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  #1531  
05-19-2012, 12:07 PM
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Well it was about time somebody did it.
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  #1532  
05-19-2012, 12:23 PM
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Yeah I looked that up, they simply used existing footage and super-imposed themselves onto it using green screens while "singing" a crappy rap song.

What kind of disgusts me a bit is that there have been many fan projects that have had a lot more work and effort put into them - But will they get the same recognition as this? Hell no. 1 million views and 2000 likes for this crap? And that's just on YouTube! WTF, internet!
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  #1533  
05-19-2012, 12:24 PM
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I watched through it for the first time in many years, and found many many silly errors which could have easily been fixed.
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  #1534  
05-19-2012, 02:33 PM
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Oh well it was a video in the early 2000's, it advertised oddworld for the company and possible gained a lot of fans through it (singers/celebrities can influence people a lot!) it had already happened and unfortunately history cannot be changed. Anyway, I hope this secret is to do with Abe HD! Maybe a screenshot or photo?
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  #1535  
05-19-2012, 02:36 PM
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I fucking love this post ^
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  #1536  
05-19-2012, 02:43 PM
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first time I've watched it properly, and I couldn't even watch the whole thing. I turned it off as soon as I saw how bad the lip syncing was.
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  #1537  
05-19-2012, 02:58 PM
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My focus wasen't so much on the lip syncing, but sound glitches and bad placement of the performers themselves, which could have easily been fixed considering it was made with a green screen.
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  #1538  
05-20-2012, 02:40 AM
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I don't know, I like the Get Freaky video.
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  #1539  
05-20-2012, 03:10 AM
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Whilst I liked the concept *runs and hides*

I think the execution was poor.
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  #1540  
05-20-2012, 03:14 AM
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I hadn't seen that before.

I wish I hadn't watched it just then.
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  #1541  
05-20-2012, 09:37 AM
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I'm doing my own Abe's Oddysee lets play. Since I'm trying (and probably failing) to generate an interesting commentary, I'm thinking harder about the game than I normally would do and point out many of the things I've noticed about the game over many, many playthroughs.

So here's a list of everything I pointed out since I really don't expect people to watch this crap just to get this info, especially since not all of it is relevant or would apply to Abe HD, but there are some things that anyone making a remake should be made aware of.

* Glukkons sure love cackling madly when they have an evil plan! Typical villans.

* What do Scrab cakes taste like?

* EXPLOIT: Mudokons can follow Abe past meat grinders if they're off the screen without getting mashed.

* BUG (Fixed in AE) You have to hold the gamespeak buttons down for longer when Abe is standing to get him to talk, but he speaks instantly when crouching.

* Other mudokons have half a run cycle (PC version)

* Why do some sligs notice when others have been possesed, but others not?

* I miss it when Abe could talk to Sligs with gamespeak and they'd respond

* Particularly in one secret area in Stockyards you can confuse a slig by talking to it while it walks, and it'll sometimes walk off the edge of a platform.

* Ever notice how AO is a little similar to the original (1990) Prince of Persia?

* If you put the stockyards screens together, the background colours form a rainbow.

* EXPLOIT: You can sneak off the edge of a screen as a slig enters it without it noticing you if you're lucky.

* How will Abe HD tackle player tutorials? Shouldn't it teach stuff like slig possesing and rolling while running earlier?

* In AO, Abe could chant and activate portals in the foreground while standing in the background. How will this work in Abe HD?

* People have in the past noticed the Bigface drawing an infinity symbol on the floor during the cutscene at the end of Stockyards while Abe is dead - Is it related to Abe being able to come back to life if he dies in the game? Actually is Abe being invincible simply a gameplay mechanic or is there an in-universe explanation for it?

* I thought Abe's skin colour was meant to be special - How come the password-needing, catapault-wielding guys in Mosiac Lines are blue as well?

* Also why do they kill Abe outright if he ignores them? Shouldn't they stun him instead to prevent him moving forward?

* You can make the Elum-summoning bell ring if you jump against it.

* Why can't players activate the bell song themselves before Abe gets the password from the touchstone?

* Abe is immune while flying through wells - Including to mines, bullets, slog jaws, paramite jaws and scrab beaks. You can use this as an exploit in parts to get rid of hazards. Although how does he fall really far and not get hurt?

* There is a funny bug where Abe lowers lifts faster, and uncontrollably while being chased by bees.

* Elums are immune to fall damage - And there is a bug in Paramonia where you can fall through some scenary.

* Stuff in AO and AE decomposes fast - How will Abe HD handle corpses?

* It was funny when a character would blow up and the gibs would bounce off the screen, especially heads.

* The "Watch out for that bat!" fireflies part of Paramonian Temple was funny.

* EXPLOIT: I liked being able to retain spirit rings and rocks/meat from previous trials, to use in subsequent trials in Paramonian Temple. Can that be kept in Abe HD? Even though you can use this same exploit to skip an entire puzzle later in Scrabania.

* It's a bit weird that meat retained from one trial turned to rocks in a different trial.

* What type of creature is held in meat sacks anyway?

* EXPLOIT: There is a trial in the paramonian temple that has a hidden area where 3 Mudokons are held. If you leave the trial, enter a different trial, then return to that same trial, it will re-set - Including the secret area. This means you can save those same 3 mudokons as many times as you want! But beware - Saving too many mudokons bugs the game, but you can use it to skip a different, harder secret area later and still get 99 mudokons.

* Why are there falling boulders in Rupture Farms anyway during said secret area?

* That part in the Paramonian trials with those swinging rocks and the bats was really, really, REALLY annoying! You should at least remove the bats or make them fly a little slower - Or do something else to balance this puzzle so that it's challenging rather than frustrating.

* How do those swinging rocks retain their momentum anyway?

* What are the red-eyed creatures hidden in the hollows of the logs in Paramonian Temple? More bats?

* BUG: In one of the trials, a slog will chase you after you pull a ring - Then you have to drop down and navigate the swinging ball/bat puzzle again. The music will still be dramatic and annoying until you leave the area even though the Slog is no longer a threat to the player - I doubt the same bug will occur in Abe HD but it's something to be aware of.

* How do bombs and huge rolling rocks explode or roll over or fall onto flimsy wooden platforms without damaging them?

* Aren't paramites supposed to be sacred? In AE you aren't ever required to kill them, but in AO, you sometimes are.

* In one paramonian temple trial, a rolling rock appears to fall onto Abe's fingers as he dangles from a ledge - Maybe that should be shifted that a bit in Abe HD.

* I love how the scrab and paramite nests are in the dark, that's an excellent game design

* In Scrabania you have to give a password to a mudokon who will pull a lever to make some mines move so that you can safely detonate them with spirit rings - Why does he continue to ask for a password after you've blown them?

* Why does a native mudokon have anything to do with industrial explosive mines anyway?

* Why does pulling a lever make bees chase you?

* In Scrabania, why is Abe nearly the same shade of green as the native mudokons? Something to do with how Abe's normal blue colour contrasts with the pink/orange backgrounds?

* For some reason a native mudokon who gives you spirit rings also greets a possesed slig when you enter the same screen with it.

* It's pretty cool how slogs whine when spirit rings hit them.

I'm currently as far as Scrabania and I'll see what else interesting I notice when I continue the playthrough.
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  #1542  
05-20-2012, 11:25 AM
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From what I remember, the last Zulag in RuptureFarms, a mudokon gives you a spirit ring to explode all the mines above the slog kennels, you can kill that Mudokon with a grenade and finish the game with 99 Escapees and 1 Casualty. So are there really 100 employees or maybe a Native got lost or captured?
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  #1543  
05-20-2012, 11:37 AM
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:
I'm doing my own Abe's Oddysee lets play. Since I'm trying (and probably failing) to generate an interesting commentary, I'm thinking harder about the game than I normally would do and point out many of the things I've noticed about the game over many, many playthroughs.

So here's a list of everything I pointed out since I really don't expect people to watch this crap just to get this info, especially since not all of it is relevant or would apply to Abe HD, but there are some things that anyone making a remake should be made aware of.

* Glukkons sure love cackling madly when they have an evil plan! Typical villans.

* What do Scrab cakes taste like?

* EXPLOIT: Mudokons can follow Abe past meat grinders if they're off the screen without getting mashed.

* BUG (Fixed in AE) You have to hold the gamespeak buttons down for longer when Abe is standing to get him to talk, but he speaks instantly when crouching.

* Other mudokons have half a run cycle (PC version)

* Why do some sligs notice when others have been possesed, but others not?

* I miss it when Abe could talk to Sligs with gamespeak and they'd respond

* Particularly in one secret area in Stockyards you can confuse a slig by talking to it while it walks, and it'll sometimes walk off the edge of a platform.

* Ever notice how AO is a little similar to the original (1990) Prince of Persia?

* If you put the stockyards screens together, the background colours form a rainbow.

* EXPLOIT: You can sneak off the edge of a screen as a slig enters it without it noticing you if you're lucky.

* How will Abe HD tackle player tutorials? Shouldn't it teach stuff like slig possesing and rolling while running earlier?

* In AO, Abe could chant and activate portals in the foreground while standing in the background. How will this work in Abe HD?

* People have in the past noticed the Bigface drawing an infinity symbol on the floor during the cutscene at the end of Stockyards while Abe is dead - Is it related to Abe being able to come back to life if he dies in the game? Actually is Abe being invincible simply a gameplay mechanic or is there an in-universe explanation for it?

* I thought Abe's skin colour was meant to be special - How come the password-needing, catapault-wielding guys in Mosiac Lines are blue as well?

* Also why do they kill Abe outright if he ignores them? Shouldn't they stun him instead to prevent him moving forward?

* You can make the Elum-summoning bell ring if you jump against it.

* Why can't players activate the bell song themselves before Abe gets the password from the touchstone?

* Abe is immune while flying through wells - Including to mines, bullets, slog jaws, paramite jaws and scrab beaks. You can use this as an exploit in parts to get rid of hazards. Although how does he fall really far and not get hurt?

* There is a funny bug where Abe lowers lifts faster, and uncontrollably while being chased by bees.

* Elums are immune to fall damage - And there is a bug in Paramonia where you can fall through some scenary.

* Stuff in AO and AE decomposes fast - How will Abe HD handle corpses?

* It was funny when a character would blow up and the gibs would bounce off the screen, especially heads.

* The "Watch out for that bat!" fireflies part of Paramonian Temple was funny.

* EXPLOIT: I liked being able to retain spirit rings and rocks/meat from previous trials, to use in subsequent trials in Paramonian Temple. Can that be kept in Abe HD? Even though you can use this same exploit to skip an entire puzzle later in Scrabania.

* It's a bit weird that meat retained from one trial turned to rocks in a different trial.

* What type of creature is held in meat sacks anyway?

* EXPLOIT: There is a trial in the paramonian temple that has a hidden area where 3 Mudokons are held. If you leave the trial, enter a different trial, then return to that same trial, it will re-set - Including the secret area. This means you can save those same 3 mudokons as many times as you want! But beware - Saving too many mudokons bugs the game, but you can use it to skip a different, harder secret area later and still get 99 mudokons.

* Why are there falling boulders in Rupture Farms anyway during said secret area?

* That part in the Paramonian trials with those swinging rocks and the bats was really, really, REALLY annoying! You should at least remove the bats or make them fly a little slower - Or do something else to balance this puzzle so that it's challenging rather than frustrating.

* How do those swinging rocks retain their momentum anyway?

* What are the red-eyed creatures hidden in the hollows of the logs in Paramonian Temple? More bats?

* BUG: In one of the trials, a slog will chase you after you pull a ring - Then you have to drop down and navigate the swinging ball/bat puzzle again. The music will still be dramatic and annoying until you leave the area even though the Slog is no longer a threat to the player - I doubt the same bug will occur in Abe HD but it's something to be aware of.

* How do bombs and huge rolling rocks explode or roll over or fall onto flimsy wooden platforms without damaging them?

* Aren't paramites supposed to be sacred? In AE you aren't ever required to kill them, but in AO, you sometimes are.

* In one paramonian temple trial, a rolling rock appears to fall onto Abe's fingers as he dangles from a ledge - Maybe that should be shifted that a bit in Abe HD.

* I love how the scrab and paramite nests are in the dark, that's an excellent game design

* In Scrabania you have to give a password to a mudokon who will pull a lever to make some mines move so that you can safely detonate them with spirit rings - Why does he continue to ask for a password after you've blown them?

* Why does a native mudokon have anything to do with industrial explosive mines anyway?

* Why does pulling a lever make bees chase you?

* In Scrabania, why is Abe nearly the same shade of green as the native mudokons? Something to do with how Abe's normal blue colour contrasts with the pink/orange backgrounds?

* For some reason a native mudokon who gives you spirit rings also greets a possesed slig when you enter the same screen with it.

* It's pretty cool how slogs whine when spirit rings hit them.

I'm currently as far as Scrabania and I'll see what else interesting I notice when I continue the playthrough.
That's a long post. I miss Sligs responding to AO gamespeak aswell.

:
From what I remember, the last Zulag in RuptureFarms, a mudokon gives you a spirit ring to explode all the mines above the slog kennels, you can kill that Mudokon with a grenade and finish the game with 99 Escapees and 1 Casualty. So are there really 100 employees or maybe a Native got lost or captured?
It's probably a bug. You can complete game with more than 99 muds rescued anyway
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  #1544  
05-20-2012, 11:40 AM
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I'm sure the Abe kills paramites and scrabs was brought up before. Sacred doesn't mean 'We won't kill to stay alive', it means 'We won't harvest to extinction for convenience'.
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  #1545  
05-20-2012, 12:08 PM
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Abe doesn't kill them for a profitable cause, let's just call it Animal Conservation, you know, to stop over population?
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  #1546  
05-20-2012, 12:21 PM
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Yeah but the plot is that Rupture Farms is running out of wildlife to turn into products and so are forced to turn their own workforce into their newest product (which thinking about it, doesn't make sense either unless they planned for Sligs to do all the menial and maintenance jobs - How productive was Sam, the Mudokon queen?).

The Glukkons have already exterminated the Meech. "Paramites and Scrabs were turning out thin" is the line Abe uses, giving the impression that the creatures are endangered. So it doesn't make sense to kill them senselessly. Yet you're required to do that in a few puzzles in AO - In AE though you aren't required to kill Paramites, but you still kill a few Scrabs by having them fight each other.
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  #1547  
05-20-2012, 01:36 PM
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Besides, it's good for the animals in the long run, since it helps RF be destroyed.

Oh, and I always assumed the "bee-levers" caused a stick to jam into their hive or something. Who would engineer such a device I have no idea. Presumably they thought their messiah tests weren't testing enough.

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  #1548  
05-20-2012, 02:21 PM
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* I miss it when Abe could talk to Sligs with gamespeak and they'd respond
I saw it as an opportunity; if a slig responded with "hi", it usually meant that they would shout "freeze!" before shooting you, if you got a response of "what?" it usually meant that they shoot on sight. Also applied for possessed sligs, responsive sligs wouldn't know that you were possessed therefore wouldn't shoot you
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  #1549  
05-20-2012, 02:36 PM
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I didn't know that, is that true?
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  #1550  
05-20-2012, 02:55 PM
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I'm not saying its a fact, but from playing the game over and over ive picked up on it
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  #1551  
05-20-2012, 11:00 PM
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I didn't know that, is that true?
Me neither, after all these years of playing, usually when I'm a possessed Slig I tried to avoid being seen by other Sligs just incase they shot me.

:
I'm not saying its a fact, but from playing the game over and over ive picked up on it
Well, aren't you stating a fact then?
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  #1552  
05-20-2012, 11:21 PM
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It's true some sligs are programmed to be more talkative than others, probably to accommodate certain puzzles.
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  #1553  
05-21-2012, 06:16 AM
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It makes it more realistic aswell.

I also didn't know that about the "hi" and "what" sligs, ect.
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  #1554  
05-21-2012, 08:06 AM
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That reminds me, does anyone else hate when they possess a slig and it gets shot instantly by another slig? It was cool and realistic at first but after that it's tedious having to possess twice. I'm not sure if it should be changed or not but it might be funner if you had more of a chance to shoot the other slig and not have to chant again.
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  #1555  
05-21-2012, 08:22 AM
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That's a good one. That would definitely add something. It doesn't take long to grow bored of having to possess essentially the same character several times over.
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  #1556  
05-21-2012, 10:53 AM
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Are we still keeping the tedious slog slaughters?
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  #1557  
05-21-2012, 11:18 AM
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I hope we're not keeping anything tedious. Certainly we've talked about how to make them not tedious.
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  #1558  
05-21-2012, 11:33 AM
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I wouldn't say they were tedious, they were just part of the game, you do it and move on. I never played AO and AE and thought, 'oh god here comes the slog killing screen again'. I just did it and moved on.
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  #1559  
05-21-2012, 11:34 AM
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How about just shortening the overly long ones? It is fun to shoot them, but after ten or twenty slogs in a row it gets annoying and there's no additional challenge by having more, except one of mental endurance.

Last edited by Hazz-JB; 05-21-2012 at 11:38 AM..
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  #1560  
05-21-2012, 12:27 PM
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It's especially irritating when your slig gets mauled by the last slog and you have to start all over again...
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