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  #31  
Old 07-28-2014, 09:21 AM
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Originally Posted by Holy Sock View Post
You don't control Alf in Alf's Escape though. You control Abe.
Hm. I stand corrected.

I'm really surprised they took that route instead of making an Alf skin and voice for Abe so that you were "playing as Alf". When would Abe have time to help him out? Abe's Exoddus picks up RIGHT when Abe's Oddysee ended, so he wouldn't have had a chance to do anything in between.

Not like it really matters, but it would be an easy way to keep everything canon-kosher. Especially with future expansions.
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  #32  
Old 07-28-2014, 09:23 AM
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I dunno. Maybe they'll make it blend in seemingly between two chapters?
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  #33  
Old 07-28-2014, 09:34 AM
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Originally Posted by Holy Sock View Post
I dunno. Maybe they'll make it blend in seemingly between two chapters?
That probably would be the best way to go in my opinion. Either way, I'm looking forward to it!!

But I would be thrilled to have more new content (whether in new locations, or extended old ones) in the Exoddus remake than in New n Tasty. It's asking a lot, but it would MEAN a lot. That hard work would not go unrecognized!
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  #34  
Old 07-28-2014, 09:40 AM
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Originally Posted by Crashpunk View Post
I can see FeeCo being much larger in the remake.
I think there's a lot that you can do with a remade FeeCo, perhaps to make it feel like more of a hub. A good idea would be to make sure that all the mines are gone forever once you clear them out the first time.
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  #35  
Old 07-28-2014, 09:50 AM
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Quote:
Originally Posted by Xavier
Adding paths is awesome. As long as they don't add a whole new section (factory/temple) in the middle of the game.
I actually wouldn't mind a third temple being added to the game, whether as a secret level or as a required part.
I feel that the industrial areas outweigh the wilderness in the currently released version of AE (five industrial stages as opposed to three native ones).
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  #36  
Old 07-28-2014, 09:51 AM
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Originally Posted by El Dango AGAIN View Post
I think there's a lot that you can do with a remade FeeCo, perhaps to make it feel like more of a hub. A good idea would be to make sure that all the mines are gone forever once you clear them out the first time.
I want to see some life in there. It is meant to be a massive train station after all.
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  #37  
Old 07-28-2014, 10:23 AM
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You don't play as Alf? :S Thats very.. interesting i guess!
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  #38  
Old 07-28-2014, 10:25 AM
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Why is it so weird that you play as Abe in an Oddworld game?
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  #39  
Old 07-28-2014, 10:45 AM
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Originally Posted by Wil View Post
Why is it so weird that you play as Abe in an Oddworld game?
When I saw the promotional picture, I just figured you would play as Alf. I couldn't think of a way that Abe would help Alf out that would fit within the story and events in AO. Like I said earlier, Abe starts off in AE right where he left off, so it couldn't be in between games (unless you guys changed the AE intro if you were ever to remake it)

I just figured Alf mustered up the wit and courage to escape on his own. I actually thought it was a really cool idea!

Still happy to play as Abe though!
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  #40  
Old 07-28-2014, 10:50 AM
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I really like the idea of taking one Mudokon through a very long puzzle.
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  #41  
Old 07-28-2014, 10:58 AM
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Originally Posted by Holy Sock View Post
I really like the idea of taking one Mudokon through a very long puzzle.
I like it too. Seems like it could get a bit frustrating (as a lot of videogames' escort missions are) but VERY rewarding. A combination I'm quite familiar and fond of in Oddworld.
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  #42  
Old 07-28-2014, 11:03 AM
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So is Alf's escape after or before the events of new n tasty? If Alf's Escape takes place before Abe's escape, then he would be the 300th Mudokon, making the actual game start with 299 :P
Or it could take place after RuptureFarms shuts down.. But then machinery would be powerless due to Abe cutting the power. However, it would be awesome to explore a desolate, run down version of RF, which could be creepy :P
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  #43  
Old 07-28-2014, 11:06 AM
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Originally Posted by Auriel View Post
I actually wouldn't mind a third temple being added to the game, whether as a secret level or as a required part.
I feel that the industrial areas outweigh the wilderness in the currently released version of AE (five industrial stages as opposed to three native ones).
If anything, I'm more fine with this. It does make me wonder what sort of creature might be in the stage though.
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  #44  
Old 07-28-2014, 11:11 AM
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Scrabania, presumably they will just place Alf's Escape as a chapter somewhere during Zulag 2-4 so, if you have it downloaded, it feels like a natural part of the game.

I could be wrong, though.
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  #45  
Old 07-28-2014, 11:16 AM
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Originally Posted by Oddey View Post
If anything, I'm more fine with this. It does make me wonder what sort of creature might be in the stage though.
It could be a great excuse to add in some Elum sections to AE! It could be an old Meech temple that's been partially destroyed in the Magog's efforts to hunt down the increasingly scarce Meeches.

They could also use this section to introduce the Mudombies as obstacles (as obviously the temple will be devoid of all Meeches) and maybe fill the rest of the tunnel with Fleeches and maybe a mix of some Paramites and Scrabs that found a way into the ruined temple.

Just some ideas
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  #46  
Old 07-28-2014, 11:54 AM
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I fancy the idea of new places to explore! Might be a bit of work for JAW, though. Either way, I would just be chuffed that Exoddus is being remade.
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  #47  
Old 07-28-2014, 12:06 PM
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Originally Posted by Scrabaniac View Post
So is Alf's escape after or before the events of new n tasty? If Alf's Escape takes place before Abe's escape, then he would be the 300th Mudokon, making the actual game start with 299 :P
Or it could take place after RuptureFarms shuts down.. But then machinery would be powerless due to Abe cutting the power. However, it would be awesome to explore a desolate, run down version of RF, which could be creepy :P
If I recall correctly Alf is one of the group of mudokons that assists Abe in his journey to the mines at the beginning of AE. If we put what happens to these mudokons next within a framework that makes sense they get recaptured and forced to work in the mines meaning Abe has to rescue Alf again in AE.
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  #48  
Old 07-28-2014, 12:36 PM
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Originally Posted by Auriel View Post
If I recall correctly Alf is one of the group of mudokons that assists Abe in his journey to the mines at the beginning of AE. If we put what happens to these mudokons next within a framework that makes sense they get recaptured and forced to work in the mines meaning Abe has to rescue Alf again in AE.
True, it would give Alf all the more reason to volunteer to venture on with Abe in the beginning of AE. Interesante. But, there's already a perfectly good thread dedicated to this topic, so back onto the extra areas.

I would be almost as happy with a fully fleshed out Fee Co Depot (not the exec offices, but the actual hub) as I would be with access to different factories. They gave us a little taste of puzzling and combat scenarios in the Depot, but a full, Slig Barracks/Bonewerkz sized progression area would make me incredibly happy.

Oh, how I hope they reach that 250k unit goal soon. It's obvious they're going to exceed that goal, but it's a matter of how SOON??

I'm dying for it!

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  #49  
Old 07-28-2014, 01:04 PM
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It will probably be a wee while. They've only released on one platform and it's only been a week. Plus ol' Gilrod said they essentially ate into Exoddus' pre-production since they spent 9 more months on the game than initially anticipated. So they won't start working on the game for another 3-6 months apparently if they get the sales needed.
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  #50  
Old 07-28-2014, 01:16 PM
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3-6 months is bearable. I'm just happy Oddworld is back after such a long hiatus. I only hope I get to see the whole Quintology pan out. Long live Oddworld.
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  #51  
Old 07-28-2014, 01:42 PM
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I want to see some life in there. It is meant to be a massive train station after all.
I was always under the impression that it was so deserted and heavily guarded because Abe was coming. But, yeah, I'd like to see some stuff going on in there.
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  #52  
Old 07-28-2014, 04:04 PM
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I think there's a lot that you can do with a remade FeeCo, perhaps to make it feel like more of a hub.
No swinging boulders? No problem.

DODGE THE TRAINS

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  #53  
Old 07-28-2014, 04:16 PM
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That would be awesome . And for boneworkzz instead of meat saws, there can be streams of bone dust you have to dodge and maybe some bone hammers that turn everything to dust
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  #54  
Old 07-28-2014, 04:28 PM
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I believe the bone drills already replace AO's meat saws in the currently existing version of AE and are found in more places that Bonewerkz.
That zulag in SoulStorm Brewery comes to mind.
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Old 07-28-2014, 04:40 PM
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No swinging boulders? No problem.

DODGE THE TRAINS

bwaaam bwaaam
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That would be awesome . And for boneworkzz instead of meat saws, there can be streams of bone dust you have to dodge and maybe some bone hammers that turn everything to dust
Those would be very cool changes. I'd love to see JAW take liberties with little things like that .
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  #56  
Old 07-28-2014, 11:32 PM
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HOMINIX, what I meant with balance is that there are already more industrial places than nature places in AE. Also making a game longer is not always a good idea as you have to maintain the gamer's attention for all that time. For hard core fans it might seem unimaginable that people can get bored of the game but trust me that happens.

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Scrabania, presumably they will just place Alf's Escape as a chapter somewhere during Zulag 2-4 so, if you have it downloaded, it feels like a natural part of the game.

I could be wrong, though.
Hopefully it's something like that. I don't see how it would make sense for Abe to go back to RF between AO and AE.

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Old 07-30-2014, 12:05 PM
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I just Want to see Mudombies, which were cut from the original
And Abe wielding a lance.
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  #58  
Old 07-31-2014, 06:35 AM
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It would be really cool to see Elum in Exoddus. I always wondered why they didn't show up in Abe's Exoddus. Perhaps something to do with insufficient disk space.
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Old 07-31-2014, 07:03 AM
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While I love Elum, I don't think he'd suit Exoddus levels. There aren't the same sort of open areas such as Paramonia and Scrabania. Besides... MINE CART!

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  #60  
Old 07-31-2014, 07:08 AM
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Not going to lie, I mostly didn't care for Elum parts in AO. The deaths felt cheap from button lag or the graphic not seeming like it lined up for the jump right. I really like Elum as a character/creature, but the gameplay was just bad. And
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Besides... MINE CART!
The mine cart was kinda whatever storywise, but really fun to play with.
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