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  #631  
07-13-2014, 10:23 AM
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Oh sorry, thank you! but... why do they wear those masks? lol and I'm still wondering why scrubs don't have hair!
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  #632  
07-13-2014, 11:38 AM
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maybe they wear them to intimidate any newcomers, or maybe it represents some sort of hierarchy; those are probably guards.
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  #633  
07-13-2014, 12:29 PM
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I doubt it's hierarchy, It is more likely a representation of a tribe
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  #634  
07-17-2014, 01:55 PM
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We get a jumping Scrab this week

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  #635  
07-17-2014, 02:35 PM
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Are there any 'screens' in particular you would like to see in future comparisons?
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  #636  
07-17-2014, 02:45 PM
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The Sanctum entrances (at the end of the Nests) were always fan favourites.

Maybe one of Temple hub screens?

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  #637  
07-17-2014, 04:00 PM
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One of the employee lounges would be cool to see

Or if it has to be a scrabania themed, maybe where the slogs are near the entrance
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  #638  
07-17-2014, 04:24 PM
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I'd like to see the Temple Hubs
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  #639  
07-17-2014, 06:02 PM
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Wil/jaw_alex/whoever: You might want to fix the typo on the news post for this screenshot. I don't know what it is I'm meant to be treating lightly, but I suspect you meant 'tread'.
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  #640  
07-17-2014, 11:03 PM
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It's not dark enough!
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  #641  
07-17-2014, 11:21 PM
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Are there any 'screens' in particular you would like to see in future comparisons?
Elum running at the end of Paramonia please

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  #642  
07-18-2014, 01:46 AM
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The area in RuptureFarms which was blue/purple and had a bunch of boilers and burning chimneys in the background always sticks in my mind.
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  #643  
07-18-2014, 09:39 AM
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The area in RuptureFarms which was blue/purple and had a bunch of boilers and burning chimneys in the background always sticks in my mind.
Seconded on that, though it's spread over 3 screens.
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  #644  
07-18-2014, 11:47 AM
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Weird, I always remember it being bigger. Does the rest of that Zulag have similar features or am I just crazy?
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  #645  
07-18-2014, 02:20 PM
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Is it too late to complain about the foreground not being almost completely silhouetted for the scrab nest

complains

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  #646  
07-18-2014, 02:22 PM
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Once you turn your gamma/contrast down (which you should do, as the game is a bit too bright on the screenshots) my bet is that the foreground will look more like silhouetted
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  #647  
07-18-2014, 05:08 PM
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Only makes sense with realtime lighting.
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  #648  
07-18-2014, 09:00 PM
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They managed it with Paramonia, so I suspect they're just trying to establish more distinct aesthetics. Or maybe it just gets darker as you go further into the nest.

If we are going to complain, I'm going to complain about the loss of dynamic music until JAW starts taking suggestions for Twice ze Flavour; at which point I will switch to nagging.

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  #649  
07-18-2014, 10:12 PM
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The latter seems more likely, which is fine and pretty damn cool if you ask me, BUT STILL

Complains loudly about everything

Also, did they really drop the dynamic music? I haven't been keeping up on everything :/

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  #650  
07-18-2014, 10:47 PM
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I thought the dynamic music was still happening. I don't recall any declarations to the otherwise.
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  #651  
07-18-2014, 11:07 PM
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I remember them saying it was gone, but I don't remember where.

I'm not going to say for sure, but there was definitely something suggesting that at least. MM isn't just going crazy.
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  #652  
07-19-2014, 12:33 AM
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I remember them saying it was gone, but I don't remember where.

I'm not going to say for sure, but there was definitely something suggesting that at least. MM isn't just going crazy.
The music changes depending on what's happening (possessions, alerts etc), don't worry.
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  #653  
07-19-2014, 02:42 AM
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It wasn't just that the music track changed or something, it's that the music reacted to specific events on screen. If people don't know what MM means, play through the original Scrabanian nests. Notice how every time a scrab drops down or enters the screen, that loop starts again? There are other places in the temples where a percussion hits whenever a scrab hops a gap.

I think it's most noticeable in Scrabania actually. There are definitely other times that it's there, but the nests are the most prominent.
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  #654  
07-19-2014, 03:14 AM
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It wasn't just that the music track changed or something, it's that the music reacted to specific events on screen. If people don't know what MM means, play through the original Scrabanian nests. Notice how every time a scrab drops down or enters the screen, that loop starts again? There are other places in the temples where a percussion hits whenever a scrab hops a gap.

I think it's most noticeable in Scrabania actually. There are definitely other times that it's there, but the nests are the most prominent.
If anything, the Scrabanian Nests had some of the most annoying music in the entire game, just hear me out though before you start bashing!
All I wanted to do was just hear that epic and ominous drumbeat while in the Nests themselves, it was amazing to hear when you went into the background and previewed the nests, but when you actually went through them, it kept looping over and over and over again with the same exact booming sound and it drove me fucking nuts!
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  #655  
07-19-2014, 03:34 AM
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Paramonia did a similar thing in a more atmospheric way. The Scrabanian nest works if you just run through it, but nobody can actually do that on their first try so I can understand that sound getting annoying.

Either way MM was talking about dynamically assembled music, not the sounds themselves.
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  #656  
07-19-2014, 06:43 AM
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It wasn't just that the music track changed or something, it's that the music reacted to specific events on screen. If people don't know what MM means, play through the original Scrabanian nests. Notice how every time a scrab drops down or enters the screen, that loop starts again? There are other places in the temples where a percussion hits whenever a scrab hops a gap.
:
The music changes depending on what's happening (possessions, alerts etc), don't worry.
My observations are primarily based on the Stockyards secret area and the Scrabanian Nest, though I have no doubt the technique features in other areas.* When the Scrab chase music plays in AO, percussion is layered over the song in time with the Scrab's jumps. As well as helping the player take in the "rhythm" of the puzzle e.g. jump timing, it's just generally really cool.

In the Scrabanian Temple, the musical shift when you drop down from a ledge is often your only clue at an off-camera Scrab, so the actual track change is important too as a sort of player "spider sense".

In my humble opinion, musical scores in games are more effective the more they sound like an ambient product of the game world itself, rather than something someone sat down and wrote.

I've seen a couple of recordings of that Stockyard area (including the PSNation stream the other night), and I couldn't hear any dynamic effects. I know it was an old build, though, so fingers crossed you've patched it in since.

* Next time you possess a Glukkon in AE, listen carefully as you walk. didlydidlydidlydidly

:
If anything, the Scrabanian Nests had some of the most annoying music in the entire game!
All I wanted to do was just hear that epic and ominous drumbeat while in the Nests themselves, but when you actually went through them, it kept looping over and over and over again with the same exact booming sound and it drove me fucking nuts!

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  #657  
07-19-2014, 06:59 AM
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I gotta agree with Meech Crunchies a little. I mean, I'm all for dynamic music (Left for Dead does is very well) but I wouldn't call the same drum beat repeating over and over again anytime a Scrab attacked Abe, even in the space of 1 encounter, particularly engaging. All you head up hearing is the name couple of notes.
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  #658  
07-21-2014, 07:33 AM
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I was wondering when other languages versions are supposed to come out.
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  #659  
07-21-2014, 08:06 AM
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I was wondering when other languages versions are supposed to come out.
German, French, Italian, Spanish, Brazilian Portuguese, Russian, Polish and Turkish. We'll definitely add Arabic, and Japanese is ready in case Sony Japan accept us.

Text translations (including movie subtitles) only at launch. We hope to add voice translations later.
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  #660  
07-21-2014, 08:15 AM
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This screenshot was just released with a PSNation review. Have to say I think it's silly to imply the Magog Cartel would invest money into billboards in the middle of Paramonia.

Then again it's just a game.

EDIT: There's the temple hub for Scrabania for those who requested it. Extremely pleased to see the inclusion of the loading Mud head.



Full article here: http://s30.postimg.org/4g7p92b29/Odd...0719185419.jpg

On the whole, I think whoever had the job of choosing which screenshots to take for the article did a superb job with regards to showcasing the games design. They speak volumes for the beauty of Oddworld.

Further edit:

Didn't realise the Mudokons had MS Word to type all their ancient scribings. :-)

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