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  #211  
05-07-2011, 03:45 PM
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you are chased by a slig who suddenly stops and takes a nap
Um, that does happen in the game.
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  #212  
05-07-2011, 04:56 PM
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They're not good at their job. They just shoot at things.
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  #213  
05-07-2011, 08:45 PM
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Please don't bring on MO, as we all know it was not the best game in series... I totally disagree... ok, Sligs have their personalities etc, but in AO and AE they were good at their job: fast, ruthless killers... we could even be scared of them, imo they are the guys you should be scared of... now imagine your idea made into HD game, you are chased by a slig who suddenly stops and takes a nap... that just ruins it all! A slig would never miss an opportunity to kill a target...

PS: I know that they're funny too, but that doesn't change anything...
Yes of course, I think everyone on this forum would agree that Munch's Oddysee is not the best game in the series. (if not the worst! Apart from the two 'Adventures' games.. they are, umm.. bad...) But as people have said, sligs are lazy and not very good at their job, and I do think it could work. I never said they would just sleep, but they could get tired of running and give up chasing, I can see that happening. The fact they fire thousands of bullets at whatever moves doesn't really make them good guards. Besides, they're fictional characters. It broke my heart to find it out, but along with Santa, sligs aren't real. They are whatever the hell JAW wants to make them. (with help from OWI)
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Last edited by Connell; 05-07-2011 at 08:48 PM.. : Spelling mistakes.. it's 5 in the morning gimmie a break!
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  #214  
05-07-2011, 11:25 PM
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Um, that does happen in the game.
Yea, in some scripted moments, where you probably wouldn't have chance to go further if they chased you all the way (you'd be kiled)

:
It broke my heart to find it out, but along with Santa, sligs aren't real.
I don't believe you :C
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  #215  
05-08-2011, 05:44 AM
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Sligs are real just not in our world.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #216  
05-08-2011, 06:06 AM
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What an interesting statement.
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  #217  
05-08-2011, 06:30 AM
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Just thought I'd try to clear up some of the confusion with Abe HD!

Abe has just commented on Twitter saying the levels will be tweaked to work with smooth-scrolling. Also, it was announced some time ago that both Quicksave and the AE GameSpeak will be included.

The only problem I can see is that the whistles aren't in AE, but are key to AO. Maybe the GameSpeak in Abe HD will be a hybrid of the two? Or maybe they found a way to include everything!

On the smooth-scrolling, if the levels are indeed tweaked to work this way, then I can imagine everything will work perfectly. Like Stewart Gilray has said, games designed specifically for Move/Kinect are far better than games which cram Move support in for the sake of it. Same principle here with level design, I'd imagine
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  #218  
05-08-2011, 10:26 AM
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Awesome. It always annoyed me how in Abe's Oddysee you couldn't say All'ya.
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  #219  
05-08-2011, 11:13 AM
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I bet it didn't bother you when you first played AO (if you played it before AE that is of course).

And it makes some of the puzzels. Some will be too easy if you can say All'ya.
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  #220  
05-08-2011, 11:13 AM
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Awesome. It always annoyed me how in Abe's Oddysee you couldn't say All'ya.
I think the reason for that is because throughout the whole game there's not many muds to save, so doing it one by one would be more difficult.
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  #221  
05-08-2011, 03:14 PM
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Awesome. It always annoyed me how in Abe's Oddysee you couldn't say All'ya.
No no no no no. All'ya would not have worked in Oddysee. Imagine those secrets with the scrabs where you had to take the Mud's across the top whilst you dodged obstacles along the bottom, how boring would they be if you could just do it in one shot!? Sure if they abolish these type of secrets all'ya could fit in perfectly, after all we still don't know if this will be AO only. But in my opinion it gives the game that little bit more of a challenging edge to it.
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  #222  
05-09-2011, 12:14 AM
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I bet it didn't bother you when you first played AO (if you played it before AE that is of course).

And it makes some of the puzzels. Some will be too easy if you can say All'ya.
I only say this because I played Exoddus first (Bad Jord!) It's the same reason why I'm annoyed Quicksave isn't in there either. By the way, when I say annoyed, it's not an "OMG I hate this I'm not playing this game anymore" it's more of me getting slightly miffed in the game but still enjoying it nonetheless.

And I agree with Connell, it's not as if Oddysee was designed around greeting multiple Mudokons.
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  #223  
05-09-2011, 03:43 PM
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No no no no no. All'ya would not have worked in Oddysee. Imagine those secrets with the scrabs where you had to take the Mud's across the top whilst you dodged obstacles along the bottom, how boring would they be if you could just do it in one shot!?
Considering a) the amount of times that puzzle has killed me, and b) the monotony of doing the same run several times over after the initial dread has faded, I don't agree with you.
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  #224  
05-09-2011, 04:41 PM
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Considering a) the amount of times that puzzle has killed me, and b) the monotony of doing the same run several times over after the initial dread has faded, I don't agree with you.
Do you want the game spoonfed to you then? True it gets monotonous after a while, but they're all part of the Oddworld experience!
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  #225  
05-09-2011, 04:49 PM
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Considering a) the amount of times that puzzle has killed me, and b) the monotony of doing the same run several times over after the initial dread has faded, I don't agree with you.
But it's a secret area. If you try the secret areas, you've gotta be good. If you're finding them THAT hard to do, then don't do it, don't save all the mudokons and don't get that good ending, because you're basically not worthy of such a reward. ^_-

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  #226  
05-09-2011, 04:53 PM
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But it's a secret area. If you try the secret areas, you've gotta be good. If you're finding them THAT hard to do, then don't do it, don't save all the mudokons and get that good ending, because your basically not worthy.
...Except Exoddus managed to have plenty of challenging puzzles that didn't boil down to "complete [task] x number of times in a row".

Repetition =/= challenge.

e:
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Do you want the game spoonfed to you then? True it gets monotonous after a while, but they're all part of the Oddworld experience!
Monotony: the Oddworld Experience. You heard it here first folks.
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  #227  
05-09-2011, 05:03 PM
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...Except Exoddus managed to have plenty of challenging puzzles that didn't boil down to "complete [task] x number of times in a row".

Repetition =/= challenge.

e:


Monotony: the Oddworld Experience. You heard it here first folks.
I think you've just summed up Munch's Oddysee for me.
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  #228  
05-10-2011, 03:05 AM
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the point about sligs not shooting you between screens is certainly a tricky one for a panning camera...
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  #229  
05-10-2011, 09:45 AM
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What do you think about this for a solution? If the camera is panning, with Abe being (presumably) fixed in the centre of the screen, then think about where that slig would have to be- right at the edge of the viewable area, to the point where it is close to going off screen.

With the flick screen system, if we walked into a new screen to see a slig shouting 'FREEZE!', we had to turn and run straight away or be shot. Also think how, if you stopped running whilst being chased, the slig had to stop to shoot- they couldn't run and gun. In fact, if you were quick, you could stop briefly then carry on running, and the slig would do the same

Point is, the slig needs to stop to shoot you. He will only stop if you do, in which case you'd be shot anyway just like in the classic games. But if he tries to shoot while you are running, he will disappear off screen- and just like AO/AE, you can't be shot from off screen!

Just a thought- it doesn't seem too different to the original's mechanics actually!
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  #230  
05-10-2011, 11:07 AM
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Monotony: the Oddworld Experience. You heard it here first folks.
You see when you change the wording it gives that a whole different meaning. I was saying the monotony was a good thing. I didn't say 'the experience you get from playing Oddworld is monotonous' I said the the monotonous secrets that reward you in the end are all part of the Oddworld experience, which is a very challenging experience indeed. Would you rather play a game and feel rewarded at the end for your trials and tribulations or just walk through the game without a single death and finish it in an hour?
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Last edited by Connell; 05-10-2011 at 11:10 AM..
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  #231  
05-10-2011, 11:16 AM
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I don't think a player should have to die in order to learn anything. Monotony isn't a design choice, it's a flaw. Even Warcraft (world of), the most monotonous game ever created attempts to break the monotony with the illusion that you're doing something different.
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  #232  
05-10-2011, 11:23 AM
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Unless you look at games like limbo which balances trial and error with awesome.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #233  
05-10-2011, 12:25 PM
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I didn't say 'the experience you get from playing Oddworld is monotonous'
That's funny, because saying:
:
I was saying the monotony was a good thing.
implies that Oddworld supplies monotonous experiences.

Here's a tip: a game cannot have "good monotony" if it does not have monotony. That's a contradiction.
Also, there is no such thing as "good monotony".


:
Would you rather play a game and feel rewarded at the end for your trials and tribulations or just walk through the game without a single death and finish it in an hour?
You're assuming I want my games to be easy, when in fact what I'm saying is I don't want my games to be repetitive.
Monotony =/= challenge. A game can contain challenge without forcing the player to accomplish the same task multiple times. And similarly, a game can be easy whilst being extremely repetitive.
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  #234  
05-10-2011, 12:55 PM
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That's funny, because saying:

*Quote

implies that Oddworld supplies monotonous experiences.

Here's a tip: a game cannot have "good monotony" if it does not have monotony. That's a contradiction.
Also, there is no such thing as "good monotony".
Oh dear, you are good at taking things out of context, aren't you. I wasn't saying the ENTIRE Oddworld experience is monotonous, but those secret parts are, in a good way. Yes there can be good monotony. Sure it gets you aggravated, but it gives you a good feeling in the end, when you beat it. Hey, it's not Oddworld's fault if it takes you 1000's of tries to do their secrets anyway, that's your problem. Besides, they're harder levels, specifically designed to screw you over 1000 times or more.
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  #235  
05-10-2011, 01:28 PM
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Oh dear, you are good at taking things out of context, aren't you. I wasn't saying the ENTIRE Oddworld experience is monotonous, but those secret parts are
You're still saying that monotony exists in "the Oddworld experience", though. Just because there's only a little bit, doesn't make it a good thing to include.
e: also my original statement never said "THE WHOLE OF ODDWORLD IS DULL", did it? Take your own advice and stop taking what I say out of context.


:
Yes there can be good monotony.
http://en.wiktionary.org/wiki/monotony
:
tedium as a result of repetition or a lack of variety
Tedium is not good. By definition, monotony cannot be considered a good thing.


:
Sure it gets you aggravated, but it gives you a good feeling in the end, when you beat it.
The same could be said of any difficult, non-repetitive task. AGAIN, monotony =/= challenging. It is entirely possible (and generally better) to design challenging gameplay without including monotony.


:
Hey, it's not Oddworld's fault if it takes you 1000's of tries to do their secrets anyway, that's your problem.
"Why don't you just play better. HEH"


:
Besides, they're harder levels, specifically designed to screw you over 1000 times or more.
The problem here isn't that they're hard, it's that they then force you to repeat a difficult action several times, when once should have sufficed.
You'll notice that in Exoddus, these types of puzzles are absent. There are still plenty of difficult/challenging areas, but not repetitive ones. That's a reflection of how OWI got better at game design - because monotonous repetition is not good game design.
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