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  #121  
03-21-2014, 12:55 AM
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anyone who thinks that Abe taking a couple of hits before death is a cop-out evidently doesn't remember Fleeches.
Sure, but they were designed to sap away your health bit by bit whilst being relentlessly irritating and difficult to get away from (so, like leeches I guess).

Fleech tongues are one thing, but Abe really shouldn't be able to take a gunshot to to his skinny ass and just brush it off. I'm sure JAW know what they're doing and understand that challenge is paramount to making this remake faithful - even if it has to be in different difficulty settings

Last edited by Oziah; 03-21-2014 at 04:12 AM..
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  #122  
03-21-2014, 01:09 AM
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Fleeces were just nightmares! Most horrific creature by far! It would have been impossible to complete the game if they ate you in one go.
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  #123  
03-21-2014, 01:20 AM
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I think Fleeches are different, from a storyline perspective, Fleeches aren't trying to capture Abe, and compared to sligs, they can do a lot more, they can climb up platforms and will literally never leave Abe alone, with Sligs, they eventually give up and go back on patrol, plus there were sections where it was impossible to not get hit at least once by their tongues.
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  #124  
03-21-2014, 05:06 AM
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I think Fleeches are different, from a storyline perspective, Fleeches aren't trying to capture Abe, and compared to sligs, they can do a lot more, they can climb up platforms and will literally never leave Abe alone, with Sligs, they eventually give up and go back on patrol,
Oh man, what if they did make it so Sligs could chase you? If not always than in specific situations. (Kind of like in those secret areas where you had to keep running back and forth to avoid the Scrab.) God, I'd love to see a veteran Oddysee player react to that in real time. You think you know the game and what everything can do and you're not worried at all 'cause in the last game guy couldn't' chase you there. Then WHAM. Dead.

Maybe not. But it wouldn't surprise me if they snuck in some little things like that to surprise people who played the original.
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  #125  
03-21-2014, 08:02 AM
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Oh man, what if they did make it so Sligs could chase you? If not always than in specific situations. (Kind of like in those secret areas where you had to keep running back and forth to avoid the Scrab.) God, I'd love to see a veteran Oddysee player react to that in real time. You think you know the game and what everything can do and you're not worried at all 'cause in the last game guy couldn't' chase you there. Then WHAM. Dead.

Maybe not. But it wouldn't surprise me if they snuck in some little things like that to surprise people who played the original.
Sligs that can use pulley lifts to get to higher/lower platforms. This sounds like a good idea

It'd be good if the Slig AI could be improved massively, so that they have better intelligence, but not too much intelligence because they're supposed to be lesser intelectual beings. But if they were able to move around the environment more than they were able to in the original games, and not lose Abe when he hoists himself up or down onto another platform, this would be great. There's so much potential for future productions
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  #126  
03-21-2014, 08:12 AM
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I don't think the game will be as hard as the original, unless you're on a super high difficulty. Just because of the way games are made nowadays, and also added features like quicksave.

Also, I agree with MM that curved platforms would be awesome, they could be implemented well in literally any area in the game.
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  #127  
03-21-2014, 08:37 AM
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Considering the amount of cylindrical background elements, it'd be something of a missed opportunity if they didn't bolt a platform onto at least one.

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I think Fleeches are different, from a storyline perspective, Fleeches aren't trying to capture Abe
... so they'd kill him more quickly than Sligs?

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  #128  
03-21-2014, 02:18 PM
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Fleeches are just weaker. That's why they are afraid of the Paramites and Scrabs.
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  #129  
03-21-2014, 03:19 PM
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... so they'd kill him more quickly than Sligs?
What I was getting at is that the Sligs are out to capture Abe, whilst fleeches are just hungry.
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  #130  
03-21-2014, 04:44 PM
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Here's my look into the trailer.


I mentioned this in the video. Has anyone else has noticed this?



So for all of you auguring which Slig Visor is better. The game has both
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Last edited by Crashpunk; 03-21-2014 at 04:47 PM..
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  #131  
03-21-2014, 05:00 PM
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What I was getting at is that the Sligs are out to capture Abe, whilst fleeches are just hungry.
... so by all rights, the Sligs should not be using deadly force.

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  #132  
03-21-2014, 06:12 PM
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@Crashpunk: Awesome job pointing that out!

-------------

And I can clearly see that the Shryull is hopping about on the line of mines at the end of the video. I wonder if we'll have the option of making him do different attacks or will he just stay with the lightning and "dancing"? Freakin' awesome either way!
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  #133  
03-22-2014, 02:47 AM
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... so by all rights, the Sligs should not be using deadly force.
I was more speaking about gameplay terms as to why Sligs have instant kills and fleeches don't, and technically, I'm not sure Sligs are supposed to kill, they don't kill abe at the very end of the game.
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  #134  
03-22-2014, 03:14 AM
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I remember the LED screens saying that sligs were ordered to shoot abe on sight, maybe as an escapee, and he got captured but not killed by sligs for interrogation by Molluck after becoming a terrorist. Either that or after so much damage to RuptureFarms the boss wanted to kill him personally.
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  #135  
03-22-2014, 04:43 AM
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I'm posting this video here because it's quite interesting, it's the GDC trailer again, but the one uploaded by IGN which is slightly different.

Not only are the sounds of elums footsteps missing but there is few seconds of exclusive footage in it.

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  #136  
03-22-2014, 11:30 AM
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You didn't mention the boombat, Crashpunk!
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  #137  
03-22-2014, 03:21 PM
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Here's my look into the trailer.


I mentioned this in the video. Has anyone else has noticed this?



So for all of you auguring which Slig Visor is better. The game has both
Anybody else notice how the Slig on the right looks *visually* different as well compared to the ones on the left?
I think it's a nice throwback to the CG cutscene Sligs from the original
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  #138  
03-22-2014, 03:54 PM
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I was more speaking about gameplay terms as to why Sligs have instant kills and fleeches don't, and technically, I'm not sure Sligs are supposed to kill, they don't kill abe at the very end of the game.
I understand that a gunshot is more deadly than a lick, but the argument you're using - that a creature trying to capture Abe alive will be quicker to kill than one trying to swallow him whole - is seriously counter-intuitive.

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  #139  
03-23-2014, 02:23 AM
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You didn't mention the boombat, Crashpunk!
I didn't see the boombat!
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  #140  
03-23-2014, 02:46 AM
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It's here, in the sparkles. What are they, hint flies?

http://www.oddworld.com/wp-content/u...ameplay_06.png
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  #141  
03-23-2014, 06:02 AM
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It's here, in the sparkles. What are they, hint flies?

http://www.oddworld.com/wp-content/u...ameplay_06.png
Yeah. I like it how its eating them as he moves around and they kinda swarm around him.
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  #142  
03-23-2014, 09:40 AM
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I wonder if the different slig visors determine the type of behaviour the sligs have, for instace Abe's Oddysee if you said "hello" to a slig and it responded with "hi", you know it would shout "freeze!" And you'd have a second or two to run before it shoots, whereas when they respond "what?" They would shoot instantly. Always found that interesting.
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  #143  
03-23-2014, 10:44 AM
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If it's not simply a cosmetic feature, it'd be cool if it affected an individual slig's sight distance: Those with the "shades" mask not being able to see as far as their "goggles"-wearing counterparts (which was the in-universe lore reason for the design change). Perhaps it'd make the puzzles a little more interesting if they thought of doing that.
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  #144  
03-23-2014, 12:22 PM
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I wonder if the different slig visors determine the type of behaviour the sligs have, for instace Abe's Oddysee if you said "hello" to a slig and it responded with "hi", you know it would shout "freeze!" And you'd have a second or two to run before it shoots, whereas when they respond "what?" They would shoot instantly. Always found that interesting.
I never knew that...if that's the case then it's awesome! I always wondered why some said "what" and others greeted you back!
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  #145  
03-23-2014, 02:04 PM
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From what I remember, there was an actual reason why some Sligs would talk back to you and sadly it's simply down to programming rather than some reason involving the universe, back when I used to create levels, objects of course had a load of editable properties about them, one of properties for the Slig was "Shoot Abe?". Every Slig of course will shoot Abe, but what the property actually refers to is whether or not a Slig would shoot a possessed Slig.

If I'm correct, if a Slig was programmed to shoot a possessed Slig then they would not reply to Abe talking to them, which kind of makes sense, as it shows that they are not naive or friendly.

The same refers to the how long a Slig takes a shoot after he shouts freeze, you could program the slig to shoot instantly without saying Freeze, or program a delay between shouting Freeze and shooting you, you could even program how many bullets a Slig would fire in once instance of seeing Abe.

There's no lore to it, just simply what the programmers of the AO felt would be appropriate to each individual Slig.
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  #146  
03-24-2014, 02:07 AM
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What would be cool is if the sligs you possess change in eye colour from their visor. Like, blue or something. Like how they did it in the final scene of MO.
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  #147  
03-24-2014, 03:22 AM
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Come to think of it, sligs in AO didn't have a distinct aesthetic when possessed, I've always wondered how sligs on other screens would tell the difference between a normal and a possessed slig, as some would intend to shoot them and some would not
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  #148  
03-24-2014, 03:45 AM
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Canonically, when Abe first start possessing sligs he's not very good at it and they move clumsily. There are probably some really good gameplay/hardware/budget/whatever reasons why they didn't do it back in AO. It will be interesting to see if it's addressed in NnT.
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  #149  
03-24-2014, 12:49 PM
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I think he was also originally meant to only be able to chant after learning how to in the Monsaic Lines i think, but they allowed him to be capable right from the start
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  #150  
03-24-2014, 01:05 PM
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I'm not sure where you got that idea from, but I'm glad they gave you the chant from the start, just think how radically different the entire game would be otherwise, since there are secret areas in Rupturefarms that require you to chant.
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