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  #31  
02-28-2015, 04:03 PM
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Alf's Escape gave me a huge headache after I beat it. Damn clever bastards with their well designed levels.
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  #32  
02-28-2015, 04:49 PM
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Exoddus remake better has a level editor or so help me god.
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  #33  
03-01-2015, 12:11 AM
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Exoddus remake better has a level editor or so help me god.
I bet none of these two things will happen.
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  #34  
03-01-2015, 02:10 AM
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I bet none of these two things will happen.
What will you do if both of them happen?
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  #35  
03-01-2015, 02:33 AM
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If both of those two improbabilities happened, I'd lose my faith in logic and science.
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  #36  
03-01-2015, 03:40 PM
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The Abe's Exoddus remake will happen. At least eventually.
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  #37  
03-01-2015, 03:56 PM
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Since when have you been working at JAW? And why haven't you told us, wtf bro?
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  #38  
03-01-2015, 07:43 PM
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The Abe's Exoddus remake will happen. At least eventually.
They way its looking, yes, but theres no confirmation.
They probably havnt hit their 250k goal. And that goal was probably based on the $30 price tag as well. isnt the PC version cheaper? And if so, why isnt the PS4 version discounted?
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  #39  
03-01-2015, 10:31 PM
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By "Those two improbabilities" I meant that 1. It will have a level editor and 2. God will help Havoc. Sorry if anybody got it wrong
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  #40  
03-02-2015, 04:39 AM
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Since when have you been working at JAW? And why haven't you told us, wtf bro?
I'm just assuming. Since the success of NnT plus the fact Lorne is hinting at wanting to make it on Facebook.
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  #41  
03-02-2015, 04:42 AM
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I'm just assuming. Since the success of NnT plus the fact Lorne is hinting at wanting to make it on Facebook.
Im sure he wanted to make it when he said that hed make it at 250k sales.


But if its sold 250k already then fantastic. Cuz weve still got 4 platform releases to hit that 500k goal.
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  #42  
03-02-2015, 04:59 AM
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Yeah, It would be nice to know if they are remotely close to that amount of sold copies or not at all.

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  #43  
03-04-2015, 03:44 AM
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My first play through of the game was a 100% Hard mode, since the chapter select screen so easily allowed me to see where I had and hadn't forgotten mudokons. I only had trouble finding secrets in the Scrabanian Temple (yes it was THAT secret) and zulag 4 just before the boardroom.

The only bugs I had were that occasionally if I'd quick save on the edge of a ledge then with frequent reloading I'd fall through the floor and die. And I crashed while taking the bird portal at the end/start of revisited zulag 1.

But it's a really solid game so far, I loved Alf's Escape and didn't and it wasn't that hard, but definitely worked with the mechanics and took full advantage of Abe's abilities.
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  #44  
03-04-2015, 04:02 AM
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Actually, one weird quickload bug I encountered was in the freefire zone. I quicksaved on the edge of a ledge while a slog was jumping up below me. When I reloaded the slog was floating, started falling and jumping simultaneously, then managed to kill me from below in a way that shouldn't be possible because it jumped up through the ledge, due to the extra height it started at. I guess some internal state thing remembered that it should be jumping, and because it shouldn't get to that state in the air it just skips checking for the ground?
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  #45  
03-04-2015, 04:28 AM
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The game laggs for a frame while quicksaving and quickloading.

Freefirezone is a great example. After avoiding the first slog, a couple of times ive quicksaved, triggered the motion detector. Since it takes a second for the quickload to start, the mine will hit me, expode, ill quickload and the lagg will make the explosion carry over to my load, blowing me up again.

Its really rare in a casual playthrough though. Only happened a few times and Ive played FFZ at least a hundred times.
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  #46  
03-04-2015, 09:02 PM
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NnT was so enjoyable for me that I played it 3 times in a row over the past week, so I probably ought to say something here about it. I got almost all the achievements (which wasn't that hard thanks to the chapter select), with the exception of this one 'cause it's apparently broken:



I normally don't 100% games 'cause I can't be bothered or lose interest (and find it pointless when it stops being fun), but doing it with NnT was its own reward - It gave me a reason to play the living crap out of it after waiting for it for so long.

There isn't a lot I can add to the positive things that people have said here about it, since I'm boring and agree with most of it, particularly with Manco about the game performing really well (even with my 4 year old rig), and what Nep said about the atmosphere, with everything feeling more alive.

But I will say that I wasn't expecting to like NnT as much as I did, considering I've played AO many times - NnT was familiar, yet different enough from AO to be an almost fresh experience. I found it to be really fun, especially seeing some of AO's puzzles and level layouts adapted to NnTs mechanics, as well as some entirely new level segments which mostly worked well.

I liked the various gameplay improvements too, more forgiving and less unfair than AO's on the whole. You have to build momentum when you move, which adds some new challenges (although makes meat grinders a little harder), the 2.5D and camera scrolling has been made to work really well (I can tell that a lot of thought went into it), and all of the compromises make sense from a gameplay standpoint, even if people have been whining about them (like the steam/smoke vent replacement for AO's shadow sneaking mechanic - It simply highlights where you can sneak in a more definitive way)

The amount of extra detail that JAW poured into the levels is incredible, of course - Faithful to AO's background artwork while also adding a lot of detail where needed (For example Rupture Farms Zulags 2-4 weren't done as well in AO and were pretty barren compared to Zulag 1, maybe AO's devs didn't expect many players to get that far).

Alf's Escape's level design was genius, especially how you had to pass through some of the same areas twice, with the layout in those areas altering the second time around to make new puzzles. It was awesome to play through a level that was entirely original, rather than one that was based on an existing game - And I sort of feel that this will be a small issue with Abe's Exoddus if it ever gets done.

I'd love to see more entirely original content to see more of what JAW's level designers can come up with, rather than them being constrained because they're rehashing existing content, if that makes sense. Like Havoc and others, maybe I'd like to see some sort of level editor as a DLC for the AE remake, perhaps even with steam workshop support (it'd increase the longevity of whatever game it'd be released for), but I know something like that wouldn't be simple to implement.

Back to NnT though: Perhaps the only things I disliked about it were the two glitches I had (which I've already told Wil about) - But I think JAW are already aware of them. There's that bug with the meat grinders in the Paramonian Temple secret area, behind the boulder which makes them too fast if your FPS is high. Also on hard, sleeping slig reaction time is incredibly quick - Often killing me dead before they've even stood up, which is probably as intended for the difficulty. However, this caused me to get stuck in one area of Scrabania where a particular slig kept repeatingly insta-killing me over and over while I was trying to run past with the Elum, until I learned that I could keep the Elum jumping, to have a small chance of "avoiding" his bullets.

I also have a few little nitpicks too (like other die-hard fans), but the only one worth mentioning is about the new sounds of the scrabs and paramites - I mean they're okay, and if they had to have new sounds, then that's how it had to be, but I think they're too "hissy" and less distinctive from each other in my opinion, unlike the original sounds.

And as for the credits, I paused them, minimised N'n'T, muted it, played this, then resumed watching the credits. Problem solved. It's not a bad song, but it's out of place IMO.

But yeah, apart from that, I've not enjoyed a game as much as I enjoyed NnT for a long time - I think JAW did a really well. Big, big thank you to them.

:
Im sure he wanted to make it when he said that hed make it at 250k sales.

But if its sold 250k already then fantastic. Cuz weve still got 4 platform releases to hit that 500k goal.
:
Yeah, It would be nice to know if they are remotely close to that amount of sold copies or not at all.
Since they're now offering NnT for free for PSN Plus subscribers, I too wonder how they're doing with sales - Obviously they wouldn't do this deal with Sony if they couldn't afford to do so, and it'll help promote future games in the series later, although it makes me a little concerned since NnT is the only new game they've got right now.
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  #47  
03-04-2015, 09:48 PM
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That achievement is the platinum trophy for getting all other trophies, so it shouldve unlocked after getting every other one.

On regards to slig reaction time, its unnaturally quick, but I dont think its a glitch. If you play stockyards on hard, the last slig u encounter (the one walking between the steam) will shoot almost before hes done turning around. But the difficulty says "Sure-shot sligs" before u select it :P
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  #48  
03-04-2015, 10:00 PM
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No there are two spots in Scrabania where I had problems with sligs waking up and shooting me too fast in the elum sections. The first one was solved by jumping and landing a bit farther back from him for whatever reason, although it all felt pretty random. The second one I literally couldn't get past, and there wasn't enough room to slow down/stop/jump in a different place, so I just went to Paramonia instead and I haven't had time to get back there yet.
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  #49  
03-04-2015, 10:20 PM
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My point exactly - Perhaps it's related to FPS like the meat grinder glitch I mentioned. I got past that Scrabania slig twice (on hard, a third time on easy but it's not a problem on that difficulty) by jumping and being persistent each time I died, letting it go back to the checkpoint rather than quickloading, but it did seem random.
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  #50  
03-04-2015, 10:54 PM
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Oh... THOSE SLIGS. The banes of our existence. Yeah, the ones in the canyon section where ur riding elum for like 40 seconds.

They wake up based on proximity. Just gotta time where and when u jump and they wont get up early and shoot u.

I dont think its an FPS issue. Its the same on PS4.
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  #51  
03-05-2015, 07:48 AM
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Yeah, that Scrabania Elum section is absolutely horrible. Seems almost random, because I made it a point to jump at exactly the same spot every time, and sometimes the Slig shoots me, and sometimes he doesn't.
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  #52  
03-05-2015, 11:12 AM
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Yeah, that Scrabania Elum section is absolutely horrible. Seems almost random, because I made it a point to jump at exactly the same spot every time, and sometimes the Slig shoots me, and sometimes he doesn't.
Having played the section hundreds of times I can safely say its proximity based. As I can consistently get past the screen with no problems.

Casually its a different story, but I dont remember having any trouble on my first playthrough.
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  #53  
03-06-2015, 04:09 AM
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Having played the section hundreds of times I can safely say its proximity based. As I can consistently get past the screen with no problems.

Casually its a different story, but I dont remember having any trouble on my first playthrough.
Yeah, well I'm not exactly the most dexterous guy around. I can't even get past the fast saws in Exoddus/NnT without (metaphorically!) raping Quicksave.
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  #54  
03-06-2015, 04:17 AM
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When I got stuck at that section my solution was to give Elum a longer run-up to the jump, which seemed to be all I needed.

--

e: I started a run of AE a couple of nights ago, and I was surprised at just how different Abe’s physics feel. Abe feels a lot weightier, like there’s real heft to his body. I think one of the biggest reasons for it is actually because of how much heavier the sound effects sound – Abe’s footsteps, the thump when he lands jumps, the rolling, etc.

That said, I also couldn’t help but notice how Abe’s sneaks and rolls along like a fuckin’ rocket in the original – the slower speed in NnT definitely feels more realistic.

I think my overall impression of NnT is this: it’s very similar to the original AO, it gets a lot right in the translation, and pretty much all of the gameplay changes make sense to make the game more accessible and more fun. For example, I never noticed before how little desire I had to play through the whole of AO each time, but having a level select screen is amazing because now I can go back and replay my favorite areas whenever I like.

The only negatives I can really think of in NnT are the smaller details: Abe’s movement physics and animation speeds, changes to small sound effects, differences in the environments’ color saturation and bloom lighting.

I really, really hope these small details are looked at in the eventual AE remake, but at the same time I really can’t say they bother me much in NnT, and they certainly don’t stop me from having a blast playing it. As a fan, I’m nitpicky, but I’m also impressed.
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  #55  
03-06-2015, 05:04 AM
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For example, I never noticed before how little desire I had to play through the whole of AO each time, but having a level select screen is amazing because now I can go back and replay my favorite areas whenever I like.
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  #56  
03-06-2015, 05:08 AM
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I would agree with that. One line change that really bothers me, though, is "Scrabs destroyed for profit's sake". They changed the word "Scrabs" to "critters" and I don't know why. It makes him sound like he's from Texas or something. Also Scrabs aren't exactly critters, are they? I think the original was way more effective, but again this is just a nitpick, as is Abe's "Bart" laugh, and the insanely Jewish Mudokon.

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  #57  
03-06-2015, 11:38 AM
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NnT was so enjoyable for me that I played it 3 times in a row over the past week, so I probably ought to say something here about it. I got almost all the achievements (which wasn't that hard thanks to the chapter select), with the exception of this one 'cause it's apparently broken:


i sent this problem to JAW (on facebook) , they're working on it
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  #58  
03-06-2015, 12:09 PM
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I also just noticed that even though I have unlocked all of the achievements (besides Against All Odds, obviously) it says I've only unlocked 34/36. I'm assuming this is why the final achievement isn't popping?


Edit: Apparently not. Darkhoodness has 35. Nevermind.
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  #59  
03-06-2015, 12:23 PM
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I also just noticed that even though I have unlocked all of the achievements (besides Against All Odds, obviously) it says I've only unlocked 34/36. I'm assuming this is why the final achievement isn't popping?


Edit: Apparently not. Darkhoodness has 35. Nevermind.
some achievements are hidden. See the "global statistics" of the game on Steam for see which you miss
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03-06-2015, 12:42 PM
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Job McYossie
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That said, I also couldn’t help but notice how Abe’s sneaks and rolls along like a fuckin’ rocket in the original – the slower speed in NnT definitely feels more realistic.I had this problem in many many places in NnT because in AO unless I needed to jump, I was rolling. It also messes me up that you have to press the crouch button a 2nd time to stand up as where in the original if you just kept holding shift (run) you'd just automatically stand back up. It wouldn't be too bad if there weren't sections where I needed to hold down direction+c+shift+space all with one hand. In some of the areas after so many retries I just used both hands.
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