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  #91  
03-31-2016, 04:28 AM
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Abe's Oddysee dealt with humour much better. The comedy comes from the gameplay itself. I still think farting in that game is one of the few instances where it's still funny, because it's just ridiculous given the context.

That's the whole point, the game is so broken and inconsistent that every time you play through it is unique and some hilarious shit that you've never seen before will happen no matter how many times you've played previously. That's one of the reasons I love AO so much. Abe's Exoddus had that, too, but the forced humour in the cutscenes is definitely detrimental to the atmosphere.
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Last edited by Nepsotic; 03-31-2016 at 04:57 AM..
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  #92  
03-31-2016, 04:50 AM
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I guess that depends on what constitutes forced humour? I mean is Abe's slapstick moments with Looney Tunes sound effects in Oddysee forced humour? Most of the humour in Exoddus comes from character. I think it's all pretty successful in that regard. I also don't think it undermines the more serious themes.

I think Exoddus' biggest drawback, storywise, is that it's just a rehash of Oddysee's plot without the benefit of taking Abe, or the storyline, moving in any real interesting direction. It literally is just a bonus game in every sense of the word. It's just Abe going on a very similar tangent while we wait for the real story to continue (although Munch didn't deliver in that regard as we saw). However, it's blend of humour and dark themes is actually one of its saving graces I think.
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  #93  
04-07-2016, 09:10 AM
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Yeah, I always figured it was just because Abe was getting "better at it" in one way or another, and was able to possess more creatures as a result. Although I'm sure it was actually included in the game just to give the player the ability to do so.
You may be right:

:
Q: In the first two games of Oddworld, can Sligs tell if other Sligs are possessed? Any time I possess one and say hi to another, they reply, and then blow me away.

Alf: When Abe was first starting out, he didn't have good control over his powers. When he'd possess a Slig, the Slig would be all glassy eyed, and stumble around like a zombie. It wasn't very convincing. He's gotten much better lately, as you'll see.
http://oddworldlibrary.net/archives/...earalf08.shtml
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  #94  
04-07-2016, 03:21 PM
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Nice, got it right. I could've sworn I remember reading something like that a while ago but I couldn't remember from where or who said it.
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  #95  
04-08-2016, 02:02 AM
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I wonder if Abe isn't the first mudokon terrorist to attack RF or the cartel, I just wonder because even your every day slig can tell that if another slig is acting funny he is possessed, perhaps it's not such an uncommon occurence?
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #96  
04-13-2016, 10:17 AM
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I've finished AE (again). I notice something: Mudomo felt rushed (shorter than Mudanchee with less interesting puzzles).
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  #97  
04-14-2016, 03:19 AM
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I always thought it was the other way round. Mudomo had the more interesting puzzles because the Paramites had a bit more depth to them. (Gamespeak and climbing the webs) while the Scrabs was just howl+spin kill everything.

I remember that secret where you have the guide a Paramite and yourself to save Mudokons from getting crushed. That was really neat.
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  #98  
04-14-2016, 12:16 PM
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But can we really talk about "puzzles" in Mudomo? Gamespeak isn't even necessary. With a paramite you have to do only two things: killing fleeches and climbing the webs. You don't have to use your head. Moreover, it's much shorter than Mudanchee. Play it again, you will see. Compare to Paramonia (more complex).
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  #99  
04-14-2016, 12:26 PM
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Agh. I forgot about if you start killing Fleeches, the other Paramites will just do the same thing. I keep thinking Gamespeak is required for that.

I think I will give it a replay soon.
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  #100  
04-15-2016, 03:34 AM
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Well the whole game was "rushed", they had a hard deadline to keep. Considering this they did quite an impressive job.

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  #101  
04-15-2016, 03:45 AM
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I did not say that. I'm only talking about Mudomo.
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  #102  
04-15-2016, 03:45 AM
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Even though they managed to get the game made for Christmas 1998, it still shares some the glitches with Abe's Oddysee like the ledge glitch and the stop 'n' turn glitch. I wonder if Soulstorm will have the same areas to explore like Nexcrum Mines, Necrum, Feeco depot and the vaults. It will be interesting when we finally get to see a trailer for Soulstorm.
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  #103  
04-15-2016, 04:11 AM
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Well the whole game was "rushed", they had a hard deadline to keep. Considering this they did quite an impressive job.
Yeah, but it definitely shows.
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  #104  
04-15-2016, 04:17 AM
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Yeah, but it definitely shows.
No, it's a matter of choice like if they weren't really interested with the idea of Mudomo. Soulstorm Brewery is way too long (but they wanted to).
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  #105  
04-15-2016, 08:35 AM
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Well the whole game was "rushed", they had a hard deadline to keep. Considering this they did quite an impressive job.
They did indeed. But it does explain the game's padding issues.

This also makes me even more excited for SoulStorm, if this is meant to be Lorne's true vision for Exoddus.
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  #106  
04-15-2016, 10:51 AM
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This also makes me even more excited for SoulStorm, if this is meant to be Lorne's true vision for Exoddus.
I'd hesitate to mention Lorne's "true vision" of any Oddworld game without anticipating another forum-wide debate. :P
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