I'ma be boring as usual and keep the topic on track. Here is the remainder of the stuff I pointed out during my Let's Play, although there are some things listed here that I thought of while going through the videos which I don't talk about during the LP.
=====
* What do the Glukkons keep in the hidden vault? (Or did, considering it's condemned). Moolah?
* Wells are like a big tube - How does Abe jump in one end and come out the other end without being upside-down? Unless he curls up into a ball or something like he does in MO while jumping.
* If you do Scrabania first before Paramonia, the FMVs at the end of Scrabania clearly show that Abe already has the hand scar from Paramonia even though he hasn't done it yet. I assume that since new FMVs will be rendered in the game engine, that won't be a problem in Abe HD.
* Perhaps to add a reason to re-play Abe HD, perhaps the times of day could be different in Scrabania and Paramonia depending on the order that the player does the levels in. Or Scrabania could be done during the early morning rather than the evening, but perhaps if the sun is visible in the sky you could flip the skymap around to reflect the different times of day.
* Add autosaves to the start of levels in Abe HD! Crashes happen and are annoying! :P
* I like how, when you first enter Rupture Farms, there's some rocks left in the basement with mudokon art on them, as if the factory was built around them - A reminder that the place used to be natural once.
* Shouldn't the native mudokons that help Abe look a bit different (perhaps with body art, different hairstyles) from the ones you're meant to save?
* The first area where you get the Shyrkul in Rupture Farms by saving 2 mudokons in Zulag 1 - You go down into a pit filled
with carcasses. It must really stink down there! Maybe as part of the added Abe HD detail you could add flies to that area or something.
* Why does Abe get knocked over by explosions, but other Mudokons don't?
* Considering Sligs get guns and mechanical limbs, and that Molluck wants to feed Mudokons into his factory, Sligs really seem to be much, much less important and more expendable than Mudokons considering how many Sligs are used to gaurd a few mudokons, particuarly in the later stages of the game. Then again, Molluck really wants Abe dead...
* If Mudokon Pops are meant to be "New" ('n tasty!), why is there a seemingly worn poster pasted into a pillar in Zulag 3?
* In Abe HD, it should be easy to add a blast decal to surfaces after something has exploded on them.
* No wonder Rupture Farms is going out of buisiness! Look at the stream of carcasses falling from the ceiling! That's a LOT of creatures!
* What creatures are they from anyway? Even for Paramites, those rib cages look huge. Maybe in Abe HD, the carcasses should look like they belong to Scrabs and Paramites.
* Rupture Farms has a lot of pipes but apart from the barrels, ocassional meat grinders and falling carcasses, there doesn't seem to be a lot of machinary inside it which resembles a meat processing plant apart from what's seen in the intro... At least Soulstorm Brewery had lots of vats visible in the background and tear extractors, likewise with Feeco with its trains, Bonewerks with its piles of bone dust...
* ... But the many, many pipes visible in RF's background don't seem to serve a purpose other than to look generally industrial. What are both they and the chimneys with big flames coming out of them for? I know Glukkons like to build stuff in ways which waste resources, but does the plant refine oil as well or something?
* I wonder where guns and pants go when Sligs die? And why the pants also decompose with them? Game limitations? You gotta admit that's a bit weird in the nonsensical way, though.
* How do 99 slogs fit into a tiny little kennel? Must be a clown kennel. But yeah I agree with the people who said that having to kill a long stream of slogs seemed to be a bit pointless.
* I think one game mechanic that could be improved on is that sneak should also stop Abe from automatically walking off the edge of a platform. That's what I keep thinking it does for some reason, even though it doesn't.
* As I said much earlier, the scene where the factory halts should be made a little more destructive - Rather than everything simply stopping, perhaps carcasses on conveyors should back up, etc...
* I kind of found the FMV selection to be a little dissapointing as a reward for saving all 99 - There ought to be more rewards for this such as also a level select or cheat mode or something.
|