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  #61  
03-20-2014, 02:47 AM
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This could be for the benefit of the trailer but the sounds effects, most notably speech, don't seem to have a location within the environment.
As though they've been placed on top of the footage separately you mean, and aren't actually coming from in game?

Also I sort of miss how in Oddysee when you shot another slig they would just stand there getting brutalized until they exploded. Now it's more like when you shoot them in Munch's.

In fact it seems there are a number of influences from Munch's Oddysee:

-Bird health system
-Packs of small paramites bigger in number
-The slig animations (bit more comical, maybe?) and voices (less menacing)
-Scrab shriek

Other stuff too. I realise a remake has to change things though, and to be fair it looks so good and fresh that I won't fuss about any minor differences, with the exception of Tiger-Scrab.
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  #62  
03-20-2014, 03:00 AM
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As though they've been placed on top of the footage separately you mean, and aren't actually coming from in game?
Yeah, exactly. I know it's possible, because other games have had it for years. It's something that would make the game that bit more polished. A few of you have mentioned the sound of the sneaking. Yes, that's exactly what I'm talking about, it sounds like they've just got the 3D environment bundled together nicely, and just thrown some sound effects on top, instead of positioning them within the 3D environment. Like I say, something worth working on. I'm sure they know about this anyway. They're working with a budget, so I guess they can't make everything good and proper. Something that needs to be done on the next game for sure though.
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  #63  
03-20-2014, 03:08 AM
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This video has a minute of exclusive footage, I won't spoil it, I must say I don't really like the new look of the possession, I would prefer to see the blue orbs fly into the slig, but given how much effort has clearly gone into the game I feel like I'm being nit picky.

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  #64  
03-20-2014, 03:15 AM
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Yeah OWI emphasised that it is *early* footage though. I imagine that's why the possession effects are lacking when Abe possesses the Slig.
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  #65  
03-20-2014, 03:19 AM
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The footage at Eurogamer was said to be a really early version and it had the effect of the orbs going into the Slig, so you can't really say that early footage is the excuse.
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  #66  
03-20-2014, 03:19 AM
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I think there is an audio layer above that is playing sounds to suit the trailers dramatic effect.



Edit:

That health system pains me a lot :/ I can go on and on about how Mudokon blood consists of birds and Molluck getting zapped at the end means he still has 8 more hp orbs before he's dead.. But I'm really hoping there is a hard core mode with instant death or something along those lines.

Then again, Lorne and Stew did say it's in alpha, just edging over to beta. So, I'm still very hopeful and impressed regardless.



Aw man that hp system :/ lol. Right in the rattlers.
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  #67  
03-20-2014, 03:24 AM
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The footage at Eurogamer was said to be a really early version and it had the effect of the orbs going into the Slig, so you can't really say that early footage is the excuse.
Well that was a long time ago and from a different engine. We don't know when this footage came from, but OWI themselves said it's "early" (whatever that means) and I'm sure/hoping that in the final build it will have an effect to indicate who Abe is possessing. :P
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  #68  
03-20-2014, 03:38 AM
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Some of the audio was added after the video edit was done, so doesn't all sound as it does in game...

Orbs were missing from that build, don't worry there will be a possession effect
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  #69  
03-20-2014, 03:43 AM
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Awesome

Seeing that Slig explode made me wonder just how awesome this game would look on a 3DTV, that is, the game actually running in 3D, not the tv converting a 2D picture to 3D.
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  #70  
03-20-2014, 03:44 AM
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Some of the audio was added after the video edit was done, so doesn't all sound as it does in game...

Orbs were missing from that build, don't worry there will be a possession effect
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Hey, will you guys be taking a well deserved break after its release?
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  #71  
03-20-2014, 03:45 AM
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I wonder if the bird health system is a difficulty setting for people who are unfamiliar with the original game. I do recall them saying there a 3 'big features' that they will reveal upon release. So was the gameplay trailer alpha/beta build or was it final?
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  #72  
03-20-2014, 03:47 AM
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So was the gameplay trailer alpha/beta build or was it final?
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Orbs were missing from that build, don't worry there will be a possession effect
Well it certainly wasn't final. That's the best answer to that question.
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  #73  
03-20-2014, 03:49 AM
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Orbs were missing from that build, don't worry there will be a possession effect
Whey! Good man
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  #74  
03-20-2014, 03:56 AM
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There's a law of physics to do with Pendulums, relating the Time Period of one cycle to the length of the rope. The swinging rocks don't swing realisticly, they swing too slowly (aka, their Time Period is too long) But you don't want to speed them up because it would alter the difficulty of that puzzle. The only way to make them look like theyre swinging more realisticly is to lengthen the rope.

Edit: Hmm, but then they'd be swinging towards the camera so far that they'd end up behind the camera (unless you had the camera moved further away from the scene, but I wouldn't wanna do that)... Oh well.. I don't know then... You could have them swinging less, but then that takes away the ferocity of the swinging boulders.

Edit2: I've just rewatched the footage, and realised I'm being far too picky. They are moving very slightly too slowly, but wouldn't worry about it too much. I do believe a slight speed increase would suprisingly increase the realism though.

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  #75  
03-20-2014, 04:23 AM
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The depth is amazing, anyone else notice the sligs in the background when abes being chased by a slog?
I'm happy someone spotted that.
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  #76  
03-20-2014, 04:27 AM
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Ive rewatched that exclusive footage, anyone else notice that when the slig was shot it didn't disappear? I know its only early footage, but i hope they include the classic decomposing from the original in the final cut. As they've said they still needed to add orbs to abe's chants at that stage so i know its obviously not finished
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  #77  
03-20-2014, 04:28 AM
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I'm happy someone spotted that.
Oh yeah, hadn't noticed before, nice touch. Alive environments ftw

@scrabaniac I liked the fizz too, but do we like it now because it's nostalgic, or because it's genuinely better than leaving the slig corpse on the floor? The instant after-death fizz could have been a cpu/ram saving design, something which could be overcome with today's machines.

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  #78  
03-20-2014, 04:29 AM
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Looking great! As others have said, it really does capture the essence of the original. As far as remakes go, this definitely looks to be one of, if not the, most authentic I've ever seen. Good job indeed. Looks like it's perfectly capable of standing strong on its own merits too

Just curious to find out what you guys are referring to as the health system? Do you mean the MO-style ring of birds when Abe begins to chant? I thought at first that may be just a part of the placeholder possession effect, since the Slig shots and grinders etc. are all seen to be instant kills? I might've missed something.
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  #79  
03-20-2014, 04:37 AM
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In Caddicarus' interview, at 10:13 Abe is shot by a Slig and a bird flies out of him as they did in Munch's Oddysee - https://www.youtube.com/watch?v=0D7yTN31WIA

Hopefully Abe can't take a ton of punishment like he could in MO; one-hit kills made Abe's Oddysee challenging.
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  #80  
03-20-2014, 04:50 AM
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@AvengingGibbons, i guess it could be a space saving trchnique, but if theres no decomposing, what happens during the long winded slog slaughters? There will be corpses piled high!
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  #81  
03-20-2014, 05:17 AM
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what happens during the long winded slog slaughters? There will be corpses piled high!
That sounds awesome! only if they ragdoll abit with jigglebones and maybe slop off the edge of the platform lol.

But yeah, the fizzle decomposing, I definitely think its good to have there. It would save on processing power. Much like when touching the electricity. Burning out into bright nothingness as Abe says "oops" quietly makes me laugh every time.
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  #82  
03-20-2014, 05:26 AM
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@AvengingGibbons, i guess it could be a space saving trchnique, but if theres no decomposing, what happens during the long winded slog slaughters? There will be corpses piled high!
That actually crossed my mind before you even mentioned it. Yeah, pile of bloody slogs with their guts spewed out ...

No... what I thought was that in platform enviroments where there's a drop at either side of the platform, the shot slogs should collapse and be knocked off the edge by the other charging slogs. But still with a slight mound of dead slogs building up, and the slogs behind running or leaping over them.

I'm not a fan of the electrical gates death where the sligs are electrocuted and then explode. Yeah, they should be electrocuted but they should char into a slig shaped burnt crisp, with some black smoke. Would be better IMO. Having them explode just seems like they're reusing the other death animations and lack creativeness.

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  #83  
03-20-2014, 05:34 AM
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I'm not a fan of the electrical gates death where the sligs are electrocuted and then explode. Yeah, they should be electrocuted but they should char into a slig shaped burnt crisp, with some black smoke. Would be better IMO. Having them explode just seems like they're reusing the other death animations and lack creativeness.
I found it funny seeing them get electrocuted and then explode.

Don't forget that Oddworld is funny to, I prefer the new animations for colliding with electricity.
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03-20-2014, 05:35 AM
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Oh you mean in the same fashion when abe gets shot from a background slig? That would be cool, yeah im not a massive fan of the exploding electrical death, but its kind of more realistic than dissolving in the original haha, im just loving the amount of gore in this remake.. Not too little, not too much. The slig exploding from abe's possession looked pretty awesome!!
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  #85  
03-20-2014, 05:35 AM
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I'm not a fan of the electrical gates death where the sligs are electrocuted and then explode. Yeah, they should be electrocuted but they should char into a slig shaped burnt crisp, with some black smoke. Would be better IMO. Having them explode just seems like they're reusing the other death animations and lack creativeness.
I am also of this opinion

Maybe there are multiple animations for each death type?
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  #86  
03-20-2014, 05:48 AM
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What you must remember is that the new animations put into the game are things that Lorne probably wanted to do back in the day but couldn't because of hardware limitations.

Just look at those glukkons heads that rotate, I get the feeling they will be part of the intro where the camera pans from the Rupturefarms sign to the factory, it's something new that we haven't seen before but they look amazing and possibly something he wanted to put in AO (this is my exact opinion on the new exploding animation when someone is electrocuted), it really makes Oddworld or at least Mudos for that matter feel very oppressed and that there is no escape and it creates an atmosphere even more dark and menacing than in the original, no doubt that Lanning clearly took inspiration from Orwell's 1984 with that one.
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  #87  
03-20-2014, 05:52 AM
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Also the red ring is FANTASTIC. I really dig this.

I hope the portals arnt still cloudy and fluffy like in the old build.
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03-20-2014, 05:58 AM
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I just love all the enhanced effects, especially the electrical charges abe holds when he has the shrykull power. As for the bird portals, I can imagine they have changed it, it would look awesome if they use a similar effect to the red rings
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  #89  
03-20-2014, 06:00 AM
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Just because I thought some people would find it interesting.

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  #90  
03-20-2014, 06:06 AM
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Hey, will you guys be taking a well deserved break after its release?
Thank you, and I hope so too
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