![]() While this can happen in the original games, in Soulstorm it is exacerbated due to the lack of determinism I mentioned above. The worst feeling in the world is almost completing a sequence just to die in a cheap or unfair manner. Oddworld games are all about trial and error, and figuring out how to solve short yet intense sequences. I learned nothing, and it didn't feel rewarding at all. I kept trying the same thing until it finally worked. Sometimes the flying sligs ignored Abe, other times they beelined straight towards him. Sometimes I could kill a slig in a single machine gun barrage, sometimes one or two projectiles missed due to RNG, forcing me to retry. ![]() I tried this strategy many times, and every single time something was different. ![]() My strategy was: possess the first flying slig and try to kill the remaining ones before they are able to kill Abe. It makes deaths feel cheaper and more unfair, and also doesn't allow a player to learn what works and what doesn't, as the outcome of your actions feels random.Īn example: I remember this sequence in Soulstorm where Abe is on a moving platform surrounded by flying sligs. In my opinion, this is a huge step backwards from the originals. In Soulstorm, if you perform the same actions 1000 times, you are not guaranteed to get the same outcome 1000 times. The game is non-deterministic by design, which means that. But the underlying problem is that the game is not grid-based anymore, and that randomness was introduced into the mix. Surely some of the inconsistencies I mentioned are defects that can be patched out. Sometimes you'll grab a ledge, sometimes you'll miss it. Sometimes a mudokon will take forever to get into a locker, other times they'll be super quick. Sometimes you'll get hit by a mortar, other times you won't. Sometimes most projectiles from a machine gun barrage will miss. Sometimes a slig will kill you almost instantaneously. In Soulstorm, it feels like determinism doesn't exist anymore. In Oddysee and Exoddus, if you perform the same actions 1000 times, you will get the same outcome 1000 times. You always know where the mudokons following you are going to end up. You always know if you're going to be able to grab a ledge or not. You always know whether you're going to make a jump or not. Every action of the player and NPCs is predictable. Originally released in 2005, Stranger’s Wrath has been faithful reproduced on PlayStation 3 with a raft of enhancements, including: stunning 720p visuals (with improved character models as well as new detail-enhancing effects such as normal mapping and self-shadowing,) re-mastered dialogue, support for PlayStation Move, and additional bonus material.One of the main aspects that I love about the original games is determinism. Oddworld Stranger’s Wrath combines first and third-person gameplay with familiar Oddworld elements and an all-new engine to deliver a unique gameplay experience. Using a special weapons system that gives a whole new meaning to “live” ammo, players encounter deviant species and hostile challenges along the way. In Oddworld Stranger’s Wrath, players step into the role of the Stranger, a rough and tumble bounty hunter who tracks down outlaws for moolah. Link ver HAN – NPEB00645 – EUR: PKG – RAP ![]() Link ver HAN – NPUB30554 – USA: PKG – RAP
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