Oddworld: Soulstorm - Trailer

Loving the game so far. Going to dive in today, currently on the third level but feels like a great Abe game. Can't wait to get the CE when it's finally released.
 
I take back everything I said about the platforming sections being too simple. The end of level 6 was really challenging. I've now finished the train level and using the monkey bars to reach some of the secret areas was even tougher.

And yeah, using the monkey bars still needs to be improved. Sometimes it connects, sometimes it doesn't even if the jump trajectory looks the same in both attempts.
the problem with long monkey bars is that instead of quickly double jump in the higher spot... or doublejump in the middle of the two bars... you have to doublejump when you are 2/3 of the way. Once you get that... long monkey bars are easy... also the devs know an nornally are quick saves nearby
 
the problem with long monkey bars is that instead of quickly double jump in the higher spot... or doublejump in the middle of the two bars... you have to doublejump when you are 2/3 of the way. Once you get that... long monkey bars are easy... also the devs know an nornally are quick saves nearby
I know that, I still missed several grabs despite delaying the second jump and getting next to the second monkey bar. I don't think this is only related to skill, seems random if the game counts the action or not.
 
That makes more sense than in Exoddus... since both are mostly extinct... and you found the last of them in their nests in the first one... and is the reason mudokkons are the next meal.
Yeah saves the devs a bunch of work too... /s

Those creatures are a huge part of oddworld.
 
Levels are way too long....also controls randomly not working at the worst possible time = extreme frustration.

Not my cup of tea, i dont have the patience to be fighting against the game but im sure others wont mind the numerous repeating of areas due to deaths that arent their fault
 
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Damn the framerate can still tank in this game, the beginning of the Feeco Depot level is very rough. It is understable considering the camera is very close early in the mission and you see other areas in the background, but it still shouldn't happen.
 
I've finally finished the game. The final levels (for the good ending) were pretty underwhelming. I've managed to get 100% secrets and save all Mudokons in the brewery and the last level without spending too much time on detailed exploration and retries. Also the final boss was lame - a combination of easy moves and unskippable cutscenes and the actual fight which took me probably 15 seconds. Some of the earlier levels in the game were definitely tougher and not just because I didn't have all the gadgets at my disposal.

The game is a solid 7/10 imo. The world is great and I've enjoyed a lot of the gameplay, but definitely has some weak spots and it can still be buggy (I've managed to fall through the wall on one ocassion).
 
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I love the game so far but there are some brutal levels in there. I thought the Sanctum was hell, though I 100% it. And the level before it, Necrum? with the cylinders and poles was hell too. The base where you need to defend 400 went on for far too long.

I think some of the level design is brilliant, but its the controls and AI not always working that makes it more infuriating than it should. Dying is not always because of a lack of skill but the game not working as intended. There was this pole far in Necrum, you can't reach with a single jump for some reason while all others can and the distance seems to be identical. Double jump those things is extremely loose unless I do it wrong. Checkpoints are generous, though looting everything again first is annoying. I wish that would persist. I tend to jump over flags to loot, and then hit the checkpoint. Or I return to a previous one if its within reach, and reactivate the latest.

Another issue I had is that I apparently played a level via level select (the current level, even if you didn't finish, is on there). It doesn't move the story forward so I had to beat it in story mode again. Though you can ignore everything if you had posted a perfect score already.

But all in all this might be my second fave game in the franchise since I never played the old ones this much. I usually gave up at some point or went back really late. Munch aside which I felt was the most fair game in the series so far. Soulstorm has a shit ton of checkpoints and I like I can sometimes use items if i'm stuck (you can completely eliminate enemies with the right stuff). I think Munch is my fave.
 
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Sanctum had the nastiest spike traps, it's like they had an in-studio competition where to place them to piss off the player the most. It's definitely not a coincidence that there's a separate trophy for finishing this level without any deaths - perfect recipe for getting a mental breakdown. ;)
For me level 6 was probably the toughest in the game with how long it was and how much time and effort had to be put into rescuing all Mudokons. Plus the final bit was just filled with a gazillion of traps.
 
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I gave up on this at level 7 (I think). It's a shame because I really liked New & Tasty but this just feels unbalanced and with way too much trial and error, which the original also had but this seems worse somehow. I might come back to it after it gets some more patches but as things stand it's a bit of a disappointment for me.
 
I thought the Slig Mama was awful. And the only way I beat it was brute force within seconds. Ran through the middle platform, chucked some bottles and got the fuck out. I expected some gimmick but couldn't find it.
 
Feeco Depot was awesome. Secret areas are connected to other secret areas. And you can see them in the background. If you find all secret areas and grab the stuff there you can make literally everything. I kinda like the crafting. It opens up more possibilities and can make some tedious parts easier. I think its fun, when a slig is in the corner, to throw a molotov at a generator, and then expand the fire with Brew. This means that every slig that spawns gets insta roasted. Or, flick a molotov at a dog kennel. Its hilarious. You can also flamethrower enemies, or you can throw sticky bombs or tape balls. Or just old school knock them out with rocks and get past. There is a trophy attached to a low body count, you can play it old school save for some things where the game requires you to use certain items. But it just makes things easier if you want to, like throwing a smoke bomb at a sniper dot. Those guys with IR lasers, you can stand inside smoke and let them pass. But most of the time you can also enter a locker. I think I can do much better in the earlier levels now that I understand all mechanics. But the early levels are less fun I think, perhaps its because you have to rely on stealth and waiting more.

I also liked how you have to possess Sligs in succession to make it to a lever in the next level. Thats pretty brilliant stuff.
 
I gave up on this at level 7 (I think). It's a shame because I really liked New & Tasty but this just feels unbalanced and with way too much trial and error, which the original also had but this seems worse somehow. I might come back to it after it gets some more patches but as things stand it's a bit of a disappointment for me.

Yeah he difficulty is really punishing sometimes especially with the clunky controls, but managed to finish the game. The very last part though is extremely hard with one-hit-kill! Good lucking passing that.
 
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So I'm still not sure how level select works in this game. I know you have to finish the whole level for it to update Quarma, but what about the challenges? I start with 0% completion. Do I have to do all of them again? Or does the game count only the ones I've improved on?
 
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So I'm still not sure how level select works in this game. I know you have to finish the whole level for it to update Quarma, but what about the challenges? I start with 0% completion. Do I have to do all of them again? Or does the game count only the ones I've improved on?

According to your Quarma in the levels, things will happen. Won't say more.

You should save as much as possible to have good Quarma in each level, some are hidden in places. This game is pretty old school in that regard.
 


Didn't want to make a new thread but this is one of the best game interviews I've watched. Didn't intend on taking in the whole 3 hours but did anyway. What a cool, passionate guy.
 
According to your Quarma in the levels, things will happen. Won't say more.

You should save as much as possible to have good Quarma in each level, some are hidden in places. This game is pretty old school in that regard.
I already know about the endings, I'm talking about the badges / challenges and why the game is resetting them in the pause menu when I'm repeating the level. Why can't I just be allowed to clean-up and deal with the stuff that I missed like some of the collectibles?
 
I already know about the endings, I'm talking about the badges / challenges and why the game is resetting them in the pause menu when I'm repeating the level. Why can't I just be allowed to clean-up and deal with the stuff that I missed like some of the collectibles?

I think it's the old school matter, you start from the very beginning and collect them all in the same run.
 
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