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  #121  
04-15-2015, 05:52 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.
Hmm I see Lorne did not voice the BrewMaster... hmmmm... Well JAW, if you need someone with a French accent you know where to find me

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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?
Haha it's miserably useless. Entries like that one are what makes me want to do my own wiki to replace TOE.

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SligStorm as Exoddus DLC would be nice.
It would be absolutely awesome

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  #122  
04-15-2015, 08:34 AM
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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 took that in the account, and I really mean Abe pressed it. I'm 100% sure, honest. Abe's hand pressed* the mine and it blew. It was so random. I tried everything, with the best method being quicksaving, pressing "USE" randomly and reloading.

*more like "fell through"

:
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.
My thoughts exactly, but phrased to be more politically correct!
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  #123  
04-15-2015, 10:20 AM
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The saws were annoying, but worse was the way you could hop underneath one in its rest position and somehow hit the thing and die. In the original that could only happen if you deliberately jumped directly up into it.
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  #124  
04-15-2015, 10:33 AM
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I made a fun little video.

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  #125  
04-15-2015, 12:38 PM
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Oddworld Abe's Exoddus: Boiler Edition.

How many boilers do you blow in that game anyway? Three in the mines, five or six in the Bonewerkz, just one in the Brewery?
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  #126  
04-16-2015, 10:51 AM
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SO HOW BOUT THAT ABE’S EXODDUS HD HUH


Here’s my prescriptive laundry list of changes to improve on NnT:
  • Fix the speed of character animations to feel realistic (they currently feel unnaturally sped-up)
  • Change the Scrab, Paramite and Slog sounds to better match the originals
  • Change the Scrab and Slog movement speed and attack animations to make them more dangerous (Paramites are fine as they are in my book)
  • Cut down the NPC idle chatter, and record a greater variety of lines (with some more serious lines mixed in)
  • Alter the sound mix so sound effects don’t drown out the dialogue audio and background music
  • Tone down the bloom (camera dirt filter optional)
  • Change the chanting sound effect and animations to look and sound more like the original.

And here’s new things I want them to focus on:
  • Nail the unnatural quiet of Necrum and the contrast between the overworked Mines and the peaceful tombs.
  • Rock textures, brick textures, tent textures and stained vat textures will be all-important.
  • Keep the gargantuan brewing machinery often seen in the backgrounds of the Brewery.
  • Make Greeters the biggest bastards possible.
  • Get Fleeches right. They will terrify and frustrate.
  • Don’t make any of the locations into futuristic laser shows. None of them fit that aesthetic.
  • Do not fuck up the fart possession.
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  #127  
04-16-2015, 11:44 AM
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They will take every suggestion in this thread and do the exact opposite. Which is hard, because I think some contradict the other.
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  #128  
04-16-2015, 11:52 AM
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I don't think they need to worry about their textures.
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  #129  
04-16-2015, 12:30 PM
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[*] Make Greeters the biggest bastards possible.
Oh yeah, and make sure you can still trick them into crashing into each other. There was only one place I could pull it off and it served no practical purpose, but as Manco said, they're dicks. I wanted to dick them back.

I think this should probably be in the suggestions thread, though.

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  #130  
04-16-2015, 12:58 PM
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I just wanted to move discussion away from wikis.
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  #131  
04-16-2015, 01:23 PM
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It's official, Manco needs to work for OWI.

I've got some additional points that could be implemented into AEHD that would improve the general feel of the environments, rather than necessarily thinking about the mechanics of the game.
  • Make the sligs in the slig barracks a little different to the others; perhaps they're more serious or trigger happy. Make them reflect the dirty, dangerous, rusting tent city they live and train in. Maybe allude to a wider picture; that this slig barracks is either a centre point in the Magog Cartel's military-industrial complex, or that it's just an insignificant little training ground in the grander scheme of things--whatever the lore has planned. It'd be nice to see it as a contextual element relative to a more grandiose story.
  • Try to actually formulate just what sort of transport hub the FeeCo Depot is. Is it commercial commuter transport? Maybe it's a freight depot, certainly we see a train with carriages laden with bones, presumably heading either towards or from FeeCo. Make the environment reflect FeeCo's purpose. It always seemed a bit strange to me that for an enormous hub, the place never really hinted at any sort of public usage. If it is a commuter station, it'd be a really nice touch to have travel posters offering trips to other parts of Oddworld in the traditional brutal Glukkon advertising fashion. If it's a freight depot (which is what I was led to assume, judging by what I mentioned earlier and those screens with the thousands of boxes), the environment could perhaps offer a stronger sense of being orientated as such.

then again I just realised that maybe they largely shut down FeeCo because of the whole Abe terrorist activity thing

Fuck I'm tired.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #132  
04-16-2015, 01:26 PM
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God, Manco, you're such a Greeter.
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  #133  
04-16-2015, 01:40 PM
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I welcome Slig Barracks to be completely goofy and not at all intimidating because Dripik of all people run it.

Anyone under Phleg and Aslik's watch would be way more serious because those two come off as complete tyrants compared to Dripik.

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  #134  
04-16-2015, 02:26 PM
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I always assumed the FeeCo Depot was simply a freight station. These are fctories after all and presumably far away from the yet-to-be-seen cities of Oddworld.
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  #135  
04-16-2015, 07:00 PM
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Yes. FeeCo is a backwater hub. It's Art Nouveau stylings are likely cheap and decades out of date.
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  #136  
04-16-2015, 07:42 PM
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Can people please stop posting suggestions in here? There's a thread for that!
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  #137  
04-16-2015, 09:30 PM
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I welcome Slig Barracks to be completely goofy and not at all intimidating because Dripik of all people run it.

Anyone under Phleg and Aslik's watch would be way more serious because those two come off as complete tyrants compared to Dripik.
I'm sure there are moronic generals in charge of massive numbers of lethally dangerous troops the world over. Fucking hell G Dubbya Bush was Commander and Chief of the US army, and would you want one of his soldiers to point a gun at you? :P


E: New page don't ban pls
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #138  
04-17-2015, 01:20 AM
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I just wanted to move discussion away from wikis.
Point taken, I moved the wiki discussion to its own thread.

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  #139  
04-17-2015, 01:57 AM
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Just because you have serious management doesn't mean yo have serious employees! I would imagine, though, that Slig Barracks Sligs are more strict because it's a sort of boot camp. I'm sure it doesn't matter. All Sligs have the same basic personality anyway in Exoddus (apart from the Newscaster of course)
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  #140  
04-26-2015, 05:41 PM
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It should be you press the button = Abe presses the mine. No delay on Abe's end. Simple as that.
It isn't that simple. Abe's hand has to move out to press the button regardless. Either they cut some frames and "speed up" Abe's button-press animation and run the risk of looking completely unnatural, (which many are quick to point out with well jumping and exiting/entering doors) or they could treat it like AO and rely on actual input time, running the risk of confusing players about the nature of timing in the whole game.

The Abe games had slightly delayed controls that, to me, made it really feel like you were controlling Abe's will instead of his actual actions, which actually brings a unique flavor to how the game handles. New N Tasty, though more responsive than AO due to the lack of grid movement, still feels this way with most of the actions you perform.

I can see both sides of this specific issue, but I don't think its ever just "that simple", especially when so many passionate people have their own notions of what Oddworld "is" based on their unique personal experiences and perception.
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  #141  
04-27-2015, 01:23 AM
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Wait a minute. Wasn't there a complaint some years ago that Abe's mine deactivation animation for New 'n' Tasty was too quick in the trailers, resulting in a forum meme of Abe breaking his arm? Or am I thinking of something else?

Damned if you do; damned if you don't.
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  #142  
04-27-2015, 01:32 AM
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Damned if you do; damned if you don't.
Not damned if you find the balance and make the gameplay mechanic actually work, however.
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  #143  
04-27-2015, 01:50 AM
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The beef back then was just with the animation. Nothing to do with the speed.
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  #144  
04-27-2015, 11:12 PM
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What would be the ideal fix, however? I mean, as far as I'm concerned, the mechanic isn't broken, you just have to learn the delay, as it were. The animation feels fluent, and realistic, it's just a matter of remembering the routine:

Learn UXB (or whatever they're called now) pattern => Input selection slightly before green => Abe reaches out to deactivate => UXB is deactivated

Of course, I'm somewhat biased, as it's the only game I've played in the past two years, and I have nothing to compare it to. And, yeah, the original felt far more instant, but on normal mode for the remake, my fiancé had no trouble with deactivating the UXBs, and she has never touched the original. So maybe it's just a habit us oddies carried over between the games.


Or the mechanic just needs to be improved.
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  #145  
04-28-2015, 12:42 AM
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This is how I think it should work. The animation for Abe to tap the UXB should be sped up, whilst keeping the motion natural. And here is the solution bit: if the button is pressed while the UXB is green, make the UXB stay green so that when Abe's hand touches it, it will still be green. Hopefully player perception won't notice that the green has stayed on slightly longer.
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  #146  
04-28-2015, 01:09 AM
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The animation for Abe to tap the UXB should be sped up, whilst keeping the motion natural.
That's not a thing they're very good at
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  #147  
04-28-2015, 01:12 AM
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That's not a thing they're very good at
what do you mean?
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  #148  
04-28-2015, 02:47 AM
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We should have a DLC of what happened to that one blind mudokon, you know, the one that fell over the edge.

... Actually, now that I think of it, that would be an awfully short DLC.

Then again, since Oddworld is all about poking fun of corporations and all that jazz, that would make a good load of sense! Or not, I don't know.
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  #149  
04-28-2015, 03:29 AM
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what do you mean?
I mean that sped up animations in NnT are far from fluid.
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  #150  
04-28-2015, 03:55 AM
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Varrok I totally agree, but that doesn't mean they can't be, or shouldn't be. Either the animator needs to up their game, or they should hire a new/additional animator.
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