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  #1  
11-03-2007, 03:41 PM
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A re-cap on OSW

Well i started playing OSW again, and well this game could have been so much more. It has the foundation to be a great game, awesome story, good graphics, open world. I think, personally, that it was only at 25% of what it could have been as a game. It is still a great game, but it could have been the best plat former game that was the turning point of game play and story combined.

Here are a few things i think could have been in OSW:

More wildlife, i understand that the area was in a colonial area. Clakkers have moved in and killed most of the beasties. I would have liked to see more herbivore animals, like an Oddworld Moose or water buffalo. The area between cites was vastly un-used, except the Opple Farm. But i guess because there was no back tracking some people might say it would be wasted. Meh this is my 5th time playing OSW and those Cacti look lonely. Theres all those critters we use for Ammo as wildlife, but thats it.

I would have loved a wild Elum Herd. There is an area in Mongo Valley called: Elum's Spine, therefore people in that part of Mudos know of Elums and there could be Elums there.

More towns, kinda self explanatory

I would have really liked an interrogation feature, if a clakker or someone like Scuz refused to give you info you could put the smack down on them and it would be like a mini game. Since stranger has many ways of interrogation, bad breath being one of them.

Some kinda of collectible, that leads up to something. I can't think of an example that would fit for OSW, something that could lead up to Stranger getting a mighty steef artifact.

A Trading game, which starts after the cinematic with the Sekto Phone call. Where you trade items you find for information on any Steef in the area. Which leads Stranger to an ancient Steef/Grubb temple where he might learn of possible surviving Steef somewhere else. What could happen is when you beat Sekto, and if you did the trading game it would unlock a little extra game play of stranger going through the temple, which would be 10-15 minutes of puzzles maybe, and a final cinematic which might indicate a sequel for the fans to drool over.

Both the trading game and Collectibles would require the ability to backtrack in the game. But i guess once your a Steef you couldn't go back, but those two things wouldn't stop you from completing the game.

Also i would have liked a Good or Evil meter possibly, for all the outlaws you caught alive vs dead. I have no clue what it would do. Maybe give you a second part to that temple i mentioned earlier. A giant Steef Idol magically speaks to you saying that Although you were troubled with a great dilemma you didn't let that halt your morality.

Side quests would have been nice, such as: Escort this person back to town for a special reward, or go to X location and look for Y person. Maybe you would have to go to the jail and interrogate an outlaw there. Something else that was missing, only one outlaw actually ended up in the jail. I wanted to see them all in there suffering .

Possibly more secret areas that could lead to extra Moolah and some fun 3rd person fits, mixed with 1st person puzzles, or vise versa. But secret areas like in AO/AE would have been nice.

Finally, more 3rd person interaction. Climbing ledges, platform jumping. Also the shadow play and sneaking from AO/AE.

That's all, I am not trying to say that OSW is a bad game, I love the game. Heck I have played it 5 times now and it is still fun. These are just some things I would have liked to see in the game. I don't know if OWI was running low on funds ro the game, or they were reaching their deadline, but if they weren't I am sad they didn't try and make the game the best it could be.

So in conclusion, what do you OW Forumers think could have been in OSW? It is my favorite Oddworld game, well sorta tied with AO because thats the game that inspired me to aim for a career in video games as an Artist.
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  #2  
11-03-2007, 03:49 PM
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Quite a good review there. I'm sure OWI thought of most of those things, but a lot of things were cut I heard. Blame EA.
I'd have liked to see some old creatures returning, like Scrabs and Paramites. But I guess they only live around other parts of Mudos.
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  #3  
11-03-2007, 09:41 PM
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Elum's Spine? Proof?

Secret areas in 3D is a bad idea, as it's very hard to be able to make good ones, and mini games suck. Period.

The only things that I can really agree with you on here is that there should have been more Outlaws in their cells, there probably should have a been a feature where you could sneak around a bit, in shadows and such, and I think that side/optional quests would have been cool, too. Like the escort thing you mentioned. Kind of like Fable.
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  #4  
11-05-2007, 05:34 AM
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You have got a point. There were actually 3 outlaws who ended up in jail. If you listen closely every outlaw has the exact same voice. I was really upset about that because the only 2 who talk differently are Jo'Mama and Elboze Freely. Hopefully you know or anyone else who reads this post knows who I am refering to. As for all of your ideas they are all good but there are actually 3 or 4 secrets for example in the Grubb villige that you pass through there is a statue worth alot. And at the water tower there is alot of Moolah somewhere. I won't tell you where theese are though.
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  #5  
11-05-2007, 05:54 AM
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Yes, there are several hidden areas in SW, and they’re very well done. Unfortunately, finding them doesn’t contribute anything but a sense of pride and accomplishment. I agree entirely about wildlife. It would be fantastic to fight off the occasional Scrab or Fleech, or see a pack of wild or farmed Elums adding even more life to the great environments. There are wild Slegs already, though, as well as Live Ammo, birds, and flies.

Interrogation and escorts would bring some very welcome variation to the missions.

Here is a map showing the Elum’s Spine mountain range:
http://oddworldlibrary.net/archives/...=RASW0046.jpg2
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