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  #1  
08-02-2009, 02:53 PM
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RuptureFarms should be longer!

Hi!

After playing Abes Oddysee over and over again, I think that the last level: RuptureFarms should be longer and harder. For example, having 7 Zulags instead of just 4. This is the main reason I want to make my own levels, it would be awesome

Does anyone else have an opinion on this?
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  #2  
08-02-2009, 03:05 PM
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I agree...the fact that I play through the zulags over and over and over again is purely because I love the Rupturfarms environment but is not long enough!!
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  #3  
08-02-2009, 03:17 PM
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I disagree. I actually get bored after getting Shrykull. I’ve never gotten further than that. Tell me, does Abe win in the end? I’ve heard he dies.
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  #4  
08-02-2009, 03:57 PM
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A failed attempt at humour, Max.
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  #5  
08-02-2009, 04:09 PM
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I do feel the trip between Rupturefarms' core and the Stockyards was a bit short. In the cutscenes we clearly see what could be miles of nothing but piping and catwalks leading up to the main slaughterhouse. Abe rode in a barrel for 20 seconds and he's suddenly on the very outskirts of the plant?

Feh. FEH, I SAY!
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  #6  
08-02-2009, 05:12 PM
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I also think the stockyards should be longer - i mean its such a cool and scary environment and I think they could have made a whole level out of it.

Max have you not finished the game?
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  #7  
08-02-2009, 06:23 PM
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Max have you not finished the game?
He's finished it. He's just ribbing you. We do that to new members, especially the mods. Taking advantage of the child-like innocence of newbies is what satisfies them most, alot like pedophiles.
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  #8  
08-02-2009, 06:31 PM
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I didn't think his attempt at humor was so shit.

Anyway, I think the level is good as it is. They maintain the grittiness of it by not stretching out the quality for the purpose of prolonging the level.
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  #9  
08-02-2009, 07:42 PM
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I do feel the trip between Rupturefarms' core and the Stockyards was a bit short. In the cutscenes we clearly see what could be miles of nothing but piping and catwalks leading up to the main slaughterhouse. Abe rode in a barrel for 20 seconds and he's suddenly on the very outskirts of the plant?

Feh. FEH, I SAY!
Why do you think that Zulag 1 would be the Rupturefarms core? Surely Zulag 1 would be the outer part of the factory and Zulag 4 would be the inner core.
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08-02-2009, 09:37 PM
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Why do you think that Zulag 1 would be the Rupturefarms core? Surely Zulag 1 would be the outer part of the factory and Zulag 4 would be the inner core.
I don't think Zulag 1 is the core. I just don't feel Abe traveled a great enough distance on foot or by barrel to get to the stockyards. In fact, disregarding the change in direction Abe may take whilst going through doors he actually travels, cumulatively, more inwards than he does outwards.

In the ballcar sequences, the ballcar goes in a straight line from the starting point right? Meaning that the Zulags are not placed on a linear plain. If anything, I think the Zulags encircle the center building instead of leading directly into it.
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  #11  
08-02-2009, 11:39 PM
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I agree. And I fail to see how any of what you said proves that Zulag 1 can not be close to the Stockyards.
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  #12  
08-03-2009, 12:37 AM
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And I fail to see how any of what you said proves that Zulag 1 can not be close to the Stockyards.
Oh, its just speculative opinion. Don't read into it. I just feel that based on the general look of RuptureFarms' exterior as presented in the opening sequence that there should be some middle ground between Zulag 1 and the Stockyards. Perhaps a more gradual transition from inside to outside.
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  #13  
08-03-2009, 04:26 AM
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Thanks for giving your opinions.

I completely agree with Triston-117, I love the RuptureFarms environment.

Anyway, Zulag 1 can't be in the inner core of RuptureFarms. This is because on the last screen of Zulag 1 to The Stockyards there is a sign saying 'To Stockyards' so it isn't far from Zulag 1 so Zulag 1 is not in the inner core!
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  #14  
08-03-2009, 10:46 AM
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Another inconsistency I dont understand...

Exactly how far did Abe run from the boardroom when he was being pursued by sligs? In the game Abe had to travel - by ballcar mind you - through four whole Zulags to get back into what I assume is the same boardroom.

Granted it's hard to tell exactly how far Abe ran or how much time elapsed between the opening sequence and where he ended up when you start playing. It seems like they cut out a large chunk of potential gameplay by omitting this detail from the plot.

Then again, the whole game is a flashback. I guess we can blame any inconsistencies on Abe's own inability to remember things accurately.
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  #15  
08-03-2009, 11:12 AM
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Rupture Farms is fine as it is but i think there should be more levels in AO all together. The game far to short.
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  #16  
08-03-2009, 11:19 AM
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I guess we can blame any inconsistencies on Abe's own inability to remember things accurately.
Dying has a tendancy to do that to you.
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  #17  
08-03-2009, 11:39 AM
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lol XD
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  #18  
08-03-2009, 11:41 AM
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yeah it isn't MSN ya'know.
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  #19  
08-03-2009, 11:51 AM
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+rep crashpunk. just what i was about to put.

well, something a bit nastier.
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  #20  
08-03-2009, 07:30 PM
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Exactly how far did Abe run from the boardroom when he was being pursued by sligs? In the game Abe had to travel - by ballcar mind you - through four whole Zulags to get back into what I assume is the same boardroom.
Good point; I never thought of that. I suppose you could justify it by saying that he fell off that high ledge and landed at the start of Zulag 1. Perhaps there was no other way to get back up to that point other than going through Zulags 2-4.

Or maybe he just ran really far and that bit was 'edited out'.
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  #21  
08-04-2009, 11:48 AM
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Rupturefarms should be a little longer in my opinion.

Also, maybe abe used a "service corridor" when he was running from the boardroom.
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  #22  
08-04-2009, 12:38 PM
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Also, maybe abe used a "service corridor" when he was running from the boardroom.
Makes sense. We did see Abe running down a long, invariant corridor when he delivered his famous "Get me outta here!" line.

I also think it's safe to assume that the levels we play through are not on a main path. Abe is most likely taking alternate routes through RuptureFarms' underbelly to avoid security cameras and Slig overseers (an explanation that could also account for the lack of uniformity in the design as well).
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  #23  
08-04-2009, 02:06 PM
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There's also the possibility that Abe was going all around Rupture Farms to rescue all the mudokons. I know that wouldn't make sense when you're not trying to save any, but the canonical ending is saving 99 mudokons, so maybe Abe could have taken a more direct route to the board room but that wouldn't have allowed him to save the mudokons there first.
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  #24  
08-05-2009, 05:29 AM
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Good point ^^
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  #25  
08-05-2009, 07:22 AM
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but the canonical ending is saving 99 mudokons
The biggest Meat Packing Plant on Oddworld only having 100 Mudokons never sat right with me. If they need employees for manual labour then surely they would have employed more than that in a facility the size of what we've seen (even if you do think it should be bigger.)

But then again, I never really thought Rupture Farms needed to employ slaves for manual labour other than cleaning the place. They clearly have brilliant technology on Oddworld, what with the Greeters, Chant suppressors and those lifts... Seeing all those Mudokons in the opening FMV at the levers seemed a bit stupid to me. Yeah, like whatever those levers were doing couldn't be done by a machine.
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  #26  
08-05-2009, 03:06 PM
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What were the mudokons even doing in the opening sequence? What was the point of the little partitions the levers actuated?
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08-05-2009, 06:29 PM
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I guess just separating those chunks of bones
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  #28  
08-06-2009, 08:10 AM
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Mudokens don't really have that hard of work now that I think about it, they are either cleaning 1 spot on the floor, (or is Abe's case using a big spinning cleaner thing) or just pulling a lever every couple of seconds.

And to stay on topic, I have to agree the rupture farm levels were cool looking and should've been a bit longer.
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  #29  
08-06-2009, 09:20 AM
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The levels at the end of Rupture Farms might have been short in comparison to the Mines or the Brewery in Abe's Exoddus, but remember, this is Abe's Oddysee we're talking about here. In Abe's Oddysee, you spent more time in Rupture Farms, than twice the amount of time you spent in any area. If Rupture Farms would have been any longer, the game wouldn't fit on one disk. It would be nice to have a longer Rupture Farms, but then the other levels in the game would also have to be longer, so there wouldn't be a huge difference between the lengths of time you spend in each environment. It is very nice to watch how the game changes from native to industrial environments, and I wouldn't want some little native environments at the beginning, and the remaining 3/4 of the game to be in a factory. If Abe's Oddysee is ever rereleased on a next-gen console, then maybe there will be a longer Rupture Farms. But cutting the native environments to fit 7 zulags on one disk would completely destroy the game. Now, there could have a way to lengthen Rupture Farms AND the native environments and that would have been to put the game on 2 disks. But one of the good things about the first 2 Oddworld games is that you feel that Abe's Exoddus is a much longer and greater adventure than Abe's Oddysee. If both games would be on 2 disks, well, then they would both be the same length, and the second adventure would not be so much greater than the first. True, Abe destroyed more factories in Abe's Exoddus, but if the size of Abe's Oddysee is doubled, then the factories in Abe's Exoddus would seem like small meep ranches and windmills compared to Rupture Farms. What would be the solution then? Putting Abe's Exoddus on four disks? Releasing the story of Abe's Exoddus in 2 parts, like the Quintology in 5 parts? By that time, Abe's games would become so popular that no one would want a story that focused more on Munch, and Oddworld Inhabitants would be on the risk of losing lots of Abe fans in they created Munch's Oddysee. So no, it would have been a bad idea to lengthen Rupture Farms during the fifth generation of consoles.

On the topic of the transition from zulag 1 to the stockyards: I'm sure that the reason they put the barrel ride there was to make a transition. We don't know how exactly Abe falls when the barrel turns upside down. Has anyone here played the PlayStation demo of Abe's Oddysee. I got it from a friend, and played it. There, there is no barrel ride video there. Of course, they might not have wanted to put too much in a demo, but they might have added the video to make a transition. Then there is the first screen of the stockyards. This screen is a mix of the factory and the stockyard environments. As you progress through the stockyards, you begin to see less and less of the factory until you come to the last screen, where the environment is a mix between the stockyards and the free-fire zone. When you get to the next screen, the factory is nowhere in sight. This, in my opinion, is the perfect transition from the factory to the outdoors.

About the question of the amount of mudokon slaves, I don't think Abe rescued ALL the mudokons in Rupture Farms, and explored every part of the factory. When he shut down Rupture Farms, the remaining mudokons probably found their way out themselves. Of course the mudokon status indicators say that there are 99 employees in Rupture Farms, but they can be referring to the amount of employees in a specific part of the factory. Just like the status indicators in the secret areas of the brewery say there are 14 employees when they are referring to the employees that work in the secret area. And Rupture Farms isn't the wealthiest factory on Oddworld. Molluck is just a regular CEO among many others that run different factories, so he wouldn't have the machines doing all the work in the factory. He would need mudokons.
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  #30  
08-06-2009, 09:30 AM
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I'm actually fine with the RuptureFarms levels...now AE levels give me a headache.
They're not too short for me. *shrug*
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