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  #181  
09-27-2017, 03:07 PM
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For someone who interested - worker bees and ants are females, but not fertile. Termites and mole rats whom Lorne likes mostly have male and female workers who can reproduse and make new family, but usually live whole life in their colony.
If I remember correctly, Alf mentioned that mudokon workers dont have reproduction organs.

But let's face it, we all wanna know what a mudokon dick look like
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  #182  
09-27-2017, 03:33 PM
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I very much appreciate Alf's erudition, but what is THIS then? Look closely at the big embrio.
I'll try to make better quality picture tomorrow.
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  #183  
09-27-2017, 03:39 PM
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I remember even more correctly that we on the forums established that they have a dick but no balls. That was pre-SoulStorm though, it seems they've done a bit of a lore-rewrite which is fine by me. As long as I get to see what's down there.
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  #184  
09-27-2017, 08:01 PM
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Just confirmation that the lady Glukkon is a guy. I don't think this has been posted yet


FatKraken confirmed this on their twitter too. So yep still stickin' to the female=queen gluk lore. Good. (Until his name announced I'm renic-naming that gluk"fluffy"-due to the coat trim. Fluffy, Serious and Specs the glukkons. Beats gluk 1, 2 and 3)So these are confirmed drone gluks, then?

Also since Mullock will also be in this game I wonder if we'll be seeing a collossal sized gluk queen! Parhaps even Mully's trail?
Can't wait to find out what unfolds
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  #185  
09-28-2017, 02:23 AM
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Fluffy, Serious and Specs the glukkons.
OWI, just can whatever names you had for these guys. And rename Mullock to Mully while you're at it.
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  #186  
09-28-2017, 11:41 PM
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I remember even more correctly that we on the forums established that they have a dick but no balls. That was pre-SoulStorm though, it seems they've done a bit of a lore-rewrite which is fine by me. As long as I get to see what's down there.
Established is a bit too strong a word. I'd say 'theorised, based on the assumption that they piss'.

Also, my personal belief has generally been cloaca-focused.
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  #187  
09-29-2017, 12:24 AM
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But we saw evidence!
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  #188  
09-29-2017, 03:26 AM
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Please stop...
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  #189  
09-29-2017, 04:49 AM
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I agree with Havoc.
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  #190  
09-29-2017, 08:32 AM
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Said no one ever
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  #191  
09-30-2017, 01:39 AM
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Oh, Nepsotic, you dummy. I just said that. One day you'll comprehend it.
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  #192  
10-01-2017, 03:30 PM
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so dose anyone know how this will affect things like Vykkers Labs and other places like that?
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  #193  
10-01-2017, 05:37 PM
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I was actually excited about the new gameplay elements. I'm interested to see where OWI goes with them since they never did this before. I just hope that it doesn't end up breaking the game by making it too difficult. Gonna have to wait until we see some real gameplay since too little has been shown for me to make any final judgements.

The character designs were pretty cool too. I'll admit though that I was initially put off by them since they differ significantly from what was used for the last 20+ years. However, I've managed to get used to them and appreciate all the detail that went into them. They really make the characters unique to one another without them just being the exact same model, only recolored and/or altered slightly (ugh! Reminds me of the Sonic fandom OCs!)
I also like the direction of the new story. It's going to be a case of "Reality Ensues" since now that every slave's been free, where are they gonna go? Where they gonna live? As bad as factory life was, at least it provided some food, clothing, and shelter. It's going to be interesting having Abe deal with that while also having to shut down the Necrum Mines operation, SoulStorm, possibly FeeCo, and deal with Molluck again. Considering that the original run of the games never addressed that, it's great that they're actually showing it now. And it's refreshing for the game to have the same dark roots that Oddysee had. There's a reason why AO is my favorite game of all time.
I'm excited for the game, and can't wait to buy it once it sells physically!
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  #194  
10-01-2017, 10:43 PM
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and deal with Molluck again. Considering that the original run of the games never addressed that
I was under the impression that he went into hiding during Abes exodus
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  #195  
10-01-2017, 10:58 PM
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I was under the impression that he went into hiding during Abes exodus
I was under the impression that he just flat-out died at the end of AO, him surviving at all is news to me.
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  #196  
10-01-2017, 11:02 PM
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I was under the impression that he just flat-out died at the end of AO, him surviving at all is news to me.
there are hints in exodus that he "up and left" in some cutseens between all the Glukkons also there is an artical in munches game where it says he is being held for trial
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  #197  
10-01-2017, 11:21 PM
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there are hints in exodus that he "up and left" in some cutseens between all the Glukkons also there is an artical in munches game where it says he is being held for trial
That does sound familiar now, it's been years since I've replayed them so I guess I shouldn't be surprised I forgot, haha.
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  #198  
10-02-2017, 01:03 PM
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I was under the impression that he went into hiding during Abes exodus
I was kinda mainly referring to Abe having to deal with all the villains, saving his race, while still having to make sure that those who are freed can actually survive.
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  #199  
10-04-2017, 12:47 PM
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  #200  
10-04-2017, 01:10 PM
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I lost it when Lorne sang 'Happy Birthday to me' in Abe's voice, even if it was in for a brief moment.

Anyway, this is some dope shit. Especially the part where he mentiones that Abe is aware of the player(the higher force that's guiding him).
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  #201  
10-04-2017, 01:26 PM
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With how passionate Lorne got with discussing how important Abe's stitches were, I wonder if Sam will show up in Soulstorm? Even just a glimpse, like a stitch lips backstory cutscene.
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  #202  
10-04-2017, 03:07 PM
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Key notes I found in the interview. Some were already known but were brought up again.

- Caddicarus has played the game. Says it's good given how early it is. (I mean obviously he wasn't going to say it was bad in Lorne's face, but thought I'll just mention it)

- The original design of SoulStorm goes all the way back to the 90s when developing Abe's Exoddus

- SoulStorm wasn't possible on the PS1. (Obviously)

- Lorne praises the Unity engine. Calling it "stable". Make of that what you will.

- SoulStorm is indeed a franchise reboot.

- Lorne was talked out of making Hand of Odd after a conversation with Bobby Kotick (Activision CEO) in an airport bathroom. Basically saying to Lorne "there is no future in RTS."

- SoulStorm is at the moment using some of New 'N' Tasty assets. Makes sense given it's the same engine.

- When asked about Scrabs, Paramites and other creatures from AE appearing in SoulStorm. He said SoulStorm will have fewer encounters with wildlife and will focus on Industry and the Mudokon Revolution.

-The Shrink has no plans to be in SoulStorm and is just remaining as a PS4 Theme. For now. Lore wise, The Mudokons at Rupture Farms went to the Shrink when they needed 'motivated' for work. (unsure if that was ever known or not).

- One of the reasons Oddworld Inhabitance stopped working with Just Add Water was because working on UK time was putting Lorne under a great deal of stress. Lorne even got Bell's Palsy after an intense amount of work and time put into NnT.

- Lorne is wearing Xavier's A Fan Art badge during the interview. Without a doubt the OWF's biggest achievement.
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  #203  
10-04-2017, 03:23 PM
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I hadn't seen this interview (I was elsewhere while it was being filmed) and it's an interesting one.

Yeah Caddy played (some of) the game, he really enjoyed it and had some good feedback too. I showed it him first, then he played after, with a completely different approach (which is what we wanted to see). It might be 'early' but as Lorne says in the interview, a lot of the initial dev time was on the systems and mechanics, and getting them right, so Caddy got a good grip of what we're trying to do with the game. Spoiler: he'd played it before, actually, although a /really/ early version...

Unity's working out great for us. Obviously (again, as Lorne says) there's a lot of money on top of what they provide out of the box here, and there's a little ways to go yet, but we're running nicely.

I'd not heard the Hand of Odd story before!

And yeah, we commissioned The Shrink conversion specifically for the PS4 theme. I did say at the time that it had nothing to do with Soulstorm...

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  #204  
10-05-2017, 01:52 AM
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My impression of Caddicarus' interveiw with LL

- Thats a lot of bigmacs

-100% squee through the whole interview DD

-So glad Caddy asked if Shrykull will be making a comeback in the game Though didn't really get a yes or no answer on it. Seems doubtful

- Even more curiois about this crafting mechanic to help you through the game

- There will be puzzles

- Mentions the importance of Abe's stitches x x

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I lost it when Lorne sang 'Happy Birthday to me' in Abe's voice, even if it was in for a brief moment.
That was too adorable<3

-Going to watch this interveiw a few more times when i get the chance D
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  #205  
10-05-2017, 02:04 AM
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I'm not in a position to edit it, and I could only see it on the 4k version which I don't intend to plaster from here to the end of the forums, but there's a cute little detail on the new artwork of Molluck: the 'Emporio Magani' clothing brand imprinted on his shirt button I'll just link the article so you can see it here, thought it was quite cool. Wonder what other little details and references to the real world there will be in Soulstorm.

http://www.oddworld.com/2017/10/oddw...raits-molluck/

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  #206  
10-05-2017, 02:39 AM
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couple of things: crafting's pretty early in terms of dev but it's a clear focus and our goals are well defined. lorne wanted to get people thinking and talking about it, which has worked! there's a lot of new systems and mechanics happening in soulstorm and not all of them are currently that easy to show without causing a little confusion and we don't want to overwhelm anyone, so expect things like crafting, inventory and so on to be fleshed out and explained fully as we go on.

crafting is fun though, it's been my main focus in terms of planning and engineering of late, and it makes a massive difference to the strategic options open to abe and his followers. is it optional? i guess, although we think it's so slick and fun to explore and use that we think it's well worth digging into.

some of the recipes are awesome!

i should also add to what lorne hinted at: a fully pacifist run is not only possible, it's actively pushed as What Abe Should Do. think of quarma and what that can mean to Abe's powers, and how players will be able to influence that quarma. we're giving players a toolset and want you to go crazy with your own ideas...!
I know you guys (referring to the forums) dont consider the importance of crafting in speedruns, but this opens a whole new element to routing that wasnt present in NnT. In NnT, the only ways to differ play were difficulties, and if u were going for the bad ending, good ending or 100%.

Of course there will probably be an optimal way found eventually, but from what Ive seen, heard and read, we're gonna have a lot of fun working out the giant puzzle of how to complete the game optimally. The idea of setting Mudokon modes is key. Obviously the game would become easier if your mudokons are happier, but Id assume that would take time, and speedruns dont have that kind of time. So it may be a balance of keeping mudokons happy to use that power to speed up sections, and abusing mudokons to suicide so u can get through slig patrols, for a couple examples. Obviously we dont know gameplay but thats kinda where my thought process is at right now.



But I like the ideas being presented.
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  #207  
10-05-2017, 03:50 AM
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I know you guys (referring to the forums) dont consider the importance of crafting in speedruns, but this opens a whole new element to routing that wasnt present in NnT. In NnT, the only ways to differ play were difficulties, and if u were going for the bad ending, good ending or 100%.

Of course there will probably be an optimal way found eventually, but from what Ive seen, heard and read, we're gonna have a lot of fun working out the giant puzzle of how to complete the game optimally. The idea of setting Mudokon modes is key. Obviously the game would become easier if your mudokons are happier, but Id assume that would take time, and speedruns dont have that kind of time. So it may be a balance of keeping mudokons happy to use that power to speed up sections, and abusing mudokons to suicide so u can get through slig patrols, for a couple examples. Obviously we dont know gameplay but thats kinda where my thought process is at right now.

But I like the ideas being presented.
This is exactly right. Crafting/Inventory opens up huge amounts of ways to play the game and every encounter in the game, and that naturally affects the way speedrunners will approach the game.

I can't give too much away, but I can (I think) say that whilst saving Mudokons (and Sligs) will be one way to do well at the game, there are plenty of other possibilities to get the most out of Soulstorm and we're very aware that speedrunners focus primarily on one thing: time.
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  #208  
10-05-2017, 03:51 AM
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Seems doubtful
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  #209  
10-05-2017, 04:17 AM
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This is exactly right. Crafting/Inventory opens up huge amounts of ways to play the game and every encounter in the game, and that naturally affects the way speedrunners will approach the game.

I can't give too much away, but I can (I think) say that whilst saving Mudokons (and Sligs) will be one way to do well at the game, there are plenty of other possibilities to get the most out of Soulstorm and we're very aware that speedrunners focus primarily on one thing: time.
Omg I just remembered that Moolah is also a thing.Thats a whole other layer.
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  #210  
10-05-2017, 04:44 AM
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Omg I just remembered that Moolah is also a thing.Thats a whole other layer.
It's like an onion.
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