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Recommended
0.0 hrs last two weeks / 18.4 hrs on record (8.7 hrs at review time)
Posted: 28 Feb, 2015 @ 11:23pm

Not bad, but not a game I would recommend over the original.

This is certainly a new interpretation of Oddworld, I'll tell you that. Where the original focused on a sense of realism and grit, this has a more fantastical bent. It looks less like the iconic world we used to know and more fantasy. Some parts of the game benefit from the visual style, but for the rest, it hampers the atmopshere. It never makes me groan out loud, but it never impressed me. Abe had a distinct sort of feel that the graphics were a key part of, and they were packed with grit and more than a few punches.

This has none of that.

The game feels directionless more often than it should due to that issue, like the original elements and the newer ones are at war, and neither one seems to give any ground. Whereas in the original, it feels like you're navigating a facility, my reaction to the shifting of goals, "Instead of rescuing Mudokens, you're just going to swing on over here for a bit and platform it up," was that I was pulled out of the environment I was in to go to another one.

If this seems minor to you, it shouldn't. Oddworld became a cult classic due to the atmosphere the game presented, and that atmosphere is not preserved here. A lack of overall consistency contributes to an experience that feels like its lacking an overall flow, like it doesn't quite fit together properly. It seemed like the team here tried to reinvent the original without understanding what made it so special or without injecting any of their own creativity to it to make up for what they messed up.

Perhaps this is a natural problem when it comes to newer games. The original Oddworld wasn't a graphical powerhouse and used single screens with careful attention to detail in each one. In a fancy modern game, I don't know how much of that can be replicated. It would be nice if they used the newer tools to their advantage to make improvements instead of making the game worse by not wanting to. Graphics is only one part of it. I love the camera. It could really add to the atmosphere of the game. Why, then, aren't the puzzles designed to fit it rather than the fixed camera that we used to have? Controls are more fluid than ever, but jumping is a pain in the ass. I feel lost in puzzle rooms until I explore them, and oftentimes I die because I wake something up that I couldn't possibly know about. There's no context to the game, and it needs it.

I never died in Oddworld once due to a reason outside of my own inadequacy, but here, it's a regular problem, and it gets old fast.

Oddworld has never looked this good, but it's never been presented this poorly. New n Tasty is not bad, but every time I play it, all I think of is how the original did almost everything better. Its one trick is compelling, but that's all that it has over the original. Granted, it's a sizable benefit, but is it worth making the gameplay worse? I don't think so.

If you've played the original and loved it like I have, the fresh coat of pain provides a welcome reason to revist it, and despite all of the things I've dinged it for, nothing becomes a dealbreaker if you're an old-timer. If you're a fresh face, I'd recomend you play the original first and then give this a shot if you're still interested.
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