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  #241  
07-12-2010, 12:32 PM
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They look like Cthulhu if he really let himself go.
Actually sligs are quite toned. Cthulhu is the fat one.
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  #242  
07-13-2010, 02:57 AM
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They'd look like Cthulhu if they really let themselves go.
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  #243  
07-13-2010, 03:25 AM
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:
They (the Sligs) look like Cthulhu if he (Cthulhu) really let himself (Cthulhu) go.
Fix'd
Fix'd.

  #244  
07-13-2010, 05:14 AM
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Oh, shut up.
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  #245  
07-17-2010, 06:31 PM
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OK my question to you is: what's the deal with all those moons? I mean I can understand making Abe the special guy who rescues everyone and shtuff, but why do other characters need to have moons as well? And I don't remember a moon in Stranger's Wrath. Why do some central characters get moons but others don't?
  #246  
07-17-2010, 07:03 PM
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Go read the current threads about Abe's moon and Munch's moon.
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  #247  
07-17-2010, 09:43 PM
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For once we're directing members that use the Q&A elsewhere. Lord.
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  #248  
07-18-2010, 02:38 AM
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What is the world coming to Sekto?
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

  #249  
07-19-2010, 09:55 AM
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Question

Could anyone provide a picture of the Vykker SnUzi? Preferably one not being held by a character. I remember seeing an old high resolution picture of one but I've only been able to find the small thumbnail of it like the one in the avatar options.

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Last edited by RadicalEdward2; 07-19-2010 at 10:18 AM..
  #250  
07-19-2010, 10:12 AM
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OK my question to you is: what's the deal with all those moons? I mean I can understand making Abe the special guy who rescues everyone and shtuff, but why do other characters need to have moons as well? And I don't remember a moon in Stranger's Wrath. Why do some central characters get moons but others don't?
Because of the concept of the "Quintology" introduced by Lorne; there were to be five games, one for each Quintology character, and each of them would have their moon. The first Quintology game was Abe's Oddysee, the second was Munch's Oddysee, and the third was to be Squeek's Oddysee (now cancelled). While Abe's Exoddus and Stranger's Wrath were considered Oddworld games but not Quintology games, which is why the starring character of Stranger's Wrath doesn't have a moon.
  #251  
07-22-2010, 01:43 PM
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Sligs?

Ok so there are 2 main types of sligs, with legs and and with the propeller attachments yeah? and the big bro ones but they're irrelevant to my question, (i'm more of an ao and ae kind of guy anyway),

so the sligs with legs have a horizontal stripe for a visor ala knightrider, where as the flying sligs have 2 round visors (presumably somekind of parody of pilots goggles)

so why is it that some of the sligs with legs in the cut scenes, specifically the "Magog on the March" videos have goggle style visors?

Was there any explanation for that, or am I just being way too observant? or am I completely wrong about the whole thing?
  #252  
07-22-2010, 01:48 PM
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The "horizontal" visors were old Slig visors, and Sligs had a tough time seeing through the visors, as they got themselves killed. So a new design of the visor was made, in order for Sligs to be able to see more clearly, however, not every Slig had switched to the new visors in AE.

At least, I'm pretty sure that's why.
  #253  
07-22-2010, 01:49 PM
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The reason the sligs appear to still have visor-style headgear in Abe's Exoddus is because they didn't bother to go back and change the game sprite. Canonically, sligs no longer have the visor because it caused vision problems. The obsolete visor was then replaced with the goggle-style headgear to improve their field of vision.

EDIT: Dammit, Alf. This is the second time you snubbed my posts. Next time I'mma beat yo ass.
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  #254  
07-22-2010, 02:00 PM
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The reason OWI decided to change the design was to make Sligs more "expressive" for AE, where they feature in FMVs much more prevalently, with story-relevant speech and emotions. Quite how an unmoving, unblinking mask can be more expressive whatever the number and shape of the eyeholes, I don't know. But then I'm not a storyteller or a character designer.
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  #255  
07-22-2010, 02:02 PM
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The reason the sligs appear to still have visor-style headgear in Abe's Exoddus is because they didn't bother to go back and change the game sprite.
Now i'm not a programmer but surely that wouldn't take that much work, comparatively I mean, compared to say creating the model for fleeches (which are the bats of Exoddus IMHO annoying pointless and devoid of personality!)
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  #256  
07-22-2010, 02:12 PM
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Quite how an unmoving, unblinking mask can be more expressive whatever the number and shape of the eyeholes
They blinked in Munch's Oddysee, even though that makes no goshdurn sense
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  #257  
07-22-2010, 02:33 PM
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Now i'm not a programmer but surely that wouldn't take that much work, comparatively I mean, compared to say creating the model for fleeches
It would involve re-animating every movement and re-rendering every sprite. Unnecessary work when they're already a working Slig in-game that doesn't have to have the same expressiveness as in FMVs.
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  #258  
07-22-2010, 03:12 PM
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It would involve re-animating every movement and re-rendering every sprite. Unnecessary work when they're already a working Slig in-game that doesn't have to have the same expressiveness as in FMVs.
I suppose that makes sense actually, sorry for the ignorance, I just think they could have spent their time on anything better than fleeches

Thanks for the quick replies, and cool site by the way.
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  #259  
07-22-2010, 03:31 PM
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Fleeches are probably the most nerve wrecking enemies in AE.
  #260  
07-23-2010, 06:05 AM
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I have a question: why isn't there FeeCo Depot in Munch's Oddysee? It should be because in the main lobby there is a door that probably leads there.
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  #261  
07-23-2010, 06:08 AM
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:
fleeches (which are the bats of Exoddus
Actually, I'd say they're the bees of Exoddus.

  #262  
07-23-2010, 07:49 AM
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@AiN, MO is quite far away from AE in terms of setting. Look at the oddworld map
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

  #263  
07-23-2010, 12:05 PM
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Yes, but FeeCo Depot is a transportation hub. There should be other smaller ones that make up an interconnected railway between industries and cities.

The "Coming soon: Vykkers Labs" door you saw in AE was put there before the idea of making Vykkers Labs an airship was conceived. I suppose it could still work if Feeco Depot provided a blimp service.

But the Vykkers also have multiple facilities, including a large one underground. It didn't specify that it was Vykkers Labs 13.
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  #264  
07-23-2010, 12:26 PM
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Yeh, it's in the F10Y book isn't it
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

  #265  
07-23-2010, 08:28 PM
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The door doesn't necessarily lead to VL13, VL13 is still called VL13.
  #266  
07-23-2010, 08:37 PM
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I believe I already said that.
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  #267  
07-24-2010, 02:34 AM
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Yes, but STM didn't seem to get it.
  #268  
07-24-2010, 03:25 AM
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No I did I meant the underground labs are in the book
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  #269  
07-24-2010, 01:42 PM
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Hi all. Anybody know if OWI's work with JAW will include the making of that Abe movie? Just curious, probably nothing concrete yet anyway, but if anyone does have any info, would be much appreciated.

Cheers,

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  #270  
07-24-2010, 01:56 PM
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I doubt it, since JAW is a games developer rather than a movie developer.
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