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  #61  
04-18-2015, 06:22 AM
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Actually, it would be cool if rather than going through doors to the various locations from Feeco you had to jump onto/into trains and smuggle your way in.
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  #62  
04-18-2015, 08:31 AM
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Not gonna lie though I did love the FeeCo FMVs.
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  #63  
04-18-2015, 09:31 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.
There are quite a lot of lines crossing the main path in FeeCo to be honest. I can already see trains passing overhead while Sligs are shooting from the background at Abe.

Edit: I was making a map of Exoddus so I can have it ready for the remake, and I had just gotten to this part of the game when I saw you guys talking about passing trains and using the Z-axis.
http://i.imgur.com/DfjH83A.png
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  #64  
04-18-2015, 02:17 PM
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What if there was the occasional distorted echo of a slig announcing train departures through a mic? That would be pretty sweet! "All trains scheduled to depart for Rupturefarms have been cancelled due to a terrorist attack, please standby for more information!"
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  #65  
04-18-2015, 03:42 PM
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Depends on how honest the MOM News Network wants to be two days after the event. What did happen exactly? The labour disappeared, a bunch of sligs died under mysterious circumstances, the facility was shut manually shut down a paranormal entity appeared in the Boardroom and spattered the CEOs, and a freak lightning storm materialised overhead and proved that not only does lightning strike twice, but it can target specific rooms on lower floors with surprising fidelity.

On second thought, "terrorist attack" plays much better on the air.
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  #66  
04-19-2015, 09:47 AM
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It would be nice if they added an option to climb up platforms, enter tubes, use hand switches etc. by pushing "up", instead of "X"... Also the option to use the d-pad to navigate.
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  #67  
04-19-2015, 10:14 AM
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You *can* climb up ledges by pushing up already. And pulling switches was always the use button.
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  #68  
04-19-2015, 02:06 PM
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What I keep doing, and all of the old guard on the videos I see doing, is fruitlessly jumping up in the air in front of doors and wells.
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  #69  
04-19-2015, 02:32 PM
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I kept doing that every time I got up from a crouch. Had to force myself into the habit of pressing the crouch button to get out of a crouch instead.
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  #70  
04-19-2015, 03:24 PM
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  #71  
04-20-2015, 08:27 AM
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You *can* climb up ledges by pushing up already. And pulling switches was always the use button.
Sorry, I meant entering doors and stuff like that. Basically the game should behave more like the original in that regard, I think you get the point. Oh and it would be REALLY cool, if the game would be tile based again... I don't really want tiny analog movements in a Oddworld sidescrolling game.
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  #72  
04-20-2015, 11:20 AM
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I don't know, I actually prefer pressing ctrl to enter doors and wells. Way easier to perform when running, because you don't have to stop and press up, and you get used to it fairly quick.
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  #73  
04-20-2015, 02:49 PM
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Oddworld will never have a grid system sidescroller again. Well, I guess never say never but it wouldn't make much sense considering every single platformer, these days, doesn't have one.

And it won't be an issue, really, after the Exoddus remake since they won't be limited by the old level/puzzle design and movement of the originals.
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  #74  
04-20-2015, 02:54 PM
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Because things everybody does means it's good. And the grid system was apparently bad because it was simply too perfect.
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  #75  
04-20-2015, 03:00 PM
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Not saying that at all. The grid system works very well for the games designed completely around the grid system. But sidescrolling platforms are also great, too. And Oddworld could make a great sidescrolling platform - which works a lot better with analog movement.
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  #76  
04-20-2015, 05:34 PM
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Not saying that at all. The grid system works very well for the games designed completely around the grid system. But sidescrolling platforms are also great, too. And Oddworld could make a great sidescrolling platform - which works a lot better with analog movement.
I would agree if habit didn't force me to try to use the d-pad when I play...
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  #77  
04-21-2015, 03:24 AM
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I think Twice Ze Flavour should have 1000 Mudokons which will make the game even more challenging and because it's Exoddus, it means longer journey, and the more Mudokons they add to the game, the longer the game will become and the good ending requirement will probably be 500 which will make it super challenging.
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  #78  
04-21-2015, 04:01 AM
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More mudokons =/= more challenging.

More challenging == More challenging.
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  #79  
04-21-2015, 05:30 AM
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I guess it's slightly more challenging in that there's more Mudokons to consider per puzzle but Varrok's right there. But since NnT had 299 no doubt Exoddus remake will have triple that number.
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  #80  
04-21-2015, 07:43 AM
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One way that did make a difference was in earning multiple instances of Shrykull, which mattered with the changed side-scrolling format and some of the adapted puzzles. The addition of "All o' ya!" that this necessitated also required the subtle adaptation of some of the puzzles, particularly in the secret areas with repetitive elements, to maintain their strategy.

I suspect the primary reason was not to raise difficulty (the guys at JAW aren't stupid and knew that wouldn't happen, they played the damn thing), but rather to give Rupture Farms a workforce large enough to actually run the Biggest Meat-Processing Plant on Oddworld.
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  #81  
04-21-2015, 12:11 PM
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I always kind of assumed that workers had been vanishing for a while. New 'n' Tasty wouldn't be announced and advertised unless there was a significant stock to launch with.

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  #82  
04-21-2015, 02:04 PM
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I always kind of assumed that workers had been vanishing for a while. New 'n' Tasty wouldn't be announced and advertised unless there was a significant stock to launch with.
This post is confusing me so much. I don't really understand what you mean?
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  #83  
04-21-2015, 02:55 PM
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This post is confusing me so much. I don't really understand what you mean?
He means the Glukkons have probably been quietly slaughtering Mudokons in advance of announcing their new meat product, New ‘n’ Tasty. Which I think he is offering as a possible reason as to why “the biggest meat processing plant on Oddworld” originally only had 99 employees.
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  #84  
04-21-2015, 03:27 PM
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I'm not sure that would fly. While Board approval might not be necessary to launch a new product, Board approval to launch a product that requires the very workforce that keeps your company running be ground up into raw material for said product probably does. At the very least, if it bombs and the company goes bust because it has no money and no employees, the Board can't stick all the blame on you. Well, it can try, but it's harder when you signature is all over it.

I suppose if Molluck wanted to play hardball he could float the idea of Glukkon Chop Suey to anyone who wanted to get cute. It's not like he'd have much to lose at that point.
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  #85  
04-21-2015, 03:30 PM
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Jam packing even more mudokons into the game is just doing it for no reason. In the original you can already see they had to jam them into places just to get to the 300 mark. You get 10 as a 'bonus' for completing the vaults, Slig Barracks, Bonewerkz and FeeCo. Do you guys really propose we bump those bonus areas alone up to 25 mudokons each just to have a bigger number?

300 Mudokons over the course of the game is more than enough. No need to artificially inflate it.
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  #86  
04-21-2015, 04:11 PM
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NnT could afford to artificially inflate in places because of All o' Ya. One mud could be replaced with 3 or 4.

AE already has mudokon placement akin to NnT. They don't have as much room to expand without adding significant new content.
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  #87  
04-21-2015, 07:12 PM
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Also, in many cases the number of mudokons in a location in Exoddus is related to a puzzle you need them for. Of course, they could change the puzzles as well.

They'd never be able to increase the number of mudokons in Exoddus by the name margin as in New 'n' Tasty, it'd be a mosh pit. But there are a few locations with only a couple of mudokons that could have their ranks bolstered, and a few other locations that could have extras sneakily added, as was that one in the Zulag 1 station. Not to mention the extended zones we might expect. I should think that if JAW elects to add extra mudokons they won't be able to reasonably push past 400 total. Though if they hit 500 then there would be on average 100 mudukons per industrial destination. That's hitting the lofty employment bar set by the original Oddysee!
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  #88  
04-21-2015, 09:45 PM
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It's also worth mentioning that in Exodus you're not trying to save all of the Muds in Feeco, Bonewerkz and Slig Barracks. You just save dudes on your way through to the main brewery. It's entirely possible that you don't see every single mud in those places.
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  #89  
04-21-2015, 10:26 PM
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Why add more though? What is there to gain from any more than 300 muds?
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04-21-2015, 11:06 PM
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Why add more though? What is there to gain from any more than 300 muds?
Whaaaat?! 300 – zat is not near enough! How are we supposed to get that deep fresh flavor, ze smooth without ze bitter?! You might as well take out the puzzles!

TURN UP THE GAIN!!!
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