06:52 PM
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Fluid dynamics in a natural environment are rather more complicated than that.

As for using shadows instead, while we would have all preferred that, my understand is that they tried that and it didn't work for gameplay reasons. A lot of our criticisms come from not knowing what went on behind the scenes, and how many different thiings and ways they tried to create particular effects and gameplay elements within the constraints they had to work within. It's not like they half-assed it, or would have done perfectly if only they had super-anal fanboys to help. Because, newsflash: they already have those on staff.
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  #43  
04-16-2015, 07:23 PM
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Sam's labour Phleg?

----

I'll be a tad disappointed if "Screw you, Aslik! You ain't runnin' nuthin'." isn't delivered in exactly the same way as the original.
Honestly, anything other than the original is probably going to sound off. Just like Abe's voice in New 'n' Tasty. Took a lot of getting used to.
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  #44  
04-17-2015, 02:06 AM
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Unless it's dry ice, the base of a smoke column isn't going to be larger than the hole it's coming out of.

Oddworld Discussion, ladies and gentlemen.
C'mon, man. Surely we're passed the point of being embarrassed about pointlessly nattering about a video game on an online video game forum! Go for it, I say!
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  #45  
04-17-2015, 03:34 AM
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Inspired by the Slig Barracks discussion in the other thread, a neat idea would be do have the Sligs in the Barracks wear army-style armbands with the Slig Barracks logo on, or something to differentiate them from the other Sligs in the game, maybe slightly varied pants, like Judo Belts.
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  #46  
04-17-2015, 05:32 AM
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Grit and darkness like pointed out in the Matthewmatosis video...
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  #47  
04-17-2015, 07:13 AM
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I share MM's dissatisfaction with the smoke. I felt that given the 3D scale and stuff they could have done some really cool things with shadows and environmental camouflage.
Wait... yeah, why can't Abe just hide in a bush or something?


Last edited by MeechMunchie; 04-17-2015 at 07:16 AM..
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  #48  
04-17-2015, 07:30 AM
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I always assumed it was a late change. They spent a long time trying to get the shadows to work and finally settled for Steam. Like there's no reason for all those shadow casting rocks, from the original, to be behind the steam vents.
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  #49  
04-17-2015, 07:32 AM
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Have you ever tried sneaking through a bush? I have. It's impossible. It rustles loudly, and also you can't get inside it, because the space is occupied by bush.
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  #50  
04-17-2015, 08:22 AM
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Have you ever tried sneaking through a bush? I have. It's impossible. It rustles loudly, and also you can't get inside it, because the space is occupied by bush.
Like Iraq?
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  #51  
04-17-2015, 08:44 AM
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Too soon.
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  #52  
04-17-2015, 09:15 AM
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I now want statue zones where Abe pretends to be a statue instead.
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  #53  
04-17-2015, 11:33 AM
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That has the potential to backfire tremendously in certain areas.



Sounds hilarious. I'm all for it.
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  #54  
04-17-2015, 12:08 PM
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I now want statue zones where Abe pretends to be a statue instead.
?

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  #55  
04-17-2015, 12:30 PM
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It would be great!
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  #56  
04-17-2015, 01:04 PM
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Look at the Art book to see some of the bits and pieces they used.
I would love too but the paperback version costs over 100USD
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  #57  
04-17-2015, 03:07 PM
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Honestly, anything other than the original is probably going to sound off. Just like Abe's voice in New 'n' Tasty. Took a lot of getting used to.
I missed the rhythm of that first hello-hello-follow me-okay initially but I got used to it. It was a certain character speaking whose voice was a lot softer than I would have thought that was jarring.

Think I'm going to miss that slow talking Mudokon at the back of an all o' ya! in Exoddus as well but, hey, Aslik and Phleg are now probably going to get their own voices during gameplay.

Edit:

:
It was a certain character speaking whose voice was a lot softer than I would have thought that was jarring.
Turns out it was there in the original. I'm a bad fan.

So why didn't they fix BigFace's voice in New 'n' Tasty to match the better one in Exoddus?

Last edited by Ridley; 04-17-2015 at 03:59 PM..
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  #58  
04-17-2015, 03:40 PM
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I should hope that NPCs have location-specific dialogue. Obviously mining mudokons aren't going to reference scrubbing. But I'd like them and the sligs to talk shit about the local Glukkon boss, and maybe reference some of the things Abe has done so far.
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  #59  
04-18-2015, 12:37 AM
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I know Oddworld had to make its mark and allow players to possess and use gamespeak from the getgo but I wonder if, from and atmospheric and storytelling perspective, it would have been better if you learned both in Monsaic Lines. Ah well!
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04-18-2015, 05:15 AM
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That one particular screen in FeeCo depot with the rail crossing... make a train cross there. And make it kill you if you jump in front of it.
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