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  #241  
06-13-2013, 01:30 PM
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You can't blame him, nobody's been to this forum in years, look how dusty it is.
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  #242  
06-13-2013, 02:35 PM
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And then they made Exoddus in under a year, and it was twice as long.
Irrelevant, but it used the same engine as Abe's Oddysee, which must have cut a lot of the development process down.

It is frightening how similar some people on here are to Sonic the Hedgehog fans.
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  #243  
06-13-2013, 02:47 PM
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The difference is that we have someone from JAW swing through and tell us not to panic, only for people to continue highlighting the same issues again and again.
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  #244  
06-13-2013, 03:04 PM
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Some of you are really annoying me. I forgive you for being overly critical, We are of course the Oddworld Forums, it's our job. Unless I've mistaken what people have put, people seem to keep forgetting that JAW are a indie team. They don't have millions to spent on a game and I'm sure developing NnT is much different from when OWI were developing AO. I doubt they have nowhere near as resources as they did back in 1996. (I could be wrong and I doubt we'll ever know either.)

Anyway they are trying there damn hardest and I think they've done an amazing job so far. Sure some of the stuff doesn't look right or unfinished but give 'em time.

Also I think most of you complaining boils down to your nostalgia of the original, which I admit, once/if they do Abe's Exoddus. I'm probably going to be more critical. Sometimes being a dedicated fan can have it's down sides.

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It wouldn't. That's something that I don't care about. Watching people that I talk to a lot turn into rabid, sweaty titted nerds is kind of annoying though.
This is a brand new Oddworld game in the works, a remaster of AO; many here view as their favourite game. And we are the Oddworld forums, in a Oddworld discussion about it. I don't know how we cannot rave on about it.
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  #245  
06-13-2013, 03:19 PM
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  #246  
06-13-2013, 03:25 PM
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Is it me or do abe's jumps in scrabania seem a tad too exaggerated? Hopefully it will be fixed before official release
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  #247  
06-13-2013, 03:44 PM
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All these screenshots and videos are driving me crazy now. I'm not at all bothered by anything now, I just want the game already, haha.

Question: Will Abe and other Mudokons have different greetings each time the button is pressed? Not just the regular "Hello"? I could have sworn Abe said something different in a video, and something else in another, but that could just be my bad memory, I dunno.

Again, it all looks very beautiful, and I cannot wait for the release day!
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  #248  
06-13-2013, 04:37 PM
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Is it me or do abe's jumps in scrabania seem a tad too exaggerated? Hopefully it will be fixed before official release
That really reinforced what the others were saying. Good timing.
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  #249  
06-13-2013, 06:37 PM
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Watching the gameplay and trailer really got me excited,my criticisms have already been addressed here so i'm not gonna reinforce them :P, but i'm kinda curious why the switch from bitsquid engine to unity3D?
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  #250  
06-13-2013, 10:26 PM
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Question for Wil: Is NnT going to support 3d-TVs?
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  #251  
06-14-2013, 01:37 AM
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Seeing as we are all asking questions lol, will there be moments of silence during game play?

In some places in the original, there were moments where all you would hear are very faint sounds of a barrel dropping or machinery clanging and echoing.

Things like that make the environment seem huge and atmospheric.
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  #252  
06-14-2013, 02:13 AM
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Question: Will Abe and other Mudokons have different greetings each time the button is pressed? Not just the regular "Hello"? I could have sworn Abe said something different in a video, and something else in another, but that could just be my bad memory, I dunno.

Again, it all looks very beautiful, and I cannot wait for the release day!
He did say something different. I think his gamespeak is similar to the one in Munch's Oddysee. By saying 'Hello', Abe might say 'Hi', 'howdy' or 'there's my buddy!'
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  #253  
06-14-2013, 02:14 AM
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And that's stupid because it ruins the atmosphere. I'd like multiple "hello"s to avoid repetition, but what I've seen so far is far too cheery and happy.
:
Irrelevant, but it used the same engine as Abe's Oddysee, which must have cut a lot of the development process down.

It is frightening how similar some people on here are to Sonic the Hedgehog fans.
Your post is irrelevant, someone already made that point, and I already knew.
:
Seeing as we are all asking questions lol, will there be moments of silence during game play?

In some places in the original, there were moments where all you would hear are very faint sounds of a barrel dropping or machinery clanging and echoing.

Things like that make the environment seem huge and atmospheric.
I hope so, silence can be one of the most impotant elements of sound design if done correctly.
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Last edited by Nepsotic; 06-14-2013 at 02:21 AM..
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  #254  
06-14-2013, 02:21 AM
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Silence also helped to find secret areas, even in a very old video Lorne Lanning dropped a hint that if you can hear an object that isn't on screen then it may be coming from a secret area.
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  #255  
06-14-2013, 02:35 AM
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There was a bug that use to always confuse me, sometimes after killing a slig, you can still hear it snoring on the next screen.
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  #256  
06-14-2013, 03:00 AM
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And that's stupid because it ruins the atmosphere. I'd like multiple "hello"s to avoid repetition, but what I've seen so far is far too cheery and happy.
If I remember right, in the gameplay one of the Scrabania Mudokons replies 'Hey there Abe!'

I always felt like the Mudokons in Paramonia and Scrabania didn't know who he was (hence the need to offer a password or be killed, since he is a stranger and potential threat!) This is the start of his journey and he has yet to gain a reputation.

I agree the variations of 'Hello' are a nice touch, but perhaps they should be a little more contextual. I also agree some versions are a bit too cheerful.
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  #257  
06-14-2013, 03:06 AM
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I'm fine with cheerier greeting in the wilderness. Abe should never sound happy in RF, but naturally some working muds could overjoyed with their jobs.

It would be pretty amazing if Abe whispered more in RF.
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  #258  
06-14-2013, 03:16 AM
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Is the happy/depressed Quarma thing making a comeback?

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  #259  
06-14-2013, 03:23 AM
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Are you referring to the way Abe's speech changed in Exoddus depending on your rescue/kill ratio?
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  #260  
06-14-2013, 03:58 AM
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Yeah.

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  #261  
06-14-2013, 06:16 AM
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To anyone who claims the only stuff you'll see is the very best stuff that we're proudest to put out, here's proof that that's nonsense. That very early render of the movie was not meant to go public.
Ah that's good to hear. Thanks for taking the time to clarify this.

I think that, ultimately, the fact that everyone here is being picky on small details is the proof that JAW got a lot of the main things right.

By the way, Lorne has clarified the NnT on Xbox situation with Eurogamer:
http://www.eurogamer.net/articles/20...ne-or-xbox-360

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  #262  
06-14-2013, 07:21 AM
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Yeah I heard about that. It sucks to be xbox fans but that is just shit of microsoft to do that.. Atleast we know JAW and OI are doing their absolute best to get their work on everything and anything so its really microsoft that has the problems.


Also, I really do hate being nit picky, but how do you all fair with the voices? I'm happy regardless, but for personal preference, does this: http://www.youtube.com/watch?v=CMw6pkKllm0 sound better? Personally I liked the quiet-esqu, monotoned, humble/slightly scared and basic voices.


I do enjoy both, but what are your opinions on the new/old voices.



I feel like a twat for nit picking
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  #263  
06-14-2013, 07:39 AM
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AO's voices were perfect
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  #264  
06-14-2013, 08:21 AM
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You're perfect.

I do love that Abe says more than just 'hello hello hello' now. Will he be able to do some sort of 'All'ya' thing as well?
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  #265  
06-14-2013, 11:36 AM
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Wouldn't that make some of the puzzles too easy?

Then again having to go back and fourth, getting one mudokon to follow you to a portal at a time, while being chased by a scrab over large gaps in the walkway - Having to do that multiple times in AO and failing was frustrating rather than adding anything of value to the gameplay.
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  #266  
06-14-2013, 12:26 PM
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No, but it could be implemented better. As an actual puzzle mechanic, rather than just being fustrating. I'm not sure how puzzles could revolve around the mechanic, but I'm sure they can think of a way. That way they can stay true to the original without being pointless and annoying.
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  #267  
06-14-2013, 12:36 PM
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Well, if a puzzle previously revolved around getting two mudokons down a dangerous corridor, could you just take them both at once and make the corridor twice as long?

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  #268  
06-14-2013, 01:49 PM
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Give them each a required pressure pad to stand on which would turn off an electricity gate blocking their bird portal?
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  #269  
06-14-2013, 02:14 PM
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That's basically just the wheels in Exoddus, though. I'm talking about puzzles that revolve around you not being ble to move multiple Mudokons at the same time. For example, getting a Mudokon to follow you would prevent you saving another Mudokon in the same area, and you have to figure out a clever way around it. But obviously better than that.
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  #270  
06-14-2013, 04:56 PM
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There was a bug that use to always confuse me, sometimes after killing a slig, you can still hear it snoring on the next screen.
Eventually I found that that meant there was a slig in a nearby secret area, since the snoring went away when you killed that one too.
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