We are playing some Oddworld: SoulStorm this week, where we make our way through the ruins and Funicular to Sorrow Valley!
Similar to its predecessor, the game is a 2.5D side-scrolling platform game. Protagonist Abe returns in the game and his goal is to save his fellow mudokons from slave labor. The game features substantially revised gameplay mechanics incorporating gameplay elements from both Oddworld: Abe’s Exoddus and Oddworld: Munch’s Oddysee.
One new mechanic is a new looting and crafting system in which Abe can find various items within interactive objects or pickpocket them from enemies and craft and customize different weapons. The Quarma system has also been reworked so that it not only counts the number of rescued Mudokons against casualties per level, but also the number of enemies killed, the latter therefore encouraging to player to either kill or spare enemies. Abe can toggle between “aggro” and “passive”, which changes the state of any Mudokons following him, similar to Munch’s Oddysee. The possession ability has been reworked to function similarly to its Munch’s Oddysee incarnation, albiet it uses up “chi” the further the possession orb goes from Abe and can now either cause enemies to explode or temporarily knock them out when depossessed. Mudokons now mimic every move Abe makes when they follow him, including jumping and hoisting, with running and sneaking also adjusting their voice volume accordingly. While the game is mostly linear, the levels are often quite large and contain many secret areas, rewarding the player for thoroughly exploring them. Each level features a badge system for completing specific tasks, such as looting as many interactive items, finding as many secret areas, or apprehending as many enemies as possible.
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