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  #1  
04-08-2014, 04:02 PM
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Anyone else wondering how surprises are still going to work?

Take for instance the section where you have to sprint through the floating mine traps in Scrabania, a new player would never suspect something like that due to the initial set up of the flick screen system, until it was too late and they'd ran head first into the next screen, couldn't react fast enough and blew Abe and Elum into a hairy blue smoothie.
Things like that are bound to be a lot harder to set up now due to the scrolling camera, ya know?
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  #2  
04-08-2014, 04:04 PM
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I imagine there will be parts where the camera is fixed and allows for reveal.
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  #3  
04-08-2014, 04:05 PM
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I thought those parts where there was just a bomb in the middle were just part of a puzzle that you'd complete to move on, rather than only being a surprise.
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  #4  
04-08-2014, 04:16 PM
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A fixed camera angle for a time could be the answer,
hell maybe there's a mode where you can just have it like the original, perhaps as a reward for some secret achievement at the end of the game.
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  #5  
04-08-2014, 04:24 PM
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I'd prefer it if they had a version of -ddcheat for it over the screen thing. Even if you had to beat the game to get it first.
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  #6  
04-08-2014, 06:51 PM
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From what I understand, the scrolling camera actually made it easier for players to run head-first into danger, not harder.

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  #7  
04-09-2014, 02:34 AM
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From the little footage I've seen it looks as if the camera adapts to the situations. When you're running it zooms out, when there is danger it pans just a bit behind Abe so you can look ahead and if there's a surprise element coming I imagine it does the opposite.
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  #8  
04-09-2014, 03:38 AM
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The game isn't a full 100% remake of the original levels, it's been clearly stated that some sections have had to edited to adapt to the scrolling camera.
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  #9  
04-09-2014, 04:44 AM
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They've added features to warn the player. Like a Slig's snoring "Zzzzz" can be seen before the player reaches the Slig.
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  #10  
04-09-2014, 05:45 AM
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Totally innovative. Haven't seen that before. lol
I really hope there is a hardcore mode for the longtime fans.
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  #11  
04-09-2014, 10:19 PM
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The "Zzzz" text animation to indicate that an NPC is in a sleep state is not unique to NnT. This bit of humor dates back to the original.
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  #12  
04-10-2014, 02:31 PM
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Also the fact that you could hear sleeping sligs from screens nearby makes it pretty obvious too.
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  #13  
04-10-2014, 09:21 PM
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I have this feeling too, that New'n'Tasty will be WAY EASIER than the original. Because of the picture system you was forced to react very fast, in New'n'Tasty thats not the case...
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  #14  
04-11-2014, 12:13 AM
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They've put brain aneurysms in this one, so some players will experience random deaths on high difficulty settings.
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  #15  
04-11-2014, 06:52 AM
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That and the occasional pulmonary oedema from running too much. I mean, Abe's a pretty lean guy, all that running about is going to be no good for his heart.
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  #16  
04-11-2014, 07:49 AM
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I have this feeling too, that New'n'Tasty will be WAY EASIER than the original. Because of the picture system you was forced to react very fast, in New'n'Tasty thats not the case...
We don't know that yet. My feeling is that there will be multiple difficulty settings.

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  #17  
04-11-2014, 07:55 AM
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I like how everyone's complaining about the difficulty of a game they've never played.

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  #18  
04-11-2014, 08:48 AM
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I remember Lorne being interviewed and he said that there will be multiple difficulty levels. I'm lazy, can someone else confirm that?
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  #19  
04-11-2014, 09:17 AM
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I don't think anyone has mentioned this so far, judging how you're all still gnawing at the idea of wether the camera might be fixed at certain points in levels

I noticed in the GDC 2014 Gameplay trailer on the NnT oddworld.com page, that at 1:18 in the video where Abe moves through the broken down ventilation tunnel: the camera sticks to the edge until he reaches the end of the tunnel.
I imagine that's how they're going to do it for secret areas aswell, including having objects concealing the entrances to secret areas like in AO and AE
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  #20  
04-11-2014, 10:20 AM
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I like how everyone's complaining about the difficulty of a game they've never played.
(Gaming-)Society.
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  #21  
04-11-2014, 10:23 AM
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I don't think anyone has mentioned this so far, judging how you're all still gnawing at the idea of wether the camera might be fixed at certain points in levels

I noticed in the GDC 2014 Gameplay trailer on the NnT oddworld.com page, that at 1:18 in the video where Abe moves through the broken down ventilation tunnel: the camera sticks to the edge until he reaches the end of the tunnel.
I imagine that's how they're going to do it for secret areas aswell, including having objects concealing the entrances to secret areas like in AO and AE
The old games have always been classified by many as "Cinematic Platformers," so fixed camera angles would make a lot of sense to me.
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  #22  
04-11-2014, 11:48 AM
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Don't forget the angle the camera looks onto the scene, a lot of the time it's offset so you can't see the next area.
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