{"id":3169,"date":"2016-05-08T12:51:31","date_gmt":"2016-05-08T19:51:31","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/?p=3169"},"modified":"2017-06-07T17:15:05","modified_gmt":"2017-06-08T00:15:05","slug":"oddworld-new-n-tasty","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/3169","title":{"rendered":"Oddworld: New &#8216;n&#8217; Tasty"},"content":{"rendered":"<p>The new Humble Monthly brings me <em>Oddworld: New &#8216;n&#8217; Tasty<\/em>, a remake of 1997&#8217;s <em>Oddworld: Abe&#8217;s Oddysee<\/em>. I played the PC port of <em>Abe&#8217;s Oddysee<\/em> back in the day, and liked it enough to play the immediate sequel, <em>Abe&#8217;s Exoddus<\/em>, as well as to pick up further Oddworld games in Steam sales and then not play them. I understand the ones I haven&#8217;t played mix things up a bit, but the basic idea behind the Abe games is that they&#8217;re puzzle\/action-platformers in an alien setting of juvenile grotesquery. The whole thing starts in a meat-processing plant, where Mudokons, the player character&#8217;s species, have just been downgraded from workers to meat animals, prompting the player to both escape and rescue as many of his kin as possible.<\/p>\n<p>In contrast to <a href=\"\/stack\/archives\/3166\"><em>D\/Generation HD<\/em><\/a>, I have to say that <em>New &#8216;n&#8217; Tasty<\/em> largely improves on the original. I guess it&#8217;s helped by the way that the original was basically straining against its technology anyhow. <em>Abe&#8217;s Oddysee<\/em> had 2D sprites pre-rendered from 3D models. <em>New &#8216;n&#8217; Tasty<\/em> can just put the 3D models directly in the game and render them at a higher resolution than those sprites. The original had occasional FMV transitions between locations, the better to give the illusion that everything was happening in a single cohesive space. <em>NnT<\/em> can actually move the camera around in that space. This is applied even in ordinary spaces: the original divided the world up into discrete screenfuls that the camera would jump between as you exited one and entered another, but <em>NnT<\/em> has the camera follow you continuously. This might make the bigger puzzles easier by removing the need to stitch together spaces in your head that are presented separately.<\/p>\n<p>Rescuing Mudokons involves leading them to locations where you can open a portal. The game supports a simple set of commands for this: &#8220;Hello&#8221; to get the attention of whoever you&#8217;re facing, &#8220;Follow me&#8221;, &#8220;Stop&#8221;. In <em>Abe&#8217;s Oddysee<\/em>, you could only address one Mudokon at a time, and as a result sometimes had to go back and forth between where the Mudokons were gathered and where the portal is. <em>Abe&#8217;s Exoddus<\/em> added an &#8220;Everybody&#8221; command that allowed you to get an entire roomful of Mudokons to follow you at once. <em>NnT<\/em> retrofits this into the original scenario, and to get more mileage out of it, it increases the number of rescuable Mudokons threefold. There&#8217;s something to be said for this: to the extent that looking for Mudokons to rescue is a sort of treasure hunt, finding a whole bunch of them standing together feels more significant than finding one alone, even though there&#8217;s no practical difference for the completist player.<\/p>\n<p>Where the original had instant death from every hazard, <em>NnT<\/em> introduces a health system that lets you take several hits. This is optional; if you play on Hard mode, the old one-hit kills apply. I think the health system probably makes for a better game, but I&#8217;ve been playing on Hard mode anyway, out of sheer stubbornness and a sense that if I beat the game this way once, I should be able to do it again. There are a lot of Mudokons hidden away in secret areas with specially-hard challenges, where you have to dodge spinning meat blades with exceedingly exact timing. I fail dozens of times in these areas before succeeding; some of them I&#8217;m not entirely convinced are humanly possible to pass except by luck. So health probably helps there.<\/p>\n<p>Not that you&#8217;re really expected to complete all the challenge areas on your first pass through the game! You can pass through all the levels and reach an ending without rescuing a single Mudokon, although if I recall correctly, the ending you get that way basically scolds you and says &#8220;I guess you aren&#8217;t the Chosen One after all&#8221;. But there are Mudokons in the first chapter that you can only rescue by means of techniques taught in the later chapters. A more modern game would let you advance farther into the game, learn what you need to learn, then come back to save the Mudokons you left behind &#8212; possibly even letting you continue to try for perfection after getting the initial ending, like continuing to hunt for Riddler Trophies in <a href=\"\/stack\/archives\/1139\"><em>Arkham Asylum<\/em><\/a> after the final boss. But no, in <em>Abe&#8217;s Oddysee<\/em>, once you leave the first chapter, any Mudokons left behind are immediately killed. And <em>New &#8216;n&#8217; Tasty<\/em> doesn&#8217;t change that.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The new Humble Monthly brings me Oddworld: New &#8216;n&#8217; Tasty, a remake of 1997&#8217;s Oddworld: Abe&#8217;s Oddysee. I played the PC port of Abe&#8217;s Oddysee back in the day, and liked it enough to play the immediate sequel, Abe&#8217;s Exoddus, as well as to pick up further Oddworld games in Steam sales and then not [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[86,572],"class_list":["post-3169","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-oddworld","tag-oddworld-new-n-tasty"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/3169","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=3169"}],"version-history":[{"count":4,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/3169\/revisions"}],"predecessor-version":[{"id":5152,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/3169\/revisions\/5152"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=3169"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=3169"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=3169"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}