Retronauts - 512: Oddworld, Part 1
Episode Date: February 6, 2023It's impossible to talk about Oddworld: Abe's Oddysee and its bigger, bulkier sequel Abe's Exoddus without talking about farting. Okay, that's not true, but we do talk about farting in this episode, b...ecause we want to, dammit! I, Stuart Gipp, am joined by the prestigious John Linneman of Digital Foundry, and the persuasive RJ Lake of D-Cell Games, in this first discussion of Lorne Lanning's moneyhatted magnum opus, Oddworld! It's too big a subject for just one episode, but here we get into the nitty-gritty of the first two games in the planned quadrilogy, these 2D stealth-action-atmosphere pieces that resonated with almost everybody who played them. Except for the prudes who found the act of passing gas to be either childish or abhorrent. Still! Join us as we try to rescue all the Mudokons from their terrible fate, but end up dropping them down trap doors for a laugh. Hello. Follow me. Straight into those meat saws. Retronauts is a completely fan-funded operation. To support the show, and get two full-length exclusive episodes every month, as well as access to 50+ previous bonus episodes, please visit the official Retronauts Patreon at patreon.com/retronauts.
Transcript
Discussion (0)
This week in Retronauts, I talk myself down from farting into the microphone to make a stupid joke.
hosted by me, Stuart Jip, so you know it's going to be a blinder of an episode because here I am.
And just to get right into it, I'm going to talk about who I'm joined by on this fine.
I was going to say afternoon.
I'm not sure what it is where you guys are, but it's the afternoon here, and it's been raining, and it's been awful.
So going in alphabetical order, I'm here with John, once again, John Lunderman.
Hello, how are you?
Hello.
Follow me.
Oh, there you go.
doing a bit of game speak we're straight in that's a little reference to odwell there for those who aren't
quite on the ball and i'm also here with um with first time on retronauts uh j lake is it okay to call
you r j lake yeah it's my name hello oh it's your name thank god follow me ha ha ha ha ha i did it again um
let's talk about briefly um how you guys are um what you guys do uh just so you know who you are i mean we know who you
what John, I believe.
You're a digital foundry man.
Yes, that's right.
I'm officially known as digital foundry man.
I make videos about them technologies in the video games.
But I especially love doing retro content.
That's what the DF retro series is all about.
I got to get me in on that DF retro.
And RJ, what can people find you doing?
Most of the time I am sedating very late nights working on
and being called Unbeatable.
That's one of the co-founders of DeSel games.
And occasionally I like do other things.
I'd make a lot of music coming for different things.
Yeah, you've done the soundtracks for some indie games and such.
Is that right?
Correct.
We actually just released one start of the month, a purgatory to engineer.
That's awesome.
I love it.
And we know each other from our,
giving the toss about Sonic, like, 20 years ago.
Rest assured, friends, I was there on Sonic forums being, like, inordinately mad about Sonic
for like 10 years.
I love it.
I walked away, I'll let it go, it's over.
Now I get inaudly mad about Sonic on Twitter with strangers.
But speaking of inordinately mad, the subject of today's episode of Rhetronauts, in my opinion,
long overdue, is Oddworld.
And as you may well know,
Oddworld is a big, old, fascinating ball of games industry nonsense
that happens to produce some, in my opinion, tremendous video games.
Now, I'm not as knowledgeable about how Oddworld sort of got its start and where it began,
so I'm going to turn it over to you guys because I assume that you actually are.
That's how I've planned this very well.
Incredible.
Yeah, like, I mean, where do you even start?
with this because i think like lorne landing is uh is a really fascinating guy um he comes out of vfx
uh like doing the fx industry stuff with um rhythm and hues which uh is the
they're the vfx company that died because uh on lee um made them make changes to the life of pie
tiger uh very late in production it's like a whole thing about that recently uh but
storiedly and famously
the studio that did the Babe
CGI for those two movies
and he worked on
I believe the first one before leaving
to do Odd World
that's weird because I would have thought
because the second one is so weird and dark
it makes me wonder if there was any influence there
but I don't know if you've seen Babe Pig in the City
I exaggerate not it is a terrifying
film it's wild
no yeah that
I mean it's George Miller
oh really
yeah that explains everything
I mean, George Miller makes some weird family movies between the other stuff he does.
Like, he did the Happy Feet movies, which...
Oh, yeah, I didn't know they were him.
Yeah.
Weird.
And those are bonkers.
Yeah, those are like, they turn out to be about, like, aliens or something.
Am I wrong?
And that one, I haven't seen any of them because they look shite.
They're more interesting than you think.
Like little baby penguin dancing to outcasts, don't really care.
Like...
So they're not, like, about aliens.
But what ends up happening?
is like there's this whole
wild thing. It's like all about
conservationism.
It's like genuinely the
thing. Anyway, we are talking
about happy feet, not odd world.
No, it's, this is what the listeners want.
This is what they expect. I don't know if you've heard
if you've heard one of my episodes before, this always happens
and I welcome it. So it's all good.
I mean, it kind of makes sense, right? Because the whole
history of Odd World is founded off of the back
of sort of that early 90s Hollywood.
You know? Yeah. Right.
So it is obviously you mentioned Lord Lany,
but there's also a second person involved, which is Sherry McKenna,
but I believe he met at Ritherman Hughes.
Yes, yeah.
And she was, like, very much the, like, mentor figure for him.
And still, like, a chairman or CEO, I guess, of odd world inhabitants even now.
Yeah.
All these years later.
I think it's wild that they're still a thing.
Like, the fact that they've managed to hold out for this long is absolutely wild to me,
considering everything that happened.
But that's getting well ahead.
um so do you know how abes odyssey the first game odd world abes odyssey released in i want to say
1997 yeah yeah yeah yeah 97 now this this is a thing that sort of i'm going to ask sort of broadly
how did you guys first encounter this game like what was your experience with this game when it
first released uh i well go ahead you can go first all right i go um so i first played it actually
not on playstation but the pc conversion uh and the reason the reason
I got into it, and I think we'll discuss more of this, is because I was a big fan of games such as flashback in another world, which obviously served as an inspiration for this. I remember just reading like an issue of PC gamer and seeing this game featured in there and being absolutely floored by the visuals. Just the visual design. It was extremely atmospheric and beautiful, even in still shots. It holds up super well. It really, really does. Absolutely. And so I actually picked up the rather large boxed
version of the game. And as I would later learn, I think the PC version was actually a port.
So it was not the original release. The PlayStation was the lead platform. But that's where I
played it. I loved the game and I felt that it absolutely lived up to that style of gameplay that
I expected from it. That and also Eric Shahee's follow up, which was a heart of darkness
around similar times, I guess. And so I was happy to see it the flip screen puzzle action game
was still alive but uh what about you rj uh so for me uh my history with this game
specifically is a lot more recent than that okay um uh the odd world franchise as a whole like
i've always been fascinated by as a kid but i was i had a Sega genesis uh growing up i never had
a PlayStation like my first console that what had 3d graphic capabilities was a dream cast so like
I am in the weird ballpark of, like, I skipped a lot of those things.
I want to say that I'm still winning, because I went from a master system to PS2.
I'm still.
That's pretty bonkers, yeah.
Oh, wow.
Yeah, that's like a, like, end of 2001 level jump.
Yeah, I, so my first experience with the franchise actually playing it was Munch's Odyssey at a friend's house.
Oh, boy.
And that game is wild
As her first introduction to what Odd World is.
I always remember being extremely fascinated
by the aesthetic of these things.
The advertising of these things,
like the Munches Odyssey Box art,
which is like a Mountain Dew ad is...
Yeah, yeah, with him holding the...
Yeah, the canon.
Can I chip in on something you said, actually?
Yeah, totally.
Yeah.
What, that is really interesting.
That is really interesting, because to me,
And I'm never going to talk about it in hopefully a second episode or something
when we get into Munches Odyssey and etc.
But the idea that was the first Oddworld game you played is very interesting to me
because for me, whenever I play that game, all I can think about is
this is a bad version of what's come before.
This is like an ugly, like abortive version of that but in 3D.
So to see that first without that sort of not prejudice,
but that prior sort of experience,
that feels like it would elevate the game quite a lot.
I never really considered that it would ever be played as the first game in the series.
Yeah, so for me, it's, I think the thing I'd say is,
while I don't think Munches Odyssey is very good, like, I went back and I tried playing
it recently in advance of this episode, and I did not, I did not enjoy my time with
that, suffice to say, but the, I think the aesthetic, like, all is there, all the stuff
that is inside these games
that makes them really interesting
to think about for me
is still in Munches Odyssey
pretty much wholeheartedly
and like I mean that's why
that's what draw me in with
dream me in with that and
it's
it's definitely a game that
regardless of like your feelings on it
on how good it is
in executing it's like the Sonic Adventure thing
it's like this is a game
that it's failing on a lot
of fronts to do
like to do the things it's trying to accomplish
but it's trying a lot of things
to begin with and it's
trying to translate something that
frankly
is a pretty much impossible
task to translate into a 3D
platformer
and it's doing a lot to try to do that
so I actually think that's an interesting
point because this ties into the origins
of the original games
because yeah that was their first
attempt at doing a 3D game and it was
obviously very difficult for them and I'm sure being a launch title for a new console also added
additional pressure right but I think in this case this kind of ties back into those original games
because it was a both in terms of a decision made about the game itself and where the industry was
at the time so obviously they decided to make the first two PlayStation slash PC games
2D side scrolling well not scrolling but 2D games and part of this is down to the fact that
the 3D at the time just was not capable of displaying
the sort of intricate visuals
that Lauren had imagined
for this world
and this coincides
with sort of their background
as we mentioned
they were in the CGI
the visual effects industry
right working with rhythm and hues
and it wasn't just
CG that was big in Hollywood
that's where it really started to take off
but by the early 90s it was starting
to get a take up in the video game industry
as well obviously very
famously rare and
Donkey Kong country made a huge splash with its SGI workstation rendered sprites essentially of
Donkey Kong, Diddy Kong, and all those characters.
And SGI is exactly sort of the foundation of a lot of this stuff.
And that's what was used to make Abe's Odyssey, right?
So they essentially built off the knowledge that they gained from this 3D industry and
tried to leverage that into the world of video games, which is something that I think was
actually pretty common back then, you know, like there was all these companies that
like, yeah, we're hiring up all this Hollywood talent to help make them games.
And that didn't always pay off, I would argue.
The first example I remember of that was with Aladdin and as such where they made a big point
of getting the animators in for the movie to do the sprites.
Yeah, this crossover with Hollywood, that was such an early 90s, mid-90s thing to do.
Yeah, it's on Planet Hollywood-ass games.
Big time, big time.
Tune struck.
Oh, God, yeah.
Christopher Lloyd, right?
Yeah, that's Christopher Lloyd.
Like, there's a lot of games.
a game
and Tim Curry in there as well
oh man yeah yeah
two struck episodes let's make it happen
I love that game yeah
so I guess my point here is that
odd world kind of comes from two places
essentially it comes from the Hollywood industry
with the 3D rendering stuff
but it also is born out of Lauren's love
and appreciation for video games
and specifically as I mentioned
earlier flashback
another world Prince of Persia
this is the foundation of what
odd world Abe's Odyssey became. Essentially, it's a game where you move from screen to screen,
and they use this screen-by-screen nature in a very cinematic way, right? Every frame of the world
is very carefully designed to communicate a specific atmosphere and idea, and, you know, they pulled
it off magnificently. I mean, you guys have played these games, right? Oh, hell yeah, to death.
Yes, very much. Like, absolutely dripping an atmosphere. I mean, I first, I first came to this game
through a friend who had a PlayStation 1
and it sort of, it got
me, it got in my head so much that
I still have a closet
full of levels that I've drawn in
Biro on a piece of paper.
Just divided them into screens and being
like, right, this is the,
this is the slig, like
bedroom annex
house mansion, this is
Sligland or whatever, and just designed
all these awful odd world levels.
And I have like 50 sheets of this.
One of these days I'm going to post them.
on Twitter or something and just
ruin my life.
But that actually really worked well for this game,
I think, and that's, they used
an alias wavefront to design this.
And the alias software
kind of goes back away. I think it was
prior to that, before all the merger
stuff, there was like alias power
animator, which is what Donkey Kong country
was made with. And they didn't
necessarily use polygons. They did the
3D shapes using NERBS. Do you guys
remember NERB? N-U-R-B-R-B-R-B.
Yes.
Oh, I thought you meant light.
Is this how you get the term,
oh, no, it's nerny, it's not nervous.
No, no, no.
It's basically like you get,
it's for achieving infinite smoothness on curves
and rounded edges using like mathematical formulas.
And it's often using rendering rather than like triangles,
I guess.
And they were able to get these super high detailed,
high quality sort of characters and environments
that they would then pre-render out.
And they created every scene and every character this way.
The thing is, is everybody was doing
CG work at the time in the games industry.
It was super common, but I think Oddworld
is one of the few that not only
got it especially right,
but it's also one of
the only ones that actually still holds up.
I mean, I remember them winning
awards with the opening cutscene from Exodus.
And that was used in the German music video
as well, which I wish I could remember the song.
They also tried to,
they tried to take the Exodus cutscenes
and turn it into a short film
that they actually submitted to the Oscars
with, there's nothing that came of that
but they like cut it together.
If you look up on-roll Abe's Exodus
the movie.
I don't know.
Yeah, it's cut together by Lauren Lanning.
All right, all right.
Tell me though, is it better or worse than Shenmu the movie?
Depends on your definition of
better.
Well, video game movies have a new standard now, and it's called Sonic the Hedgehog, too,
and everything has to be fit to look at its damn boots, okay?
It sounds like a joke, but that's actually probably true.
I think it's amazing that Abe caught on as well as you did, considering that he's a
hideously ugly, withered, disgusting freak with sewed-up lips.
So, I have a theory about this, and this ties into the game design itself.
I think a lot of the success of Odd World stems from game speak.
which was essentially their communication system
that they built into the game.
It's so cool.
And the idea here is that you control this character, right?
You platform, jump, climb,
all that stuff that you normally do in a video game,
except for in Odd World,
you can talk to other characters in the game.
And by using a combination of buttons in the controller,
you essentially can communicate.
So you can say hello, you can say follow me,
you can fart, which I know.
They're only the only things that I do.
in my life.
Yeah, and whistle at people, and then get arrested.
But does that seem sort of like feasible to you guys?
Like, there's an appeal, right?
This was the era of the Tomogachi, you know,
Seaman became popular in TV cast.
It still hasn't been imitated by anyone that I can think of.
I mean, there's a few like squad commanding games,
but that's not really the same thing.
No, it's just, it's appealing the idea of communicating with,
with computerized, you know, creatures in this weird world.
and I think that just grabbed people's attention.
I think, yeah, the fact that it's got this completely unique world as well,
and it does look incredible.
I mean, this game reviewed well in an era when 2D games were just completely non-grata,
like you do not want to be 2D.
Like, stuff like Mega Man X4 and it was getting like slammed.
It's just this is kiddie garbage from the last generation.
We don't want this.
We want 3D.
But Abe avoided that by being state of the art, I think, as well.
obviously as well as
it's a state of the art completely
unique like
visually outstanding
a game laced with humor
which appeals obviously
there's a game speak
which is there you go that's the cherry on top
completely unique communication system
you're not going to see that in any other game it's great
that plus I think it just it came out at the exact
right time like
um you know
you look at the late 90s
97 PlayStation releases
it's like Final Fantasy 7 I think starts that year
like that's when the year kind of kicks off with that game
and then there's like
Crash Bandicoot 2
and Abe's Odyssey is like the end of
that year it's like
hell yeah what a two for
so like it kind of had
a pretty open slate right
like as far as like I think
it was a pretty big release
because it had a lot of money behind it, like, as it needed to to get made.
And so they pushed it pretty hard.
And I think that just like a combination of all those factors, it's the game speak stuff.
It's the fact that the game is pretty difficult, but like in a way that I think,
especially at the time, like there's a lot of work on death animations to make this game kind of fun to die in.
And I think that all those things kind of coupled together
are making a game very charming.
Speaking on the difficulty, if I can chime in with that,
I think this game is difficult, as you say,
but the checkpoint system, which a lot of people criticize,
I think is mostly okay.
Like, considering when it came out,
you can save whenever you see the little yellow iPad,
you can save that.
That's where you're going to come back if you die.
The issue is if you want to rescue all the Middokans,
if you want to find all the secrets,
In the first two levels specifically, that's so difficult to do because you can't get the, what, four, five, six secrets in the first, like, eight screens in that game.
You have to do all of them without a save.
You can't lose a Mudakun and you can't save because if you do, then you lose all of it.
It's the most ludicrous challenge to do.
And that's why it's not what you're supposed to do, really.
you're supposed to rescue enough mudduckins you have to rescue all of them if you do you get a
nice little message i believe that's about it but whenever i play this game now i really want to save
everyone exactly yeah i got to like i got to go down that first pit behind the barrel i've got
to rescue those mudduckins and that quite hard that first room that first secret room is
impossible it's like it's not i mean it's not literally impossible but it's you go down there and
it is there's these uh the giant uh what are you
what do you call it like the saw blade things yeah the meat sore thing just immediately from it's
the first thing you see if you do that and it's ridiculous you got it like you got to i mean it's
all stuff for when you've beaten the game already that because you need that skill you need skill that
you've already learned but you've got to go down there you've got to go down the one and a couple
of screens later you've got to go throw grenades from that secret into the mines to get to the final
secret in there as well uh which are all nails difficult you've got to know that you can destroy those
chant suppressor machines using grenades.
Oh, yeah, yeah.
And you've got to do all of this in one run.
And my incredibly uninteresting anecdote about this
is I found that barrel secret immediately with no prompt
because for some reason my brain just went,
that's definitely a thing.
There's no way there's nothing behind that barrel.
I think I have some kind of sixth sense,
but only for stupid hidden shit in games.
Because I'm the same in Mario.
I'm just like, that's a fake wall.
There's an invisible block there.
You're like the night in a QA person.
Yeah, I'm the worst.
we should first step back a little bit here and maybe
explain exactly what kind
of game this really is. Oh yeah, for sure.
The mechanics are interesting
and it's not actually very common these days
either, so...
It is a lot, like, I would
my personal, I'm sorry I'm for interrupting you, John,
my personal comparison would be
directly Prince of Perjure. That's what this game feels like to me
to move around. It's all, you know,
and if you want to say a 3D one, like the original Tomb Raider,
it all feels very regimented, like you can walk one
square. You can walk one square,
you can jump, you can hang. You can
never go outside of the specific like grid
that's designed for Abe to move around in.
I like it. And it's great because it
means you can be perfectly precise.
That chip's a platformer. Yeah.
Exactly. So it is. It's a grid
based 2D platform game.
Right? You move from screen to screen. It doesn't scroll. It's
flip screen. Which I believe
Lauren actually noted they could have done scrolling,
but they specifically opted not to.
Well, yes, the flip screen is, I love
flick screen because it means you remember
every screen. Yeah, exactly.
Every screen is a
distinctive piece of art. It's not like a
tiled background that scrolls. You know what
else it reminds me of? The retro-notts bingo
card holders, uh, spectrum
games. It's like an old
spectrum. Yeah, with this
screen by screen, nails hard. You can only
move certain regimented ways. That's
it. That's a spectrum game. You're not that
far off, actually. That's
it is kind of like a UK-inspired
feeling, or European-inspired.
say so.
If I didn't know it was from the US, I would have assumed it was European.
Well, I mean, a lot of the game was developed, I think, in the UK.
It was definitely, yeah, the, because I don't know inhabitants, so it's all a US-based
in terms of like the management, Lauren Lanning, obviously, like his New England.
And then like, it's all LA people.
But they like, GT Interactive, I think was a UK-based company, a UK-based publisher.
And they, like, absorbed a ton of different development talent from around that area.
Who, the way that Lauren Lanning tells it in, like, some interviews is basically just, like,
they kind of reluctantly had to work on the game and they didn't want to do it for him.
No, I think GT Interactive at the time was not a European company.
It was not, okay.
It was an American publisher, but they were eventually sort of,
picked up by Infogram.
Oh, that's what it is.
Okay.
So I think that was like in the late 90s.
Infogram.
I always was saying infograms.
Anyway, so we're going.
So I think at the time G.T. Interactive was still based in the U.S.
Obviously, though, they were publishing a lot of great stuff at the time, I think.
But including the retail version of Doom 2.
Interestingly enough.
But, yeah, so Odd World then.
2D platform game, like I said there
screen by screen, but you have the game
speak, which is what allows you to communicate with
other Moodakins. And
the Moodaukins are essentially this
strange, I don't know, what
would you call them? These creatures that are basically
enslaved by this.
They're emaciated human
fish, basically. That's how I describe
them. They have big
fish eyes, but they have
I can't think of a tasteful way to describe it.
That's great. Emaciated humanoid fish people.
Right. It's kind of a vibe I get from them.
Yeah, like there's a little bit of like, I mean, they're pulling, they're pulling in some
stereotypes from like some Native American iconography and like African tribes and stuff that
there's a lot to be said about all of that, I think. But the, you know, I think that the central
tenant of like what their design is is, yeah, it's very fish-like. They have the giant eyes,
which I think is where the fish stuff comes from.
And then they have, like, they all have this,
I don't even know how you describe the skin texture.
Like, it's, it's not like a human skin.
It's like very, like the underside of a snake is what they look like.
Yeah, absolutely, yeah.
Scaly, like scaly.
Yeah, yeah, yeah.
Or more just like describing them as like if normal maps were actually real skin.
I mean, I don't know if it's distasteful, and if it is, I genuinely apologize.
They're kind of like almost a slave kind of race.
I mean, they're kind of born into slavery, kind of.
That's the whole point.
That's why the corporation rupture, sorry, John, I don't want to get ahead of you,
but the corporation rupture farms essentially exploiting them this whole race, like,
not just for their work, but for the resources that they produce, which we'll get to, obviously,
later.
But it's a very compelling intro.
But yeah, sorry, John, go on with you.
No, that's exactly right.
It all kind of ties together.
So, like I said, 2D platform game, you're rescuing your fellow Mudakins from this industrial
meat processing plant where they've been enslaved.
And that's pretty much what you're doing.
Because it's narrative-driven, you know, you're sort of following the storyline and sort
of getting into this sort of mysticism sort of side of things versus, I guess,
rampant capitalism.
So, you know, obviously you see the real world parallels there,
and you can definitely see what Lauren and team
were trying to communicate with the story.
They're just doing it with extremely bizarre, unique designs,
and I think that's one of the reasons why it works.
It's this really good mix of just cool puzzle action platforming
mixed with this, like, crazy atmosphere and storytelling.
The thing with the game speak is,
it can also appeal to if you're a horrible monster
you can also be a sadist because there is comedy
you can slapstick murder
like on one like the fourth or fifth screen
of the game there's a mudoccan cleaning while standing on a trapdoor
oh yeah yeah there which is just literally
pull me pull the lever pull me pull the lever
it's so mean it's yeah if you pull it they'll fall to their death
then later you can drop rocks on them you can electrocute you can get them
by the slugs which are like these vicious little dog things
or you can just get them shot
there's a lot of fun ways to murder
but every single
every single time you do it though
it's like the
it's like that has that just
that really like
you fucked up
and you can use it cue
it's like
that has to be one of the reasons
why it was popular
yeah absolutely I agree
people love that stuff
just experimenting and toying around
with these little virtual figures
throwing grenades at them
getting them minced
all the systems design stuff
which that stuff's really interesting
and I think
part of that is
like, it's all
escort missions stuff. If you're trying to play it in the right
way, it's all escort missions, but it feels
like it's just
just frustrating enough.
When you get,
I'm sorry, and I'm jumping ahead, but in Exodus,
something it reminds me of when you get a large
group of Midoccon's
following you in sync,
I get Lemmings vibes, because you're bringing these
people like home. It's
almost like a lemmings way, except you're running
around doing things.
It's very lemmings.
Like Sleepwalker on the Amiga a tiny bit, actually, now I think about it.
Where you've got these people, they're walking, and you've got to stop them, you've got to protect them, you've got to get them out of Dodge, you know.
Right, right.
Yeah, I think we'll get to Exodus, obviously.
I think my whole thing with that game is I think it overcomplicates the stuff that I think is really good in Odyssey.
Yeah, I got some opinions about Exodus.
We'll get to that one.
Yeah, I mean, the way that it does work with this,
game speakers, you just say hello,
the Madoccan will activate, they'll say hello back,
you say follow me, they'll say okay, and they will follow you.
You've got to bring them to what's called, I think, bird portals,
which is some old mystical modoccan thing
that you can then hold the triggers on the L1 and R1
on your PlayStation controller to chant,
which causes them to open up,
and the Madoccan, if the path is clear,
will run and jump into it, and that will be them rescued.
There are no meaningful collectibles
in this game except for that. This is not a collecting
platform where there are no rings or crystals or
anything like that. It's rocks, pieces
of meat and grenades that
you can get limited numbers of
and redocons that you can rescue there
are essentially big walking jiggies if you want
to call them that. And
what makes the escorting so interesting
though is that it also involves
dealing with enemies and traps along
the way, right? Yes. And that also
includes stealth functions. Like you'll
go into an area, you'll see an enemy there
like a slig sleeping. And
there's actually a dedicated button for sneaking.
You hold that down and you, Abe, and all the other Murdochins,
then sort of like creep along, complete with the cartoon.
God, it's so funny, John.
The way that they pose, the stupid floorboard creaking sounds,
even though you're not on floorboards, it's perfect.
The squeaky knees sound is terrible.
I just, it's in every single odd world game,
and it is one of the worst sound effects.
I love it.
It's so great.
You can't put that one back in the bottle, dude
They tried to soften it up in Soulstorm
Like, there's a little bit of EQ down
But it's still great
The sound of the sight of a group of Mudakins
Sneaking along behind a slig
Who has no idea that there is really funny to me
Like, it's just a ceaselessly amusing visual
And I love it
I love the sneaking
I love everything about Abe's moveset
In this game
Might be worth mentioning
He has next to no aggressive
moves. You can't kill enemies except with very,
you can trick them, you can throw grenades.
You can kill them in the most terrifying way possible.
Like, Abe has the ability to psychically
dominate any, any, which that is like, this is the
main mechanic of the game, arguably.
Yeah, but interestingly enough, the game kind of
organically teaches you how to do it.
Because on the first level, there are plenty of opportunities
to possess sligs, but you don't know that you can do it
at that point, necessarily. So you just,
get past them naturally. It's a very interesting
learning curve, I think. Yeah,
that is actually, I almost forgot
about that. That is one of the coolest mechanics in the
game. By possessing
the enemies, you take full control of them, right?
And then you can go, and that kind of ties
it just this, there is this sort of
like sadistic nature to this game,
whether it's arming traps, taking
over other sligs, and then attacking
what were their friends, and then blowing
themselves up, and you're just doing
all this stuff, you're not normally an
aggressive character, but he has
these abilities to trigger
crazy stuff like that to happen.
And it's usually very violent.
When you possesses a slick,
the only way to unpossess them
is to explode them.
Exactly.
And every time you do it, Abe laughs.
So he does.
He does a little...
Exactly.
That's...
Oh, man.
Yeah, so that's really what it is.
It's just about getting from point A to B
to get as many muddakins as you can
without getting them killed,
even though that's sometimes fun.
Yeah, they're not.
99 in total, I believe, in this game.
Yeah. And then just dodging
enemies in different ways, using the traps,
using stealth, possession.
You have all these tools available to you.
And that's it. That's how it works.
There isn't a huge amount of use of it in this game,
but they do have a sort of ecosystem going on in the background.
You've got, the areas you go to
after Rapture farms, you get through the stockyards
where you find some scraps, which are these terrifying,
statue-esque spider-legged.
I don't even what to call them.
Yeah, scorpion rhino spiders
that can run as fast as you, basically.
It's the running that get,
like they are really terrifying.
The first time you see one is in the stockyards
and it's completely in silhouette and the music is so perfect
and it's genuinely terrifying.
You have to jump into the pit with it to get out
and it's one of the scariest parts of the game,
even after a million times meeting it.
like I still get a little bit edgy when I play that
because they're just horrible creatures
there actually some of that stuff
reminds me a little bit of the introduction
to another world you know where you get
very much so
shadowy beast oh definitely
very inspired at that yeah
what is the name of that thing at the start of
that whole like an intro puzzle
yeah where you like
you got a swing on the rope forwards and then
backwards and then do the sprint
that I mean like I think
Lord Lanning has talked about how
another world in specific is
like a very big inspiration point
I think the one big thing you get from that
besides like the multi-screen
and all those things in the atmosphere
is the mines which I think
show up a lot in the stockyard
starting it's like the starting
instant death
the mines yeah yeah yeah
the stockyard is interesting because
it has a screen that is
in my opinion probably still the hardest screen
the whole game where you have to arm a bomb and then lower a slig into the screen with the
bomb to blow up the slick and it's ridiculously luck-based is it is it this the one that's like
it's like kind of an open area you i'm trying to remember you you hot there were two there was
a screen with two slags there's a raised ledge on the left you need to get to and you can't get
there unless there was only one slug on that screen it's brutal it's so difficult you know how i did
it, on this play-through, I literally just cheezed it by running up there after multiple
tries. Like, you just point up. Yeah, you can't do that. Yeah. It's, it's, if you get the
timing, like, exactly perfect, you can do it. But it's, uh, yeah, um, it's a brutal set of
screens. And again, if you're going for 100%, the screen that you are on, there is a secret
there that leads to a very difficult secret area that you also have to do at the same time.
So basically you've got to do this secret and then you've got to suffer this largely luck-based follow-up
screen. I would say as much
as I love Abe's Odyssey in that respect
it isn't perfect yet
like it has some bits that
are a little bit dodgy I think where they did maybe
they didn't quite maybe they were too good at it
you know I don't know
because after that the game is quite
reasonable I think
yeah
once you go to Paromania and Scrabania
and such the difficulty curve
levels out a lot after
the stockyards
this is also why I think
the best version of this game is the
the PlayStation backwards
compatible thing that they have on
PS4, PS5 now. Oh, really?
Because it lets you
it lets you like perfectly like
the same as the
Nintendo online
service thing. Oh, so you can save
states and search? Yeah, you can just
constantly flip back, which
makes Abe's Odyssey a lot
better. Oh, I agree. I agree.
If you had the quicksafe like you have in
accident, it would be a better game. It's a much better
game with that. And it honestly, like, it
It's the only thing really missing from Odyssey that X's has.
I know it needs Olia.
That's very critical.
Olia is also, that's the one thing that New and Tasty does.
A re-release of, oh yeah, I forgot the, I forgot New and Tasty exist.
New and Tasty we also have to cover.
We'll get to New and Tasty.
Yeah, we'll get to New and Tasty.
In episode three of the Dregs.
No, I didn't hate New and Tasty.
Actually, I kind of did, but it's mostly because I was too familiar with the first game.
I go up and down on,
new and tasty. I think that
it's an enormously
ugly looking game, I think, compared
to how beautiful this one looks, but
I think that it's admirable
that it tries to do this aesthetic
thing of, it looks exactly
like the pre-rendered cutscenes
of, you know, a late
90s era game with FMV
cutscenes, and it's just making it
like look like that in real tournament.
I just think that controlling Abe
in a 2D game with the analog stick is just
weird, and it doesn't,
He doesn't move right.
He's too quick.
Yeah, they recalibrated it a lot.
Yeah.
The main thing that I remember from that game,
and this is maybe a little bit unfair,
and if I'm misremembering it, let me know,
because I'm sure, John, that you were aware of this when it happened.
There was some talk that they were going to put real ads in the Ropter Farms.
They did.
LCD display.
They actually did that.
They cut them out, at least.
I mean, I played it very recently.
Yeah.
That's not in there.
I don't think.
That's, because I remember them talking about that and just being like,
what are you doing?
Like, how can you miss the point?
it's hard. Yeah, it's a pretty, it's a pretty rough.
I know that, I know that having an anti-capitalist game made by a major corporation is probably
not, you know. I mean, like, it's been, there have been times where you can, like, do that.
The movie Josie and the Pussy Cats, I think is the best example of this where there's just,
like, a movie. That movie's wild. The rules. It's really good.
Side podcast talking about Josie and the Pussy Cats right out. Yeah, someday, someday. Oh my God.
McDonald's bathroom
like yeah
but other than that
I think it's very hard to do that thing
of like you're trying to satirize
capitalism while just
reveling in it
and yeah I think I think that that
is a that was a mistake
but going back to
Abe's Odyssey the original game
as you move through that game you're going through
this kind of right of passage for Abe
in his unusual
slightly offensive
big face
his mentor
the guy with the big mask
who's putting these marks on his hand
and when he has them both
or his poem or something
he can become Shrychol
which is some kind of weird demon god
thing for a matter
of seconds when he has a certain power
because it's the only way to progress
through the
level whose name
completely escapes me
there's like a hub stage where you go to both
paramonia and Scrabania
Yeah, yeah, it's the, oh, God, it has, like, a name.
It's a name.
Yeah, it begins with an M, and it's completely escaped me.
Yeah.
I don't know.
But I think another thing worth mentioning from Paramonia, and I think also Scrabania,
is the game introduces Elam, which is, like, is mount that Abe can ride.
Yeah.
Little weird, E.T. looking creature.
Oh, those things, yeah.
Yeah, and when you get on.
it, you can run really fast, jump
much further, but then you get puzzles where you
have to get the elm to certain areas
by guiding it around in the same way
that you guide around him and duckin. And I think
it really adds to the... I think it's just
enormously expands and enhances to puzzle
solving. I think once you've got
past that horrible, impossible
stockyards level in the beginning,
as you said, RJ, I think it was you said it.
The difficulty curve does level
out and it becomes a much more fair and fun
video game.
The thing that
at the time I loved
is when you go to like the
once you beat Paramonia for example
you have to then do the Paramanian Temple
which is like a
almost like a hub of challenge rooms
there's like six or seven doors
and each one that you go through you complete
you have to find this song
and then ring some bells in the same
that is the best part of the game
like absolutely bar none for me
these two challenge
like Eric Temples
are by far the best section
I think they're great fun
and the fact that they both end with chase sequences
really well-composed, really well-directed
chase sequences.
But
skipping forward just a moment,
I think one of the reasons
Exodus went wrong is they went overboard
on those rooms. Like almost every level
is just a procession of rooms.
It feels very gaming.
They're over-complicated too.
Yeah.
Well, before we get to Exodus,
I did want to mention the Japanese release
of those games.
Abe 99, yeah.
So for both games, so both of these actually did get a release in Japan.
Yeah.
But there was some interesting changes.
First of all, the name, obviously.
They renamed the first game from Abe, you know, Odd World Abe's Odyssey to Abe Ago.
It's such a great.
Which is fantastic.
I thought that Odyssey was Abe 99, because that's the one with 99 Reduckins to save, and Agogo was Exeter.
So I got this wrong the whole time.
It's the year.
It's the year.
Oh.
It's the year, 1999.
So, yeah, the sequel then, Abe Exodus, was called Abe 99, which fantastic, I think.
It's just, it's completely bizarre.
But the other thing, though, is that they also removed one of the fingers.
Yeah.
So if you look, the Yakuza thing, right?
Yeah, there was some sort of a negative connotation around the four fingers.
Four means death.
It's like, I thought it was a Yakuza thing.
Like, they cut the pinky off or something.
I don't.
Something like that.
There was something to it, but they basically had to remove it as a result.
And so all the, all the CGI work, all the sprites, everything had to be modified to remove that one finger.
So if you compare the versions then, you actually see that they had to go through and do that.
And that must have been a ton of work.
You re-render every single frame.
Yeah, exactly.
It's a nightmare, yeah.
Yeah, incidentally, what I did relatively recently is you can still buy those versions on a PS3.
if you have a Japanese account on PSN,
which I did do, because I wanted to do the differences,
and they're only about, I don't know, like $390 yen or something.
By the way, if you have a PS3 and you have a Japanese account,
for God's sake, buy everything before they take it away from you.
Oh, God, you're real.
I cannot stress this enough.
There are so many absolutely outstanding Japan-only games
that you could buy today for next to nothing,
and they're all incredible, and you must do it.
Okay? I miss doing a lot of this stuff.
I missed out on a lot of the Vita, like the PlayStation mobile stuff.
Oh, yeah.
There's a few games that I managed to have,
but there's like a bunch of stuff that just doesn't exist anymore.
I bought a couple of PlayStation mobile games,
and I now can't have them.
I can't play them anymore.
Their service is just gone.
But it doesn't let you re-download the...
No, no.
Well, I mean, I've hacked my Vita so I can,
but no, they're gone.
You can't play them anymore.
Oh, my God. Wow.
Yeah.
Yeah.
So I couldn't play Super Create Box on my Vita.
or it was just gone it's horrible gunhouse
gunhouse got its first like big release
on uh yeah yeah
wow wow
playing abe playing abe's other thing on the veto wasn't great
because they had to use the back touch to do
game speaks so sometimes he were just jumping and get shot
yeah
i i think honestly there's
one big big massive thing that
that i think the uh new and tasty and soul storm do
that i just i i miss dearly going back to these
original games
The D-pad is Matt
to game speak.
And that is just a massive improvement.
I mean, that's fine,
but it does mean I have to control a 2D game
with the thumbstick, which I'm not.
Yeah, I get what you're saying.
The weird thing, the stupid thing for me is that,
because I played these games on PC as well,
for me, Gainspeak is like,
hello is one, yeah, follow me is two.
I remember what was the keypad keys.
Like, zero is chunt, like three years away.
That makes a lot of sense.
That's how I remember it.
When you have me a pad, I'm like, what is it again?
What is, L1 and square?
It's a little bit arcane, don't you think?
Like, L1 and square, L1 and triangle,
they're like major things you have to do all the time.
I do like, yeah.
I like the way that the chanting is the double triggers on the...
Yeah, that's cool.
Yeah, that feels good.
That's a good feel.
It's like clasping your hands together to do the...
Yeah, it's a nice little effect.
I think it's fun when you chant on a room with a suppressor
and get zapped and fall out of place.
And he does this little petulet like that, like he...
It's great.
Another great Abe animation is when you press square when there's nothing there and he shrugs at you.
Yeah, I don't know.
He's shrugs at you.
It's a beautiful, really funny, really good video game, basically.
And all those silly voices and stuff, I mean, all the voice stuff is done by Lauren himself.
He does all of it, and it is wild.
It is.
Yeah.
It's a huge part of it.
In this game, that's Abe, the sligs and the glacons, right?
actually you know sound in general i think is something really important to this game
before we get to the next one is like obviously loren's voiceovers for these characters
it's super weird and interesting it doesn't sound like any other game out there that's awesome
but then they also make excellent use of music and just atmospheric sound in a way to sort
of really draw you into the world and i think that is something that's super critical to the
overall presentation here beyond the visual
absolutely it just it just it these are static images but somehow it just feels i don't know like
almost like you're in another world so it's very much so it's very absorbing that the way that
the ecosystem works as well the way that the enemies work the way everything it is the same rules
it's very absorbing like when you're approaching a slog and the the music is tense and
the slog is standing there barking at you yeah exactly you get too close it suddenly kicks into this
actually conclusive, like, music
because the music
is such an interesting thing in this game
because there's not a lot
of it. In fact,
you, I mean, you consciously think about odd world music
like, in my
brain, I'm like, oh, there's no
music in on world. It's like the thing I think
in my head, which is
obviously very much not true. There's a ton
of different cues, and they're very iconic
cues if you like, you can like
immediately recall, oh yeah, I know what that
sounds like. We even just talked about like the
the do-da-don when a death happens
but they're played very deliberately
like there's a lot of silence in this game
which is unusual especially at the time
yeah I think that's they really use that
to great effect throughout
yeah it was a very intentional decision I'm sure
yeah absolutely Exodus
leans more into having
music like tunes in the background
because I can now recall the Fico Depot music
the Slig Barracks music
it's very much like memorable.
It's like, do, do, do, do, do, do, do, do, do, do, do, do, do, do, like that.
Yeah.
So, so, should we have to be able to be.
about Exodus then?
I think so.
We've said a lot about Odyssey,
and we'll probably jump back like happens anyway.
But, yeah, Exodus.
I think the first thing to say, actually,
is that when they envisioned Oddworld,
they kind of had this, like, quintology.
The quintology, the odd world.
Whatever.
How presumptuous?
It's like, fuck.
He did it again.
Yeah.
So they basically wanted to have five games,
and each game would be, like, a unique theme.
And Munch's Odyssey was actually intended to be
the second game for the odd world.
old series.
I think it was even mentioned in the manual for
Abe's Odyssey. It was like at the end of this is the first game
and they told you the next one is Munch. The next one is
squeak. You know, it's ridiculous.
Squeak's icy. Munch is Exodus.
The brutal ballad of
fungus clot. Fingisclot.
Sligstorm and the hand of odd.
How many cancelled odd world games? Oh, there's so much
done. Hand of out is I think the one that actually
was the closest to actually existing.
I really hope that it, I hope
that a beta or alpha drops sometime. I guess
leaked or something.
So, yeah, that's fascinating.
But basically, I think Lauren and team thought the PlayStation was not well suited to making
the 3D game they envisioned with Munch.
Yeah.
And the publisher GT Interactive was very hot for a sequel.
Yeah.
And they pretty much commissioned this, I think, which is Odd World Apes Exodus as a
bonus game.
They were, uh, they were doomed by their own, um, like, reliability in that sense because, uh,
here's the thing.
games slip all the time and odd world didn't uh they got it got out on like it was just
released on time it had no big schedule problems they just delivered the thing and then because
they managed to do that they were the only one that didn't slip on the publisher slate
they had to put the sequel out too um which again as you said earlier it took them nine
months is in
like not delivering any game as a miracle
yeah I I can
I so we're about to get into this I
I don't like Exodus very much
right I don't think I've ever actually finished the game I've seen the ending
but I've never actually like managed to get through the whole thing
yeah I've got very mixed feelings about this game they tend
they basically are in the vein of I do like it but I think it's a huge mistake
like they made a lot of errors with this one personally
The biggest one is just the hyper complication of GameSpeak.
There's way too many, like, weird pangorons to the system.
And the addition of emotions to the Madocans amounts to essentially nothing.
It's just you can still get them to follow you, but you've got to individually say, like...
You have to slap them now?
Yeah, when they're...
You slap them when they're not drunk with happiness.
Yeah, it's the gas, that's right.
All it amounts to is it's not dynamic.
All it amounts to is just when you encounter the...
this, you have to do this.
So you're walking around a group of nine
meduccans individually holding L2 and circle
on each one to say, sorry.
Yeah, sorry.
It's just tedious.
It's almost like the game was made in nine months.
Exactly.
This is why I, while I don't like the game,
it's hard for me to be like,
there's the part of me that's like,
I can't, I can't fault how this came out.
I can't like, it's still an achievement
that they managed to put together this much new art,
this much
new level design
I think some of the level design is good
I think there's some stuff
that I like in there
I like that you can
possess the gluckins
in Exodus a lot
I think that that's a fun
well they made it
you can possess almost anything
you can possess the scrapes now
and the paramedes
you can even possess your own fart
which is the most absurd
brilliant
look when I played this game
for the first time
I was what 11
right
possessing your own fart
which you then fly around
and it makes fart noise
as well it flies around
and then it explodes
with a big fart
come on
that's the funniest thing
in the world
that's
yeah that's something
the mess up thing
is that in Abe Zed
and Exodus
the fart as stupid as it is
it actually has utility
beyond doing the
whistling puzzles
in the first game
which is that if you fart
on a duck
and they will walk
one square away
which sometimes
is genuine
I did not know this until you said that right now.
And that, it's really fascinating.
Yeah, you fart them, they're hilarious.
It's still funny to me.
They go like, woo, like that.
And then they walk one score away from you.
And sometimes that's incredibly useful.
Yeah, I can imagine so.
There's a ton of different places.
Can you guys think of any other game in history that has a fart mechanic that actually
impact their game design?
Oh, yeah, it has to be right.
Comic Zone.
Oh, Comic Zone has a fart mechanic.
It feels like we need
There needs to be a list of these games
If you, if you squat
Maybe it's more of a joke than a mechanic
But if you squat like a ton of times in a row
Sketch
Sketch just farts
Like, rips one right there
Incredible
I feel like there has to be another game though
Well, Bugoman is too easy, right?
Booker Man is too easy
Yeah
Lost Vikings
Two
One of the fat one, whose name I forget
Olaf
He farts, that's one of his
moves. Of course he does.
That's what this is now the retro
Fart episode. Yeah, probably the Shrek
games use Farts as mechanics.
Actually, surprisingly
enough, because I've played all of the Shrek games,
because I'm a big loser.
Those games are good, as far as I remember.
Some of them are pretty good, yeah. Yeah,
a Shrek episode in the future, folks,
is happening. We're getting
to it. And they're foundational in 3D graphics.
Oh, God, yeah,
the first Shrek game on the Xbox is absolutely
out of its mind, but we'll do that someday.
We'll do that someday. One of the first games ever
using a deferred render. The first game
to every use a referred. Yeah, the very first.
It's right. But
in many other ways that
Aebus like Shrek, it is a flawed
sequel.
I think I do like the game.
My major issue with it
is the fact that it sacrifices
that feeling of very, you know, the very
similitude, the atmosphere that you're in there.
It sacrifices that for much more
gamey stuff. Like
everywhere you go on almost every screen
and every screen it feels like
There's a massive sign that just tells you what to do.
An arrow is saying, go here.
This is a thing.
Get this.
Do this.
The whole game feels like a measured tutorial because of the fact that, okay, let's write this up.
Okay, the Slig Barracks, okay, boneworks, and finally the return to the brewery, right?
All of those, there are three floors of the brewery, and all those stages, all they are,
is a series of bespoke challenge rooms where you're in a hub.
You go in the door, you do a little puzzle or whatever, you come out, you do the next door.
That's like the whole back half of this game.
That's all you do.
There's no going, you don't travel.
It's like, I'm going somewhere.
You go on a train and you just go there and it's cool.
But it's not the same.
There's no feeling that you're making huge progress at any point because all you're doing is solving silly little puzzles and silly little video game rooms.
It's all very, it feels, it doesn't, it takes you out of it, I think.
And I love it.
It's a fun game.
I feel like the fact they put the quicksave in may have been a crue.
crutch in a sense.
So, yeah, I could tend to feel
that things like the quicksave and the
sign posting that is so common.
To me, this feels like a symptom of
a game that had to be turned around very
quickly after the original, based
on feedback they had from that original
game. So I'm sure they did, you know,
plenty of testing and all that. And they were like,
well, okay, people didn't like X, X,
and X or these things. And
we've got to fix that.
And so I'm sure they built this new game
then with that in mind that we're going to make this
better, we're going to make it more accessible and try to remove the frustrating bits,
but they ended up going too far.
I got to stress, once again, I do still like this game.
I do enjoy playing it.
I think there's a lot of stuff about it that is cool.
I like the fact that they have a visual cue for which screens have hidden secrets now,
with the saltstone brew bottles lying around.
If you see those bottles, you know there's a secret in that room,
and that's a very clever thing to do, I think.
I feel like
the fact that you can
possess things like scraps and paramedes
it's not, it's just half bait
it's usually just to do something
incredibly obvious with them
there's no real crafted puzzles
it's just like oh this is a bit
where you have to get past some paramount so you need
this scrap that's all there is to it
or there are fleets here you need a scrap
it's not very thoughtful
it's all very just like perfunctory
the gluckum bits
the gluckum bits are much better I think because you
are ordering a slig.
They have like actual design to them.
There's like the ridiculous bit where you have to like send multiple slings into mines over and over again to clear about.
Like that stuff's great.
When you brainwash in boneworks, I forget the name director flag or something, there's a whole sequence where you're ordering around a slig to operate ladders for you and then to shoot through a whole kennel full of slugs while you stand.
there screaming like because you don't have
kill them and it's one of the most metal things
it's great it's great okay the fucking
the gluckins and the humor in this game is
ridiculous and yeah they made it they made it i think a lot more
sitcomy in this uh there is
so in the the bad ending of this game um oh my god there's
so much so much stuff to touch on here there is a bit
where i don't know i forgot which gluckin it is but like in the
bad ending of this game there's they're like torturing abe right he's in like an electric uh chair or
like a gurney or whatever it is and uh they're like i think it's the slig says like boss you're pushing
it too far and he says in the most insane line read of all time it's like what the hey let's go
for the record pump it off exactly like it's like ridiculous i remember that yeah it's
complete lunacy.
The bad ending,
a bad ending of Abe's Odyssey
that used to kind of freak me out.
It was kind of upsetting.
When Abe is hanging there
and the other McGuacons is just like,
he didn't do anything.
And then he just does like the throat slit gesture
and just goes, let them.
And it's horrible.
It's really upsetting.
These games all universally feel like
they have like really
distressing bad endings.
Yeah.
There's later on.
Soulstorm has probably the darkest one of all, which, God.
Don't spoil it, don't spoil it.
I'm not going to spoil it, I'm not going to spoil it. It's wild.
I'm looking forward to experiencing it.
Yeah, like, I think in general, we haven't even, like, talked about the cutscene presentation of any of these games yet, which...
We have a little bit. We have a little bit, I think, because the cutscenes were, like, revolutionary at the time.
They very much were...
Especially in this one.
Yeah, yeah.
They decided to do everything in rhyme, which is, was a choice.
I'll say that that's how I feel about that.
They made the whole game speak in verse.
That possibly made it worse?
Does that work?
Yeah, exactly.
We should do a whole retronauts in rhyme.
I would love that.
No.
No.
No.
Yeah, I think that there's less rhyming in Exodus.
I can't remember if it's like all just completely verseless compared to Odyssey,
which is just a Dr. Seuss thing.
But the, like, there's a lot more cutsceneing in Exodus,
which I think weirdly feels, I think contributes to this disjointed fact,
or disjointed feel where there's so much more polished put into the bits
that made the first game feel seamless and atmospheric.
But I think that it's kind of papering over this thing you're talking about where it
it doesn't feel wholly conceived it feels like it's you're putting a bunch of different level
design elements into it's just it feels like a bit like and i hate saying this it's a very
cliche thing to say but it feels like they're just throwing a lot of shit at the wall and seeing
what sticks because like in the first game towards the end you gain the power to shoot this
concentric red ring that can blow up minds it's very empowering you only get it from a certain
place you only get it i think once or twice and in the abecatus
before long, you've got a yellow one that turns you, that cures sick people.
You've got a green one that turns you invisible temporarily.
Oh, my God, it's too much.
And it's like, okay, I get it.
Yeah, yeah, yeah.
There's a lot of, there's a lot of sequences where all you do is turn invisible and have to run past some fleets and pull levers before you become uninvisible.
And it's all very perfunctory and very easy, I think.
So that's, although I do like the fleets, they're kind of scary.
It does feel like it's more just like a chance to extend.
end the gameplay experience where they
could, which I can understand the appeal
of that, but the original feels more like a directed
experience, you know?
Everything feels very carefully
considered. He's like, well, we did this mechanic.
Let's just do a few more screens. It feels like
it was thought about for like a long time.
The original is a vision. It's a
presented a vision and then you've just got
a game. Like, that's what Abe's
Exodus is to me. It's just a game.
They turn it into a game. It's a good game.
It's a good game, but it's just a game. It does
not. The things they added
feel like they were added
I don't know it's like when you play an
FPS expansion like for Quake and the
new enemy is just
oh it's a night but it's red and it's a bit faster
that's not new content like a flying slig is not that
interesting a slig with no pants while funny
is not that interesting
it's not till like Munch when you got like
the mega sligs the terrifying
massive Hensh ones that's a cool
addition I think
I don't know it's a very flawed but then Munch was the thing
that they wanted to do
and Exodus was just like
a hang around
which kind of goes against
you know the themes of the first game anyway
with capitalists
it's like we gotta we gotta make this in a year
I mean it's only because
it's only because of Law and Lalling
that we have the term money hat right
that came from a penny arcade with him
that was regarding Munch
when it was yeah when Microsoft
air quotes money hatted it
exactly yeah
which is weird thing to think about
well that game
you know yeah well hand of odd and munches odys were slated the ps2 presumably
yeah that's right and then i think it was quite a big thing almost like a not like the level of
microsoft buying rare but it was not far off yeah he could not he could not get munches odyssey
funded uh as far as like i i know like in terms of if you try okay for anyone who hasn't pitched
a video game before it is one of the most insane
things to try to do
and I can understand if you're going
even from having like the
like Abe's Odyssey sold
millions and millions of copies it's like
I think
it's hot 25
like best selling PlayStation
yeah it's flat of them as well wasn't it
over three million copies
it sold more than Resident Evil 3
like it's a wildly
successful game and he still
because of how weird
munch is he could not get that thing
like a publishing deal
and Microsoft coming along and being like
we'll just do this and it'll be exclusive I think
was more, it's a combination
I think, yeah, the thing you're talking about
the money-hatted, I think is the phrase.
Yeah, that's the Penny Arcade phrase.
A NeoGath back in the day.
I used to say that a lot.
But it's also just like, I mean,
it's kind of a Hail Mary pass.
He's getting that and he's able
to actually make the game he wants to make
on the Xbox.
But yeah, like I think
that's kind of
informed by his experience with Exodus
where just this nightmare production
and I do not think
I don't think he's satisfied with Exodus
I don't think he looks at this game fondly
No
Well I had to say it and Soulstorm is kind of a do-over of it
Soulstorm is a full
Like it's not it's not a remake of Apes Exodus
No no, it's not new and tasty
It's not
But I mean Solstorm wasn't that actually the original name
Of the first odd world?
It was
It was called soul-space
storm, I think. Yeah, that's
right. Yeah. So
Odd World Soul Storm is like almost
a mission statement to be like, this is what
I'm getting back to like trying to do the
thing I wanted to do in the first place.
Exactly. You know, even though when I
tried it, I didn't like Soulstorm and as I understand
it's now being patched up and is much, much better.
But I want
Lorne Lenning to be able to do
what he wants. You know what I mean? I want Odd World to
exist in the world. I want Soulstorm
to sell well enough to get the next
game in the series. Imagine a world.
Imagine a world where the quintology is actually done.
Imagine a world.
I would lose it if we get all five games.
It would be crazy.
Even if they're all terrible, like, I just really want it to happen.
Honestly, I think both possible paths where it's successful are good.
It could be that there's a full quintology, or you could get him getting distracted
and making Strangers Rath too.
And that's still a good world to live in, I think.
It's weird because these games are clearly influential.
I was talking about this to someone the other day
these games are very influential games
for a lot of people I think
but they're also really siloed off
you don't talk about odd world
unless you're talking about odd world
like it's a weird thing
they're their own thing aren't they
you can't compare them to much other than older games
like Prince of Persia there's nothing else like them
now
it's a shame even even indies don't touch
on it that much I played a game called
the Eternal Castle or something
remastered which is not actually a
remaster.
Eternal Castle is
fantastic.
Yeah.
And that reminded me
a little bit of
Aves Odyssey
because that was very
other world.
I would say
that the closest
thing we have to
it in modern
terms is
stuff like limbo
or inside.
Inside, I think
specifically.
Like,
yeah.
Replaying Aves Odyssey
like for this,
the big thing
that it made me
realize is like,
oh,
inside isn't like
as much an
Eric Chahy game
as it is an odd world
game.
Like,
It really is a streamlined version of this, down to the fact that you're, like, controlling, like, little other guys for a lot of the puzzles.
There's, like, a lot of different things where you're kind of, like, trying to escort people around or do...
There's a lot of different stuff like that in Inside.
Insight's great, and I think it...
I never finished it. I should finish it.
It's good. It's good.
Yeah.
So I guess the big thing here, though,
is we've talked about these PlayStation games,
so what about Odd World Adventures for the GameLoy?
Oh, God, I forgot that existed.
I got that as well.
And two, they made a sequel.
Yeah, sequel was all right.
Isn't it supposedly, like, trying to be a port?
I do not know much about that game at all.
It's kind of like, I would describe it as a demake, perhaps, where it's like, you know.
It has elements of odd world, but it doesn't, you know, you can tell it's not the same game, but it's neat.
Yeah, it's still screen by screen.
It's not horrible.
This is the Donkey Kong land of, yes, it is, yeah.
Yep, yep.
I think that the first one, the second one was one of those hybrid cable and game,
color games i think yeah the second one was color for sure the first one was just straight up a game boy
i am looking at this is so weird it's really weird it's really weird looking at uh at a game like this
with just full pixel graphics is extremely strange uh i i gotta say yeah um oh wow what's funny about
the the game boy one though is that with fewer buttons they couldn't do as much with game
speak so the only actions you have is like you can do the chanting you can whistle i think and
and then there's the there's the fart you know i think you've got to press select
to do it as well.
So they kept the fart.
Yeah, of course they did.
The fart is the main thing people want from the game.
They kept the fart.
They keep the, like, at least a facsimile of the,
the, like, marquee, like, screen tutorial thing.
They try to do that.
That is probably one of my favorite elements of...
When I first played Odyssey,
that was the thing that felt the most distinctive to me,
was that choice of, like,
everything is tutorialized to use through the,
like giant marquies that are everywhere in the factory.
And it feels like such a good hybrid of,
it is a good introduction to like what it's like being in this factory
or there's messages thrown at you just incessantly over and over again.
And it kind of is a little snarky.
It like tells you there's certain elements of a little bit of the bossiness
that the tutorial has.
towards the player.
It feels like a little bit of a fourth wall break.
I mean, the loading screen says sit down and shut up.
Oh my God, yes, you're right.
Yeah, that's right.
There's a little bit of fourth walliness.
Like, the second game has Abe, Abe kills one of the Madocans, basically.
And then he literally turns to the camera and says,
I guess, help me rescue the rest of them.
like it's
I'm a terrible person
so whenever the blind
muckins walk into a wall I laugh
there's the first time you meet one of them
the first time you meet one
it's right in front of a bird portal
and you chan and it's scripted
he runs past the bird portal into the wall
then he gets up
runs back and doubles back and jumps into it
and it's genuinely funny
and I feel bad laughing at it's a three stooges joke
it's a three stooges yeah
yeah there's a lot of
I mean there are bits in an exodus
where you can slap sligs and use that
to just make a quick escape because they'll be down
for like a half second
and it's genuinely
got some, it's genuinely quite useful
in times. That's just
something about the series. It's just
so unique is that weird fusion
of slapstick humor like that
with this really unsettling
atmosphere. And I'm not, I don't
it's, it's hard to imagine how
they pulled it off so well. I think with Exodus
and another problem I have with Exodus in a way
is as we've discussed, it's
sort of a maximalist thing and it's too big for abe in the first game abe escaping rupture farms
going on a spiritual journey away from rupture farms then coming back finding out sneaking around
or finding out about the boiler going in and destroying it i believe he could do that i don't
believe he could systematically go to the barracks the boneworks and all these places and take all
of them down and get past everything it's too big do i mean i think in terms of how the game is presented
Yeah, I don't think it is...
Because he's a destructive force that makes you feel more powerful than the enemies,
and you're not supposed to be more powerful than the enemies.
Right, it doesn't really do the work of making Abe feel reluctant anymore.
It doesn't really do the work of trying to at least make you feel like Abe is coming at this from a low status thing.
He just becomes this larger-than-life figure without any sort of actual...
It's more of...
He becomes Bugs Bunny in the second.
game yeah um kind of and and uh i don't it doesn't it doesn't work as well uh i all the gluckins
talk like powered by the cheat characters like all these things just feel a little a little bit
off exactly yeah all of them it just feels a little bit like uh the ingredient mixes off you know
Can I praise one thing in Exodus that I really like?
Because there's a bit where you interact with a monitor and a slig tells you like,
Welcome to Boneworks.
If we have any questions, please pull the lever to your right.
And you pull it and a big rock falls on you.
That's very funny.
That's funny.
That's a great joke.
But otherwise, it's a bit too Bart Simpson.
You know, it's just kind of like banter and laughs and it's weird.
It's not ape.
Simpson?
Oh, I think that clicks from me.
me a lot of a lot of this it feels very much like the first game feels like it's trying
to be star wars and i think that that's very consciously trying to be like a star wars thing
um the second game feels like the simpsons you're right and it it's like they want to make
an animated series of abe or something or anima maniacs weird buddies yeah well let's not let's not
say things we can't take back uh uh you're i know your feelings on animaicx
I have a whole podcast dedicated to hating Animaniacs.
I mean, if Abe started talking about Gregory Peck, maybe we'd have a...
That's the thing, though.
The reason I say animaics, I think that while it doesn't get into, like, the pop culture thing,
it, like, leans on that a little bit.
It's very caricaturistic in Exodus.
It gets very...
Like, the games are always social commentary, but it feels like the quote-unquote capital S, capital C
social commentary
like TV shows of the time
where it's like a sitcom
that's just like hey you heard about this
well you've even got the news
the McGar on the March thing
where you just watch news reports
that are like parody comedy news reports
exactly yeah
it's weird into this
but again
I don't hate it I think they're two very fun games
and I think we've possible
we might be coming to the end of the road
on this one maybe
unless there's more to say about that?
I mean, there's not that much more to say to it
because it really is just sort of expanding
on that original game,
but in not so great ways.
But I will say one compliment
I do want to lend it is the graphics.
Oh, yeah.
I actually think the actual CG rendering
that they did here is better.
It's stunning in place.
It is.
They have improved that, yeah.
It's really, really good.
Like, some of the CG sequences,
like the thing about CGI,
especially like those full movie sequences,
is you go back to actually this era of PlayStation games
and most games outside of maybe the most expensive
square or Namco productions,
the CGI is really bad.
This looks way better than the FMVs and FF7.
It does. It's so good.
It's so good.
Like it's really, really, really just beautiful
and it's artfully made and well animated.
It holds up.
The diversity of the locations is great as well.
They're all very different looking, I think.
even you'd think that like boneworks in the barracks and the brewery would look
fairly similar but they genuinely don't they did a great job with it um the final
area even across its three or four different challenge roomups it does change up the color
scheme to change it the way it looks uh you know what it i've just realized what it kind
reminds me of is oh no more lemmings it's exactly the same mechanics with superior
graphics and levels that are
off the chain hard. There are
secrets in this game in Exodus that require
perfect
completion. And to me
that's like, well that's why the quicksaber's
there because they knew this was BS.
If this is Oh no more
Lemmings, does that make Munch's Odyssey
Lemmings 3D? I'm afraid it does.
I mean by definition.
Uh-oh. Uh-oh.
You could have been the tribes. It could have been good,
but no, it's Lemmese 3D.
There's, I think, the thing that always impress
me the most about this game
like is the
the blending between
these cutscenes and
cutting the gameplay
is the most seamless of any PlayStation
one game that tries that trick
going from the train
to being out
and like now you're on the platform
it is perfect
there's no other game that manages to get that
the whole the thing where you go in like
a door or a well and the game like does this
ridiculous 3D pan over to the next area is
very impressive. That's so good, yeah.
They do it a little bit in Odyssey, but it's so
much better in Exodus and the trick is perfect.
They do it a lot more here, and it really
gives the environment this sort of like
three-dimensionality that it
kind of technically doesn't have.
But also, like, we didn't mention this, but a lot of the
backgrounds have stuff happening on different
layers, which also contributes
a lot to the level design and sort of the
feeling of being in a larger place. Yeah.
Like you'll have like scaffolding and stuff
way in the distance, and there's actually
active enemies back there, patrolling, and
you know yeah just that sort of
they didn't mention it but they can shoot you
in the foreground so you've got to hide behind you
yeah yeah I guess isn't there a part with like
there's like in like the army
barracks like area where there's like
cutouts of muddakins that are riddled with
bullet holes so good you can hide behind
those and they're shooting at you from the background
oh my god there's a bit in the barracks
where you have to roll through
and jump through just like
cover to cover like gears or something
yes exactly and it's literally
again it's quick save material because it is
insanely difficult. Like, you will die if you don't time it perfectly.
Like, there's bits where you've got to jump and hang, because the cover is on the bit where
you're hanging. It's ludicrous, but it's so well designed. There's a lot of that in these
games, though, where you have to very quickly do an action, run, roll, jump, do something while
something else tries to kill you, and there's, like, very little leeway. There's nothing
difficult as that one screen in Odyssey and Exodus. That's true. I think that in general,
the like odyssey's level design is better when it's doing
yeah yeah i agree i agree yeah like you all the the scrabania and paramoya uh stuff is like
all of those feel very well designed and intentional and the stuff in exodus does feel a little
bit thrown together uh comparatively like even even the stuff that's like fun to do it just feels like
oh here's like some game elements on the screen uh whereas there's these very clear okay i have to go here
and I have to think about the space in Paramoia levels,
like those areas.
You have to go, yeah.
Because of the fact that the Strabs and the Paramites have such different behavior,
like paramites aren't necessarily aggressive.
They're only aggressive if they're either cornered or there's more than one of them.
And you've got to use that to your effect because it means that when you're in Paramonia,
you have that sense of like, this could turn at any second this could turn.
They could come down on their little webs and come at you.
Or you could just be okay with it.
You could be okay.
You could be an area where you're just whistling and just solving a puzzle.
You're moving Elam around.
It's a little bit chill.
But then when you go to Scrabania, every screen, you're just like,
God, I hope there's no scraps.
They're so terrifying.
And you know they're out there and it just makes it all of them all.
You're in their home, man.
You're in their term, baby.
They're huge.
And then they like, yeah, they do the buck like rhinos.
They do that insane thing where they, when they fight each other, they like do.
Yeah, they go into a death to a movie.
bay blade each other.
Yeah. Oh, man.
And then they make that perfunctory
and Exodus by making it into a power-up thing
you can use, where you roar and then you do a
big spin, and it's like Crash Bandicoot
or something.
Ludicrous.
At least with the paramount you get to
actually communicate with other paramounties using
clicks and your horrible mandibles.
Oh, man. I do like Abe's Exodus. I just got a lot of bad things to
say about it. That's all. I think
I think this is the thing.
Like if you're coming out of like talking about both games,
especially with like these like almost you're going on 30 years of hindsight,
it's like full to 25 years now, 25 years for Aves Odyssey now.
So yeah, like you're the all of that hindsight behind like it's hard not to see Exodus
as a much lesser thing, I think, in that context.
But especially with the context of the time, when it was just fresh, you look at this game in 1998, like a year after the first game comes out, it probably doesn't feel nearly as down a thing.
It's just disappointing because there's only two of these.
Yeah.
Yeah.
So there shouldn't have been either.
That's the thing.
brings us to something of a close.
Would you agree?
Yeah, I think so.
With Abes Odyssey and Aves Exodus,
the two major PlayStation games,
as we all know, this is not the end
of the Odd World story. We've talked
a little bit about what's coming.
I think we can do it in one more
episode, but there's a lot to cover,
you know, so we'll see how it goes.
But, you know, keep an eye on us,
and there's a chance there will almost
certainly be a part two in the future.
about Oddworld, covering the buy-out, the Xbox games, and maybe the state that it's in now.
Yeah.
Exactly.
But before we head off, let's cover this in a bit more detail.
John, where can our fine and wonderful and generous listeners find you on the internet?
You can find me at Dark OneX on Twitter or find my work over on Eurogamer.com slash digital foundry and YouTube.com slash digital foundry.
And, RJ, where can we find you online?
I'm on Twitter, I'm at Spellbang
And you can check out
All my stuff on Bancamp
Spell my name of the bang.banktamp.com
And check out unbeatable
Unbeatablegame.com
White label is free to download on Steam
So yeah, go check out what I'm working on.
Extremely cool action rhythm game that was kickstarted
I want to say a year and a half ago, two years maybe
Just about, yeah.
July.
at 21 so yeah
very cool game
got a lot of style and I recommend it and I backed
it so there's my
seal of quality you can put that on the box
thank you I will
I'm gonna just like I'll be here
put it in very small font
with a yeah
so you look up for that and as for me
you know me you can find me at
stupacabra and if you want to support
retronauts on our Patreon
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They are.
I petitioned Jeremy Parish,
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I made that whole thing up for a joke.
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I've played the jungle. I've played those jungle book
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They're not horrible. I like
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You can buy it right now in the Disney
and Deladden and
Blankin collection. It's a
it in there as DLC, the absolute legends.
I love the digital clips, man.
Maybe one day they'll touch Oddworld, who knows.
But that was the episode, that was Oddworld.
Thanks very much for listening.
Hope this all comes together.
And a huge apology to the editor
who's going to have to make a sort this mess out.
Thanks very much.
Oh, yeah.
And take care, and we'll see you later.
I'm going to be able to be.