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We're a little busy over here.
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Don't forget to eat fruit.
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What I meant is that there has been a lot of work in making oddworld a believable place. Most of the gameplay elements and mechanisms are cleverly merged in the world so it's not disturbing.
This on the other hand screams "checkpoint"
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I see your point, but strong visual feedback is important. That's why what we know as 'video game logic' is always going to be around. Even in something like Oddworld, good design is a priority over immersion. Now, making checkpoints like this was more simple back in the original, as the environments were all flat images, so the slightest moving object would be instantly noticable. In NnT, however, the environments are all 3D, much more dynamic, much more busy, and differently lit. That's probably why JAW chose something that would stand out, like the changing sign.