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  #121  
04-25-2015, 02:25 PM
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What were you expecting, "a torrid affair"? Please. Just give me my rocket bike and leave with what dignity you came with.
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  #122  
04-26-2015, 01:09 AM
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Just give me my rocket bike
OK
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  #123  
04-26-2015, 01:23 AM
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  #124  
04-26-2015, 01:32 AM
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The back wheel won't last much being that close to the engine. Just saying.

Also, why would you ever need a rocket bike? Too lazy to pedal? It's healthy. And rocket fuel is expensive. Also, human reflexes aren't really compatible with driving too fast

Last edited by Varrok; 04-26-2015 at 01:35 AM..
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  #125  
04-26-2015, 01:34 AM
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The back wheel won't last much being that close to the engine. Just saying.
Yeah but jet fuel can't melt steel beams.
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  #126  
04-26-2015, 01:37 AM
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I'm more concerned about the tire
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  #127  
04-26-2015, 02:18 AM
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Well this thread went off the rails.

Or should I say, off the pedals. hurhurhurhurhurhur...
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  #128  
04-26-2015, 04:17 AM
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Rocket bikes confirmed for Exoddus.
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  #129  
04-26-2015, 08:33 AM
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Wheelchairs*
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  #130  
04-26-2015, 03:28 PM
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The one thing that truly bothered me about New N Tasty was the random smog effect actin gas the shadows. It worked in the factory with pipes spewing pollution and all the jazz, but not in the stockyards.
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  #131  
04-26-2015, 06:16 PM
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As long as they do the original locales justice, offer more control options, and generally tighten up the core mechanics of NNT and I would be ecstatic. Add new segments or lengthen old ones and I'd be over the moon.

PS: Sligstorm DLC would allow me to die satisfied
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  #132  
05-01-2015, 03:58 PM
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I've been gone from here for a long time, just purchased New N' Tasty for PS3 and completed it. Overall great game and I'm sure this has been mentioned before but I feel "fan music" should be left as fan music, not incorporated into the actual game even if it's the end credits. It removes you from the fantasy world which is a real shame. Defenders will argue that "its only end credits not the actual game" but it is still an element of it and one that anyone who cares to complete it will have to endure. It's not appropriate for Oddworld and kills the overall atmosphere. Listening to the original credits from the PSX is so much more enjoyable. If this song were included as an unlockable extra "Fan Art" menu or something I'd be fine with that, but not as an actual part of the game. I just hope Exoddus Twice Ze Flavor will not have anything equally inappropriate this time around. Before anyone gets defensive I am not critiquing the quality of the end credits music, just how out of place it feels in the Oddworld universe.

I would also like to see Exoddus include additional areas/new cutscenes not in the original so the story would be more immersive (not that the original wasn't PERFECT!) and by that I do not mean replacing anything or excluding re-making of old cutscenes, but rather adding more (yeah that might be greedy but it has been a LONG time since anyone has had their Oddworld fix).

Fine-tune those controls, the pressure sensitivity makes Abe more clumsy (even for a mudokon) and trying to stop so you don't run into mines can be annoying (Boardroom meeting area).

Other than that I'm sure JAW will do a FINE job! (I still want Sligstorm)
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  #133  
05-03-2015, 09:13 AM
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As long as JAW fix the slog sounds, give the sligs a little less "mommy!!" and nail the tension like in the original (you know when that high pitched violin plays when you've woken up a slog or fleech?).

As for cutscenes, i liked the one with the two Scrabs in New n Tasty, but i still prefer the original, as it showed abe escaping via pure luck of hitting his head on that pipe to avoid the Sligs. Hopefully they will keep the cutscenes (or majority of them) the same or at least similar, and add new ones to replace the zooming in to the temples like NNT did.

I'd also like to see more of the Brewmaster.. we only got to see him a few times, and he was supposedly the big bad guy of Exoddus, but only seemed like a cameo :/
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  #134  
05-03-2015, 01:41 PM
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Give us a reward for killing all the Mudokons that are possible to kill without making the game unwinnable (I was disappointed that you didn't get anything for doing it in New N' Tasty, not even infinite grenades like in the original Oddysee), maybe invincibility for the difficulty you are on like in the original Exoddus.

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  #135  
05-03-2015, 02:00 PM
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I think invincibility would be way too easy. You choose hard more for a reason, if you want a proper challenge. Invincibility should't be an option. For easy mode i guess would be okay. Maybe add different rewards for different difficulties: Easy - Invincibility. Normal - Infinite Grenades - Hard - Infinite Shrykull. At least with infinite shrykull you can still die, and lose the ability temporarily when you run through security lasers.
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  #136  
05-03-2015, 05:15 PM
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I miss the fizzle when creatures die in oddworld.

And death from falling from high places. I had Abe fall 2 stories in NnT and his fragile legs got him back up like a champ lol.
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  #137  
05-03-2015, 05:36 PM
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I miss the fizzle when creatures die in oddworld.

And death from falling from high places. I had Abe fall 2 stories in NnT and his fragile legs got him back up like a champ lol.
Yeah. Apparently Abe got a adamantium skeleton in NnT.
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  #138  
05-05-2015, 06:53 AM
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Hopefully they'll fix the falling survival issue.. Otherwise Abe could just skip the majority of Slig Barracks, which actually tested your ability to time jumps.
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  #139  
05-05-2015, 07:20 AM
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i want abe to go splat when he falls from 2 screen fall maybe just one hard or med but no on easy
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  #140  
05-05-2015, 11:30 PM
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I'd also like to see more of the Brewmaster.. we only got to see him a few times, and he was supposedly the big bad guy of Exoddus, but only seemed like a cameo :/
The Brewmaster was the big bad? I always saw him as the only available alternative the company had to keep things operational. Molluck was M.I.A. after all, and the Board of Executives for the Soulstorm Brew Project had all spontaneously combusted. The only management remaining in the brewery amounted to the Brewmaster himself and a handful of Junior Executives, who were more concerned about selling their remaining stocks than preventing another terrorist insurrection.

He wasn't a big bad. He was just a lower-class gluk trying to do a job entrusted to him. And he failed something severe.
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fuck that abe thing put almight rasen to main character!!

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  #141  
05-06-2015, 07:11 AM
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I just remembered one thing from NnT that I hated with a passion.

The tilted fucking camera in the level hubs. No idea why that design decision got approved, but it was a horrible, horrible one. The best way to do hubs is from a static camera IMO, like in the original games.
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  #142  
05-06-2015, 04:23 PM
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I just remembered one thing from NnT that I hated with a passion.

The tilted fucking camera in the level hubs. No idea why that design decision got approved, but it was a horrible, horrible one. The best way to do hubs is from a static camera IMO, like in the original games.
Agreed, seeing that same hub layout in static camera would be like a punch in the face from nostalgia herself.
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  #143  
05-06-2015, 10:53 PM
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The Brewmaster was the big bad? I always saw him as the only available alternative the company had to keep things operational. Molluck was M.I.A. after all, and the Board of Executives for the Soulstorm Brew Project had all spontaneously combusted. The only management remaining in the brewery amounted to the Brewmaster himself and a handful of Junior Executives, who were more concerned about selling their remaining stocks than preventing another terrorist insurrection.

He wasn't a big bad. He was just a lower-class gluk trying to do a job entrusted to him. And he failed something severe.
I agree. I saw AE as trying to widen the world and express more about Industrial culture as a whole, rather than simply Molluck as a villain. So there isn't a singular villain that must be defeated in the game.
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  #144  
05-07-2015, 05:20 AM
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At the time of production I'll be living no less than 20 minutes from the JAW offices for university, so I'd be happy to grunt into a microphone for them.

I just want Fleeches to give the newest generation of Oddworld players the same amount of grief and nightmares that they gave me as a kid.
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  #145  
05-07-2015, 05:22 AM
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I just want Fleeches to give the newest generation of Oddworld players the same amount of grief and nightmares that they gave me as a kid.
This.

It was mostly the music that made them terrifying. Interested to see how this will look in 3D.
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  #146  
05-07-2015, 05:37 AM
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Am I the only one who wanted a pet fleech after playing that as a kid?
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  #147  
05-07-2015, 02:22 PM
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Am I the only one who wanted a pet fleech after playing that as a kid?
nope xD
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  #148  
05-07-2015, 02:48 PM
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Fleeches better be terrifying in 3D!
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  #149  
05-07-2015, 04:04 PM
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Do we want them maggoty like the sprites, or reptilian like the manual portrait?
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  #150  
05-07-2015, 04:06 PM
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Do we want them maggoty like the sprites, or reptilian like the manual portrait?
Definetly the manual portrait
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