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  #31  
03-01-2004, 10:37 AM
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They were called Humshrubs and they were pink. I personally thought humshrubs were cooler.
Yeah, but what would've happened with the spoocebow? It would have been called the humbow. That sounds pretty lame.

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  #32  
03-02-2004, 05:56 AM
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Maybe it was so that humshrubs gave you spooce energy, so the bow could still be called a spooce bow

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  #33  
03-02-2004, 06:12 AM
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  #34  
03-02-2004, 08:00 AM
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Humshrubs is certainly a more mystic-sounding name. What's more, the colour was more odd, and provided an explanation as to why Meetle Grubs have the same markings. I'd always loved that detail.
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  #35  
03-02-2004, 08:17 AM
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shame OWI went and ruined it for ya, eh?
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  #36  
03-02-2004, 09:46 AM
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Yeah, it's all their fault.
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  #37  
03-12-2004, 10:29 AM
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In mudokon fortress, before you use the storm circle to rise the water level, if you look where the spooce is supposed to be, the spooce shrubs look like miniature storm circles!
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  #38  
03-14-2004, 02:24 PM
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In mudokon fortress, before you use the storm circle to rise the water level, if you look where the spooce is supposed to be, the spooce shrubs look like miniature storm circles!
Huh? the spooce shrubs where?
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  #39  
03-15-2004, 04:36 AM
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Yeah in the original gameplay instead of walking over the Humshrub soon to be spooce you actually had to pick them up and take them to a group of Muds chanting in a Storm circle. Without the humshrubs the Storm circle wouldn't work. If you notice in the rain maker video you will see Mudokons carrying Humshrubs and setting them down next to chanting Mudokons at the storm circle. And that was gameplay. That is what we're going to see in stranger, that styal of game play. Where the gameplay involves controling a mini story of what happens in the area.

With my guess I think we were going to have the ability to actually command other Muds to pick things up just like Abe. Like ordering them to carry Humshrubs to different locations. Thats my guess.

In Magog Moters once you posses one of the normal sligs walk him over to the Big Bro but don't say anything to it but watch what the Big Bro does. He starts talking to you but it sounds like the Big Bro is talking in some kind of strange different language. It probabally isnt anything but it really sounds like the Big Bro is talking in some kind of wierd Slig dialect. Which is odd.
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  #40  
03-15-2004, 12:22 PM
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Do you mean look at the circles where the spooce would have been placed? If so, I guess it is logical that they have a symbol that looks like the storm circle, though I've never thought to look at it

Maybe I'm misunderstanding you paramiteabe but I really don't think Stranger is going to be able to order mudokons around, only abe can do that.

and thirdly, the gibberish/foreign language talk that the Big Bro says is just what the sligs say to each other normally (ie when you aren't possessing one and using gamespeech). You can hear it any other time that there are a few sligs near each other. It is similar to the native mudokon conversations. I suppose OWI just put in some dialog that sounds like speech rather than write a whole speech engine for the few times that they need it.
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  #41  
03-15-2004, 06:03 PM
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I ment in other games with Abe.

And Stranger will have that gameplay we were hopeing for in Munch but in this game.
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  #42  
03-16-2004, 05:26 AM
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uh, paramitabe, how can you tell that?
I mean, if it was about Munch's Exoddus ok, but Stanger has a totally new engine and stuff
why should it be like MO was intended to be?

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  #43  
03-16-2004, 10:28 AM
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My understanding of what Lorne Lanning said about the gameplay is that with Munch he wanted it to be a big world simulation, where everything you did affected the world (eg in the Designer Diaries about Flu Fuels where you can purify the environment by fixing the refinery but that in turn will help the Magog Cartel). We saw a bit of this with the Rain-makers.

Conversely O4 is meant to be more of an action/exploration game than any previous oddworld game and the story will be told through the game instead of FMVs. I assume this means larger levels, more freedom to roam and being able to have conversations with NPCs.
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  #44  
03-16-2004, 11:03 AM
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That is what we're going to see in stranger, that styal of game play. Where the gameplay involves controling a mini story of what happens in the area.
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And Stranger will have that gameplay we were hopeing for in Munch but in this game.
Your blind confidence is unnerving.

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