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And (not entirely related, but I feel like ranting) I really hated the artificial no-returning in Stranger's Wrath, where you were regularly forced to jump down a long drop or go through a one-way door as your proceeded through a level. I would have preferred it if I was able to backtrack to where I remembered seeing a good supply of live ammo, rather than being forced onwards with empty clips.
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This was especially annoying when you were about to fight Elboze Freely. He had a huge gang, and there wasn't a shit-ton of ammo near his arena. The first time I fought him, I got fucking pummeled because the only ammo that I had left was completely non offensive, like Chippunkz. It's a good thing he's relatively easy to whittle down with Zappflies, or I'd probably be stuck on that fight to this day.
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I don't get this whole obsession with going back to places. You've already been there. And everything either escaped or died. Wouldn't you rather see new places which have characters in?
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Wil, for shame. You should know games like Oddworld aren't meant to just be plowed through in a straight line. I think all games, especially ones with hidden challenges and gorgeous scenery, should be explored as freely as programming will permit. Even looking at it from a linear perspective, there's no good reason in my mind to make previous paths totally off-limits.
Take a page from the first Rayman game; you couldn't progress to the final level until you rescued all of the Electoons. You had to be able to revisit previous levels so you could find them all. Obviously, you can't do that in Oddworld, but you should at least allow the player a chance at perfect Quarma without being prevented by something as stupid as "whoops cant go back, door closed".
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Well I thought it was rather interesting to see the mines destroyed when you went back into them.
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Agreed. Even if you couldn't explore much, it was a nice little touch.