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  #1  
07-04-2008, 09:58 AM
MeechShrykull1029
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What Things Do You Want In AO and AE?

There was a thread like this, but it is very old. I decided not to include MO and SW, since there are threads anout what you want in them.
AO: More sneaking in shadows, Paramite Stockyards, Meeches (Meechonia, Meechonian Temple, Meechonian Nests, and Meech Stockyards), Elumia (or whatever it would have been called), Elumian Temple, Elumian Nests, and Elum Stockyards, Scrab Packaging, Meech Packaging, Elum Packaging, more screens in the beginning of Rupture Farms 2 (like in the AO Demo for PS), more Monsaic Lines, Fleeches, more Zulags, and Fleech, Scrab, Paramite and Meech kennels. Also, a longer end.
AE: More Fleeches, more Zulags, Mudoncho (with Meech posessing and Meech GameSpeak), Paramite, Meech, and Slog SoulStorm Kennels, a return to Rupture Farms (there''s a door in FeeCo Depot), Vykkers' Labs (where you can posess Vykkers and Interns, and they would have GameSpeak), a longer end.
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  #2  
07-04-2008, 10:10 AM
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I like AO and AE the way they are...

Plus, most of the things you say in your post don't make any sense... we already discussed "Paramite Stockyards" and the "Meechonian Temple" don't we?

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07-04-2008, 10:12 AM
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Yes, but AO would probably be much better if they were included, with lots of other things.

Last edited by MeechShrykull1029; 07-04-2008 at 11:48 AM..
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  #4  
07-04-2008, 11:18 AM
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It would be terribly crowded and lose some of its charm.

And I believe you want the past tense 'did' darling, they're out already and there's no remake prospect in the TBA horizon.
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  #5  
07-04-2008, 12:57 PM
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When I read about the vaults containing ceatures long thought to be extinct, I was really hoping to see Meeches or some other creatures like the Guardians or whatever creature that face on the AO startup screen belongs to. I also would have liked to have seen a little bit more from the Glukkon trio. I only played AE for the first time a few years ago, so I already knew most of the characters before hand. The way the Glukkon trio had been described from the site, I thought they would be playing a much more cinematic role. However, AE is big enough and any other additions may have made it just drag on and become boring.
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07-04-2008, 01:31 PM
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Meech, you pretty much just ripped those games to pieces. Meechonia, Mudoncho? Not this crap again. And an area just for Elums? That would be retarded. I hate how you want every creature to have it's own section. That's nothing like it is in real life. All creatures are spread over the world, and not one area inhabits one certain animal.

I'd have loved more advanced gamespeak in AO, but it is the first game after all. Other than that, I like AO and AE as they are, and nothing could really make them better for me.
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  #7  
07-05-2008, 08:47 AM
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Yeah I like AO and AE the way they are too. Though AE could have had that 'mumble talk' for the character's like in AO and Abe's rhyming put back in just for the heck of it.
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  #8  
07-06-2008, 06:20 PM
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If they put all that crap in them, do you have any idea how long it'd get? I mean, 95% of people would just lose interest. And Jordan's right, about the fact that in an actual ecosystem, the wildlife is at least somewhat diverse and not just reserved for one species. That would just be bland and pointless. What the hell would you do in an Elumia...? Gameplay wise, that would be suicidal, having the player walk through screens and screens of grazing elums. I mean, come on.

In AO, I don't think anything could make it better. Better Gamespeak would be nice, but I imagine at some point it would get a little confusing. AE, however...I don't know how exactly it would have to be done, but it didn't have the atmosphere that AO had. I guess the game designers could've made it a little darker and less crowded, and please, if only they'd have come up with something at least a little creative for SoulStorm Brewery.
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  #9  
07-06-2008, 08:23 PM
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and please, if only they'd have come up with something at least a little creative for SoulStorm Brewery.
I thought Soulstorm Brewery was very creative. The visual theme of barrels; the nooks and crannies where you find the Mudokon shamans. The exterior could have been different. What was great about Rupture Farms is how the grittiness of the outside matched the inside. Soulstorm Brewery was much more calm and surreal. Perhaps it could have been more like a tower, given the vast amounts of space you see for the vats to hang in.
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  #10  
07-06-2008, 08:28 PM
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It was a tower. But it sprawled outwards so much that it lost the tower-esque essence of being tall.
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  #11  
07-07-2008, 10:35 AM
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Meech, you pretty much just ripped those games to pieces. Meechonia, Mudoncho? Not this crap again. And an area just for Elums? That would be retarded. I hate how you want every creature to have it's own section. That's nothing like it is in real life. All creatures are spread over the world, and not one area inhabits one certain animal.

I'd have loved more advanced gamespeak in AO, but it is the first game after all. Other than that, I like AO and AE as they are, and nothing could really make them better for me.
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If they put all that crap in them, do you have any idea how long it'd get? I mean, 95% of people would just lose interest. And Jordan's right, about the fact that in an actual ecosystem, the wildlife is at least somewhat diverse and not just reserved for one species. That would just be bland and pointless. What the hell would you do in an Elumia...? Gameplay wise, that would be suicidal, having the player walk through screens and screens of grazing elums. I mean, come on.

In AO, I don't think anything could make it better. Better Gamespeak would be nice, but I imagine at some point it would get a little confusing. AE, however...I don't know how exactly it would have to be done, but it didn't have the atmosphere that AO had. I guess the game designers could've made it a little darker and less crowded, and please, if only they'd have come up with something at least a little creative for SoulStorm Brewery.
Scrabania and Paramonia aren't the only places Scrabs and Paramites live in. So wouldn't Elumia. It can just be a place Mudokons built for Elums. And if you think AO would be too long, think about how long AE is, and how people liked it.
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  #12  
07-07-2008, 11:18 AM
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It's not a matter of quantity, but quality. More isn't always better. What purpose would "Elumia" serve in Abe's quest? Just because something is a cool idea doesn't mean it will improve on a larger work. Keep in mind that AO was the first chapter that OWI laid out in the series. It was the introduction to the bizarre and unique world of Oddworld. The game's quota for novelty and creativity was filled with the unusual lands and creatures that had never been seen before. AE had its quota as well. The story changed, but it was still based around freeing other beings and the whole anti-consumerism message, so they had to build on something else too. If it had been smaller and didn't expand as much on the universe, some may have seen it as just a retelling of AO and it would have lost its novelty.
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07-07-2008, 11:18 AM
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Scrabania and Paramonia aren't the only places Scrabs and Paramites live in. So wouldn't Elumia. It can just be a place Mudokons built for Elums. And if you think AO would be too long, think about how long AE is, and how people liked it.
But WHY would Mudokons build an area for Elums? You don't get it, Paramites and Scrabs are sacred creatures to the Mudokon tribes, Elums aren't.

Thing is MS1029, AE wasn't THAT big, and Skillya is 100% correct, if those were all added it would grow extremely boring.
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  #14  
07-07-2008, 11:19 AM
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Scrabania and Paramonia aren't the only places Scrabs and Paramites live in. So wouldn't Elumia. It can just be a place Mudokons built for Elums.
Mudokons do not yet posses the Godlike powers necessary to build habitats, what they do do is build temples for worship of creatures of perceived sacredness, the habitats made themselves.
:
And if you think AO would be too long, think about how long AE is, and how people liked it.
AE is a remarkably linear game compared to AO, while AE only ever has one primary objective (Destroy Soulstorm Brewery), Ao can be divided quite neatly into three segments: Escape Rupture Farms, Get Shrykull power and Destroy Rupture Farms, these segments needed balance otherwise the plot would stagnate, Elumia and Meechonia would have disrupted this balance and ended up possibly boring players.
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  #15  
07-07-2008, 11:20 AM
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Maybe Elums also could've been sacred. And in AE, another thing you have to do is free the spirits, not just destroy SoulStorm Brewery. Maybe Abe would have to go to Meechonia and Elumia as well as Scrabania and Paramonia to get the Shrykull power.
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07-07-2008, 11:21 AM
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Elums were good enough since they provided transport for Mudokons, but otherwise, they're just lazy and self-important. Scrabs and Paramites are fierce beasts that will defend their homes at all costs. The Mudokons built temples for them to admire the noble traits these creatures epitomized.

Last edited by used:); 07-07-2008 at 11:29 AM..
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  #17  
07-07-2008, 11:29 AM
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Maybe Elums also could've been sacred. And in AE, another thing you have to do is free the spirits, not just destroy SoulStorm Brewery. Maybe Abe would have to go to Meechonia and Elumia as well as Scrabania and Paramonia to get the Shrykull power.
Only one person can change the story and that's Lorne, so stop trying to convince us Elumthing could have been a good idea. No one over here likes the idea, sorry.

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07-07-2008, 11:36 AM
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Maybe Elums also could've been sacred.
That is not what I meant, I meant that the very most the Mudokons could've done is create a temple to worship Elums in a land of plenty of them, not only would this create some confusion to just why he is going there (Is there any evidence to suppose Elums are sacred or endangered?) but I was always under the impression that the Elums had a natural habitat already and that was Paramonia.
:
And in AE, another thing you have to do is free the spirits, not just destroy SoulStorm Brewery.
Which is still a continuation of Abe's linear path, he needs to get through Necrum to get to the Brewery in contrast to Paramonia and Scrabania which were far out of the way of Rupture Farms.
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Maybe Abe would have to go to Meechonia and Elumia as well as Scrabania and Paramonia to get the Shrykull power.
Thus unbalancing the second section of the game with no plot justification, two trials were enough, four would seriously grate.
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  #19  
07-07-2008, 11:40 AM
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There is evidence that Elums are sacred: Elum's head in Monsaic Lines. We have already discussed this in the Q&A thread, but I think that they decided that Elums shouldn't be sacred, so they didn't include that screen.
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07-07-2008, 11:41 AM
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And in AE, another thing you have to do is free the spirits, not just destroy SoulStorm Brewery
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The story changed, but it was still based around freeing other beings...
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Last edited by used:); 07-07-2008 at 11:45 AM..
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  #21  
07-07-2008, 02:35 PM
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The rescuing of Mudokon spirits is more of a side-quest put to Abe by the Weirdos to earn their cooperation. It’s just something to do to explore more of Oddworld on the way to SoulStorm Brewery. All Abe really learns from it is that addiction is a powerful tool of the Glukkons in subduing the Mudokons. It’s a historical and political discovery, and an important one, but it doesn’t compare with Abe’s discovery of his self, his strength, and his heritage in the middle section of Abe’s Oddysee.

It’s this vital second act of AO that needs to be kept of a length and breadth that would heighten its emotional punch and maximize its gameplay without overshadowing the other acts. Adding Meecharnia and Elum Ranches to it would dilute its intrigue and dominate the plot.
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07-07-2008, 05:06 PM
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There is evidence that Elums are sacred: Elum's head in Monsaic Lines.
Except that the Elum statue was removed from the game, so we should not make any assumptions based on it.
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  #23  
07-07-2008, 05:24 PM
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Regardless of the spiritual status of elums in mudokon culture or the existance of temples and idols in their honour, journeying to them brings nothing to Abe's quest, does not aid in gaining the Skrykull power, will teach him little of importance while his people need saving and would not develop his character at all. And as the resident creatures, elums do not present much of a threat besides falling off and ending your Supermud career.
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  #24  
07-07-2008, 05:31 PM
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In Elumia or whatever, you have to sneak everywhere, or you’ll disturb the Elum herds and get stampeded to death.

And then your PlayStation crashes because it barely has the memory to cope with a single Elum.
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  #25  
07-08-2008, 02:48 PM
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Maybe you can use the Elum to run away from more dangerous creatures in Elumia.
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07-08-2008, 05:04 PM
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The fierce Elumi?
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07-08-2008, 05:31 PM
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More dangerous creatures like bees?
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07-08-2008, 05:32 PM
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No! I mean Fleeches. Lots and lots of Fleeches.
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  #29  
07-08-2008, 05:45 PM
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No! I mean Fleeches. Lots and lots of Fleeches.
Then why don't the elums get eaten by the Fleeches? And what new creature would Abe meet in AE? You're over-complicating things.
Although I'll give you that the introduction of a genetically modified creature into a stable environment would make a good issue to expand on
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  #30  
07-08-2008, 06:53 PM
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What about Slurgia? I'd love to see what mystical land the Slurgs come from. Surely they were among the greatest idols of the Mudokon tribes.
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