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  #91  
04-14-2015, 09:25 AM
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Do you really want to know?
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  #92  
04-14-2015, 09:33 AM
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oh jesus christ i am not looking forward to dealing with them damn fleeches again! Anyhow, i'm excited for Oddworld Twice Ze Flavour: Abe's Exoddus Xtra Bone Soulstorm!
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  #93  
04-14-2015, 09:50 AM
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Well they've been wanting to do it to so it's no surprise, really... They have the engine now and know how it'll work.

They should really hire this guy to help with the artwork, I think some of you may remember him.





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  #94  
04-14-2015, 09:55 AM
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I remember this guy. He makes really awesome renders
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  #95  
04-14-2015, 10:16 AM
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Lorne sure likes Wil a lot. Wil... what did you do?
We discussed this in person during one of the Oddtours. It was mutually agreed that we would never speak of it again.
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  #96  
04-14-2015, 12:55 PM
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Ah yes, my dream to play a modern version of Slig Barracks is finally coming true.

I need more crawling sligs getting their pants in my life

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  #97  
04-14-2015, 01:02 PM
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Lorne will make it even goofier than in AE. Crawling sligs will shout "Mommy!" while running around and then the slig mommy will appear and help them put their pants on. But you won't even notice because the bloom will burn your eyes out, and all that you will hear in the speakers will be fan mudokon chatting, with volume turned to absolute max.

Then Lorne will say the game is mine-blowing! Like in "mines are so broken they explode every time you try to disarm them"

Last edited by Varrok; 04-14-2015 at 01:04 PM..
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  #98  
04-14-2015, 01:31 PM
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  #99  
04-14-2015, 01:34 PM
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The UXB mines weren't broken. They were just very hard to get used to- since they act differently than AO (on Hard at least). At least not in my experience with the game on Xbox One.
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  #100  
04-14-2015, 01:52 PM
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No I felt they were too quick. Same with the saws.
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  #101  
04-14-2015, 02:26 PM
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They were very quick. On Hard they generally seemed to turn green ridiculously fast a few times then a little slower for the final bleep (which is the one you should be pressing). But I don't think they were actually inconsistent or broken. I had trouble with them in the beginning but by the Boardroom I was getting a 100% success rate with the UXB mines.
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  #102  
04-14-2015, 04:07 PM
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That and the mines had less pattern variation.
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  #103  
04-14-2015, 04:50 PM
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In the original you could press the controller button on the beep and it would work. In Nnt you had to press in advance so that the animation would hit the bomb on the beep.
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  #104  
04-14-2015, 04:51 PM
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The mines just require some anticipation. In AO the press was instant. In NnT you have to account for the actual movement of his hand to the mine. Once you get the hang of it's pretty easy.

Edit: Damn you, BM.
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  #105  
04-15-2015, 12:18 AM
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What you guys said makes mines broken. In AO if you pressed it when it's blinking green or when it boops (as opposed to beeping) it disarms itself. And the animation isn't one frame or anything, it's all intuitive and works. In NnT it makes completely no sense, and I am 100% sure that's not how the mines were supposed to work. It's broken, don't be idiots. I especially feel sorry for that blind fan if he's gonna play NnT, and blows himself over and die from various faults of the gameplay.
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  #106  
04-15-2015, 12:32 AM
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I think you're wrong, man. I just played Easy there and UXB mines are MUCH easier to disarm. I was able to press them after I heard the beep. I really think it's because it's Hard mode but we're used to how they worked in the originals.
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  #107  
04-15-2015, 12:38 AM
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What you guys said makes mines broken. In AO if you pressed it when it's blinking green or when it boops (as opposed to beeping) it disarms itself. And the animation isn't one frame or anything, it's all intuitive and works. In NnT it makes completely no sense, and I am 100% sure that's not how the mines were supposed to work. It's broken, don't be idiots. I especially feel sorry for that blind fan if he's gonna play NnT, and blows himself over and die from various faults of the gameplay.
NnT isn't AO. Just saying.
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  #108  
04-15-2015, 12:49 AM
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Yeah, and I don't appreciate it isn't. Guess that's my problem.
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  #109  
04-15-2015, 12:53 AM
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It's fair that you don't like it, Varrok. But they're not broken. On Hard mode you just have to anticipate the beeps because they decided to make the mines a lot harder on Hard mode.
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  #110  
04-15-2015, 01:33 AM
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Abe touched the green-blinking mine and it blowed up. What's not broken about it?
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  #111  
04-15-2015, 01:49 AM
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Because you didn't. Well, at least in my experience I didn't. You press when you hear the noise but by the time Abe's actually pressing the mine it's too late.

Go and play Easy Mode (I didn't try Normal) and you'll see that the mines are working the way you think they should. Because you have to anticipate the green bleep on Hard doesn't mean it's broken - it means the way the mines worked have changed to make it more difficult.

They're definitely different. I had trouble with them in the beginning and thought they were inconsistent. But I eventually got the hang of them and after playing Easy it seems clear that they're deliberately different and Harder than AO. Probably to give us veteran players some unexpected challenge.

Seriously, go play the easier difficulties to check.
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  #112  
04-15-2015, 01:54 AM
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Abe touched the green-blinking mine and it blowed up. What's not broken about it?
You pressed the button, not Abe. By the time Abe's hand has hit it, it might have gone back to red. If Abe cancelled a mine when it was red, people would think it was broken.

As it is, you just need to start the action slightly before you want Abe to hit it.
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  #113  
04-15-2015, 02:09 AM
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As someone who hasnt played much of the original, mines arent broken in NnT.
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  #114  
04-15-2015, 02:18 AM
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Someone has created me a hashtag for my hopes to be Director Phleg!
#samforphleg

Let's use this hashtag on Twitter to get fans excited. I really hope i get to do the Bonewerkz opening cutscene in the remake because that was my favourite cutscene in Exoddus!
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  #115  
04-15-2015, 02:31 AM
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I dunno, man. Lorne did a pretty great job the first go around. I kinda want him to do it again
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  #116  
04-15-2015, 02:39 AM
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Someone has created me a hashtag for my hopes to be Director Phleg!
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A quick search on Twitter returned exactly one entry:



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  #117  
04-15-2015, 03:36 AM
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Someone has created me a hashtag for my hopes to be Director Phleg!
#samforphleg

Let's use this hashtag on Twitter to get fans excited. I really hope i get to do the Bonewerkz opening cutscene in the remake because that was my favourite cutscene in Exoddus!
I'm sorry dude. But any really major voice role in Exoddus would be done by Lorne. Only fans did a couple of native Mudokons in NnT, nothing else.

I could be wrong, They might be nice enough to let people try. So who knows. But I still highly doubt it.


:
You pressed the button, not Abe. By the time Abe's hand has hit it, it might have gone back to red. If Abe cancelled a mine when it was red, people would think it was broken.

As it is, you just need to start the action slightly before you want Abe to hit it.
I still think that makes zero sense in terms of gameplay. I know it's to make it harder. But it's like a rhythm game. It should be you press the button = Abe presses the mine. No delay on Abe's end. Simple as that. I think if you wanted to make it harder. Make the rhythm more complex or faster.

I'm probably just too used to the originals, but I got really frustrated with both the Mines and the Saws because I expected to disarm or roll through them but instead met my death.
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  #118  
04-15-2015, 04:10 AM
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I'm sorry dude. But any really major voice role in Exoddus would be done by Lorne. Only fans did a couple of native Mudokons in NnT, nothing else.
Lorne didn't do all the voices in the original AE. They could definitely open it up to new actors, though personally I hope they just keep the original FMV voice recordings.



Seperately, and I'm only mentioning it because it appeared higher in the Google results than TOL: Is this the most pointless wiki page ever?
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  #119  
04-15-2015, 04:44 AM
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SligStorm as Exoddus DLC would be nice.
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  #120  
04-15-2015, 04:54 AM
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Lorne didn't do all the voices in the original AE. They could definitely open it up to new actors, though personally I hope they just keep the original FMV voice recordings.
Oh I never knew that. Yeah it would be cool to have the original FMV voices. But some new actors could be good too.

As long it isn't Nolan North as everything ever.
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