soulstorm

A Personal Take on Soulstorm’s Alternate Reality Game

The Magog on the March! News to cure your ARG blues!

Today our special guest, Sliglet, s’got a few words to say about this Alternate—whats-a-yer-call-it—Reality Game? The one being churned out by those chumps at Oddworld Inhabitants. Y’all know the one I mean.

Remember, neither Magog on the March or Rumor Kontrol endorse or really care too much one way or the other about Sliglet’s informed viewpoint. If you don’t like it, GET OVER IT!

Sliglet?

— N.C. Slig


DISCLAIMER: While this critique is built on facts, it portrays my own subjective opinion.

When I first heard about Soulstorm and joined the related communities, the ARG’s first phase had already started, so I only joined later, if I remember correctly, at the Message box[1] puzzle or maybe a bit later. For a long time, namely until the third phase, I had no big problems with the ARG, sure it was a bit slow sometimes, but one can bear with that. It was compensated by being dark, mysterious, vague, but not too vague and its puzzles were challenging but fair. And let’s be honest, an ARG, done by OWI? It was very exciting to see what kind of dark secrets will surface while we play this game.

I have to commend OWI for starting this project because a proper ARG takes tons of preparation and extra work from the developers and yet they decided to do it. However, sadly, there is hardly anything I can praise except these efforts.

 

spirit1
In an attempt to fill the gap between New ‘n’ Tasty and the upcoming Soulstorm, Oddworld Inhabitants has been tinkering with an ARG, which depicts the struggle of a renegade terrorist organisation fighting back against the evil Magog Cartel.

 

In my opinion, the ARG took a huge nosedive starting with its third phase and I’d like to explain the details of why I’m saying this:

– Ed, and nearly every other of OWI’s in-universe characters, are all very one-dimensional. Most of them are based on one “emotion” or goal only, which leads to them to become very repetitive and boring. There is no “character development”, as such. Ed was a cowardly whistleblower at the very beginning and he still is. If one compares his first few tweets[2] and his newest ones, there is hardly any difference between them. I can forgive that he doesn’t have much personality because that’s the point of his character, a nobody who does a lot. But there is nothing that connects us to Ed, that makes us care for him. He has episodes of anxiety and depression, but that’s about it. Another character, the revolutionary group Spirit of 1029 has stated many times how they are against propaganda, yet their tweets[3] are almost solely composed of these kinds of messages. “We will rise”, “A storm is brewing”, “Join us”, just to name a few. The only exception to this is ironically the Magog Cartel Twitter[4]. Their tweets are full of snarky and dark humor, reminiscent of the tone of the original two Oddworld games. If the aforementioned two characters were this well-executed, then while the ARG still wouldn’t be perfect, it would be much more fun to play.

– The newer puzzle rewards are abysmal compared to the work one has to do to solve them. Many of these contain vague, filler sentences that just frustrate the solver rather than provide enjoyment. As an example, it has been established early that the new SoulStorm Brew is not only flammable, but after ingestion the consumer develops a very strong addiction to it. Two days without the brew causes the addict to suffer lethal cardiac arrest. This information has been hinted at since March of 2017 and it has been confirmed in September. Yet puzzles following this revelation still tried to sell us this as new and shocking information[5]. But this is not even the most irritating example. Throughout the whole ARG we have seen the “We will rise” and “A storm is brewing” messages so many times, that the community became desensitized to them. They were no longer hype-inducing, instead they just made people sigh and immediately disregard them.

– OWI seemingly haphazardly/randomly/arbitrarily changes the ARG before our very eyes. I would have no problems with them modifying things up in the background, those puzzles and information which we haven’t discovered yet, but if something has already been revealed, then it should be left untouched or at the very least the change should be explained in-universe. A very prominent example is the second phase of the ARG. Over the course of months, we were supposed to uncover five pictures[6], which – as we later found out – were part of the game’s teaser trailer. However, one day the placeholder for the fifth picture just disappeared without any reason. To the community’s inquiries, OWI replied with “the initial phase of the ARG ended when [they] wanted to”[7]. Not only is this dishonest practice, it shows that the company was not prepared properly for this occasion.

– There have been multiple long pauses in the ARG. These were the following:

* July – December 2016 (with some minor activity in September)
* May – August 2017
* September 2017 – May 2018

 

gin6gii
The Soulstorm ARG started very strong and had a lot of support from the community. The exhaustive length of the experience, however, has created a lulling effect, and many players have since abandoned the hunt for more clues.

 

While it is indisputable that an ARG has to pause at times so development and real-life events can catch up, but in this case, neither of these pauses were communicated properly to the community. The characters just stopped posting as if they had dropped dead in their places. The lack of communication caused confusion multiple times, especially at the time of the third and longest pause. This could have been mitigated by simply having an in-universe event that causes the characters to go into hiding. For example, before the almost ten-month pause, Magog could have announced that it found the current hiding place of the Spirit of 1029, who could have released a frantic tweet explaining that they had to escape and erect a new base of operations, which will probably take a very long time. To add insult to injury, OWI had multiple times purposefully dodged questions related to the ARG’s status and one time even openly mocked a concerned ARG solver[8]. While this was done from the MagogCartel Twitter account, it still feels unnecessarily rude and unprofessional.

However, the problem that I think drove the last nail into the ARG’s coffin is the lack of direction. There is no official source from where one could comfortably start their solving career. It took the valiant efforts of multiple members of the community to make summaries, trying to give a helping hand to anyone who would like to participate. And, of course, total documentation isn’t and shouldn’t be expected to be provided, but a pointer, a nudge in the right direction or a quick recap would help the community greatly. At the time this article is written, we received “the ARG is still going on and there are older clues left unsolved” as a status report from OWI. This simply doesn’t work. The first part of the sentence is almost useless without any kind of extra information and the second part falls apart because of the previous problem. Even if people took the time to solve them, they would probably get some vague message about the oncoming revolution which equals to a laugh in their faces. This kind of vagueness is especially appalling, because in the older phases of the ARG OWI did create a recap[9]. It wasn’t perfect per se, but it was magnitudes better than the one-liner answers we get in the Official Discord.

 

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Will Ed and the Spirit of 1029 achieve victory over the malicious Magog Cartel? Unless the most dedicated ARG players can find something to help motivate them forward, it looks unlikely!

 

All in all, the ARG had a lot of potential, but most of it went to waste because of completely avoidable problems. The continuous mismanagement and miscommunication made the majority of the ARG solving communities pull out their forces and because of this, only the most loyal fans remained. However, this is not the point of an ARG. An ARG should bring new people into the series, incite hype, and provide new information to the fans. In its current state, it provides neither of these. It is not exciting enough to pull in new people, it provides disappointingly few details to the loyal solvers and it lacks the distinct “Oddworld-feel”. If we would remove Brew and the Oddworldian creatures from this ARG, the remaining skeleton could fit almost any dark themed game.


References

[1] http://oddworldlibrary.net/wiki/Soulstorm_ARG_Summary#20160323
[2] https://twitter.com/edmudokon
[3] https://twitter.com/SPIRITOF1029
[4] https://twitter.com/MagogCartel
[5] http://oddworldlibrary.net/wiki/Soulstorm_ARG_Summary#20180530 - "This thing is lethal"
[6] http://web.archive.org/web/20170222211607/http://www.oddworld.com/soulstorm/
[7] https://imgur.com/fJbaXPc
[8] https://twitter.com/MagogCartel/status/968903190010847237
[9] https://us3.campaign-archive.com/?u=2b6dca21053bc375cbdad7077&id=b08e7b2d60&e=6a2b5665ee
soulstorm

SOULSTORM: What Exoddus was Supposed to be?

Since the initial announcement of Soulstorm, there has been a whit of confusion surrounding the exact nature of the upcoming Oddworld instalment. For over a year, fans have been scratching their heads and trying to dissect the scant information being leaked by Oddworld Inhabitants, as if Soulstorm itself is another piece of the meandering ARG. Is the game a sequel, a remake or a reboot? Will it be a 2D platformer? Is Munch a playable character? Who is Toby? These are just some of the questions that have plagued the dedicated fandom, and while several vague answers have been dolled out via various forms of social media, perhaps the greatest confusion surrounding Soulstorm is whether or not it is a course-correction on the Quintology, fixing the mistakes that the purportedly rushed Exoddus introduced into the storyline. In other words, is Soulstorm what Exoddus was supposed to be? Let’s try and figure this out.

To understand whether Soulstorm can possibly be a course-correction, we must first determine if Exoddus did indeed stray from Lanning’s masterplan. It has been well-documented that Exoddus was created at the behest of GT Interactive, Oddworld Inhabitant’s initial publisher, following the overwhelming success of their debut title, Abe’s Oddysee. Lanning states that he “never intended to do a direct sequel” and that the development team was “ready to gear up for Munch” by the time sale figures started to roll in.[1]

0017
The many iterations of Munch, as revealed through The Lost Archives, are a testament to the level of investment Oddworld Inhabitants had in Munch’s Oddysee, even before Abe’s Exoddus went into production.

A new game needed to be made fast. The Oddworld team, however, was not ready to delve into Munch’s Oddysee and have it finished and polished within less than a year. Lanning outwardly refused, not wishing to sully his intended vision of the forthcoming instalment.[2] Very quickly, the idea of a ‘bonus game’ was devised, one that would utilise the building blocks of Oddysee and promote a fresh experience, yet still fall outside of the realms of the Quintology.[3][4] This would simultaneously allow the development team to mature the A.L.I.V.E. engine, and allow Oddworld Inhabitants to deliver a new game for GT Interactive in a timely manner. Ergo, there was never supposed to be an Exoddus in the first place, a claim corroborated by Paul O’Connor. He says:

[Lanning’s] story plans didn’t include Exoddus, so we had to create a tale that fit ‘inside’ the envisioned continuity. We also didn’t want to do something that was exactly the same as Oddysee, so we opted for a different tone in the story.[5]

If this idea of an impromptu instalment is to be believed, then one could easily understand the need for Soulstorm to right the wrongs of Exoddus. Lanning, however, has never provided any evidence to suggest that what become Exoddus had a malignant, or even tangential effect on the proposed Quintology. In fact, he states the opposite, claiming:

Abe’s Exoddus was true to the vision even though we referred to it as a ‘bonus game.’[6]

In other words, Exoddus may have been a piece of the Oddworld story that was created out of financial necessity and hurried out to store shelves, yet a cognisant and empirical effort was still implemented in order to weave it smoothly into the overall Quintology. After all, stories are living beings, and sometimes they go off in wonderful directions that could never have been anticipated. How, then, would it be possible to fix what was never actually broken?

abe2big2
With a scant nine months to start and finish the production of Abe’s Exoddus, the game’s script had to be signed off in little more than a week.

Soulstorm is being billed as both “a complete reimagined remake of Exoddus” and “a brand new game”.[7] In other words, it is a new instalment inspired by the original, twenty-year-old story. This decision was made because of attrition. Following an audience poll that pined for an HD remake of Exoddus—in the same style as the recent New ’n’ Tasty—Lanning vocally detested going back to do that game all over again. He says:

I groaned, but then I looked at that: Exoddus was a game that we only had nine months on, a game I was never expecting to make. But I’ve looked at that game, for the next one, for Soulstorm – I’ve looked at what the old story was, and rewritten the whole thing. The drink, Soulstorm Brew, is still at the center of things, but that’s where the similarities end.[8]

Essentially, Lanning had already done Exoddus once; he didn’t want to make it again. This line of thought would be easy enough to empathise with, but matters are promptly obfuscated. 

Since the announcement of Soulstorm in early-2016, several Oddworld Inhabitant sources—including Lanning himself—have attempted to highlight the spectral nature of the beloved Exoddus, suddenly claiming that elements were either dropped or changed during the hasty production cycle. Such comments range from vague marketing rhetoric, to Lanning outrightly stating that Soulstorm will be what he “wanted Abe’s Exoddus to originally be”[8]. This is in direct contradiction to Paul O’Connor, who reveals that the only story threads dropped from Exoddus were those that Lanning thought were “a big, steaming pile of merde”, and even going further to state firmly that Lanning didn’t care about what happened in Exoddus, so long as it was “stunning” and “original”.[9]

oddworld-soulstorm
With a focus on Soulstorm Brew and a return to the monolithic brewery, Soulstorm is being built upon the bones of Abe’s Exoddus.

How do we make sense of such starkly opposed comments? It’s almost as if Lanning and O’Connor are talking about two different games.

And what if they are?

When Lanning discusses Soulstorm being what Exoddus was originally intended to be,[10] perhaps he’s not implicitly referring to Exoddus at all, but rather drawing attention to what was always intended to be the second instalment in the Oddworld universe. In other words, Soulstorm isn’t making up for any errors or misdirections caused by Exoddus—an otherwise harmless, if meandering instalment—it’s fixing an aberration that has been left in the franchise since the colossal failure of Munch’s Oddysee.

This is supported by many of Lanning’s revelations during the keynote at EGX 2017. Lanning says that the intention of Soulstorm is to move the plot forward, something Exoddus was never designed to do, and something that Munch’s Oddysee was curiously unsuccessful in executing. Furthermore, many of the elements that are referenced in the presentation seem to be borrowed directly from the parts of Munch’s Oddysee that were left on the cutting room floor. These include the oft-fabled return of Molluck the Glukkon, a deeper and more profound focus on interaction with fellow inhabitants, and a long-awaited integration of the Oddworld Population Control Scheme.[11]

3dz0qpc
One of our earliest Magog on the March articles dissected the EGX 2017 Keynote and attempted to find all of the references to Munch’s Oddysee and the extended lore.

To be even more precise, Lanning speaks about what “was supposed to be the second game in the Oddworld Quintology”. He says:

And I had this big vision of what that game was going to be. But the reality was: we needed to provide our partner a game in nine months, and that was not our plan. So what happens is, the story of Exoddus got reshaped into something that wasn’t really in line with that original vision … It was all related to the Brew. It was all related to flammable liquids, highly volatile environments in a slightly different storyline; and so it became something that wasn’t the original intention.[11]

While Lanning does indeed specifically reference Exoddus, it becomes clear that Exoddus is not guilty of any proposed crime when one takes into account that Munch’s Oddysee was always intended to be the second game of the franchise. When Lanning says that “the story of Exoddus got reshaped”, he’s really saying “the story of the second Oddworld instalment got reshaped”.

Suddenly, it all makes sense.

As the tentative release date of Soulstorm draws near, it’s important to recognise and attempt to harmonise the difference between Exoddus and its successor. The most simple solution to the conundrum is in accepting that Exoddus is (and always was) a bonus game, a tangential piece of the original Quintology—Abe’s Oddysee 1.5, if you will. Soulstorm, meanwhile, is the second piece of the new Quintology, an entry that has the ability to not only progress the overarching story toward its rightful conclusion, but also supplanting the need for the rejected Munch’s Oddysee. Soulstorm is not what Exoddus—the bonus game—was intended to be; rather, it is what the second instalment of the Quintology should have been. The difference, most certainly, is a fine line, yet understanding that difference is crucial to accepting and appreciating both the old world and the new one.


References

[1] Paul O'Connor, Abe's Exoddus Designer Diary, Part 3: Exoddus (https://magogonthemarch.com/designer-diaries/abes-exoddus-designer-diary/part-3-exoddus/)
[2] Retro Asylum, Episode 124: It's An Oddworld! Lorne Lanning Interview (https://youtu.be/EVDKKmx8AqY?list=PL4AJYR2UselUA6zR6dPWapySupmOmZVcu&t=3724) 
[3] Gog, Editorial — Oddworld: Abe's Exoddus (https://web.archive.org/web/20140122093946/http://www.gog.com/news/editorial_oddworld_abes_exoddus)
[4] Retro Gamer, Strange Empire: An Oddworld Inhabitants Retrospective (https://magogonthemarch.com/retro-gamer-strange-empire-an-oddworld-inhabitants-retrospective-2014/)
[5] Paul O'Connor, The Oddworld Yahoo Group, Posted on 3/4/2000 (https://magogonthemarch.com/paul-oconnors-posts-on-the-oddworld-yahoo-group-1999-2001/) 
[6] Adventure Classic Gaming, Lorne Lanning — Oddworld Inhabitants (https://magogonthemarch.com/lorne-lanning-oddworld-inhabitants/)
[7] The Sixth Axis, Peter Chapman on Soulstorm (https://youtu.be/2GHHkL51J-E?list=PL4AJYR2UselX2VynzBuqT2SGPm_OAA1eq&t=97)
[8] Waypoint, Discussing the Enduring Appeal of Abe with Oddworld Creator Lorne Lanning (https://magogonthemarch.com/discussing-the-enduring-appeal-of-abe-with-oddworld-creator-lorne-lanning/)
[9] Paul O'Connor, Abe's Exoddus Designer Diary, Part 4: Designer's on the Ledge (https://magogonthemarch.com/designer-diaries/abes-exoddus-designer-diaryvideogames-com/part-4-designers-on-the-ledge/)
[10] Caddicarus, Oddworld: Soulstorm at EGX 2017 — Exclusive Lorne Lanning Interview! (https://magogonthemarch.com/2017/10/06/egx-2017-lorne-lanning-interview-with-caddicarus-transcript/)
[11] Lorne Lanning, EGX 2017 — "Brewing Oddworld: Soulstorm" (https://magogonthemarch.com/egx-2017-lorne-lanning-brewing-oddworld-soulstorm/)
soulstorm

EGX 2017: Lorne Lanning Interview with Caddicarus [Transcript]

Lorne Lanning’s recent interview with YouTuber Caddicarus proved to be most fruitful, as, for the first time in many years, we are offered a taste of the wider Oddworld lore. We have decided to transcribe the interview for archival purposes, and for the sake of legibility, as the presentation of the video itself lends itself to some confusion, due to the editing style and the impromptu nature of the interviewer.

Concerning Abe’s Exoddus: The ‘Bonus Game’ [5:45]

Exoddus was something that time, relationships, the marketplace, partners—it was something we did in 9 months. Abe’s Oddysee took us three and a half years. Exoddus was intended to be the second game of the Quintology. You know, time and circumstances shaped into something that wasn’t, which is why we called it a ‘bonus game’.

With the success of New ‘n’ Tasty, we asked the audience before that what game would you like us to do next if we were doing this. We didn’t think New ‘n’ Tasty would be as successful as it was [6:56] and we didn’t necessarily … But it did great. And it allowed us to up the budget so the audience came back and said: “We want to see Exoddus remade.” And we were like “if we’re going to do that what if we did the way it was originally intended”.

So the idea of Brew, the idea of what was happening around the brew, that wind up in Exoddus, except it got way watered-down. It was supposed to be something much more, we were planning to build a new engine and all this stuff. So that’s why we called it a ‘bonus game’ because it wasn’t what we intended it to be but the team did an amazing job by delivering it.

 

Concerning the Oddworld Quintology [7:52]

We said: “What if we could get back to what the original intent was with the Oddworld Quintology; really Abe’s primary story?” So Abe was this character who’s gonna drive [the story], he was the primary hero through the Quintology, but then we were like “oh, as we’re gonna add on his sidekicks, we’re going to feature them.” And that’s not necessarily the most wise thing to do.

We started this twenty-three years ago, we launched Abe twenty years ago. We’re gonna approach this in a more technologically agile way. We have some ideas; brew was at the core of it; brew was always supposed to be highly-flammable. I thought we could do it in 1998—thank god we didn’t try. I designed how it works back then, I just never had the chance to implement it. So it really felt like a highly volatile, flammable liquid.

So we said: “Okay, let’s start here, building on top of Unity, and we get to start where New ‘n’ Tasty left off, but we’re going to re-do a lot of the technology.” We didn’t have a whole staff who was trying to make art, or trying to do level designs ahead of where the code is. We said: “We really need to find the synergy of this and stay true to Abe, right?” Abe is really about followers, empathy, puzzles. So how do we do that but really turn the volume up to eleven on the genre? So I call it a platformer game and then push that dynamic too.

It’s a reset button on the story, but the story of Abe in Abe’s Oddysee and New ’n’ Tasty, that fable—it was really like a fable, a slave begins toppling a major system of oppression. We said: “Let’s keep the fable, but let’s get it running with 21st Century technology,” because that was on with where the [partner relationships were] for that point in time. Then we go forward and we go: “The rest was not.” So let’s use that opportunity to get back to what [the Quintology] was. And if we do it right, hopefully, the audience was with us.

 

Concerning Hand of Odd [11:06]

First, RTS was largely the same model as I perceived it as a genre, which was two opposing sides depleting an environment until there’s nothing left and whoever uses that environment in a weaponized way to beat the other wins in an apocalyptic landscape. “You won! … in an apocalyptic landscape.”

But I was like: “What if one side was harnessing the forces of nature the way Yoda would and the other side was doing the industrial model.” So one is growing, one is raping and harvesting. And the idea of Hand of Odd was that balance. So one was empowered not by chopping down trees but would use the power of the spiritual energy in trees [which would become] something you could harness, a power, and the other tribe is trying to chop it down. So you had this different dichotomy of conflict, introducing more opposing approaches to a single RTS playing field. So that was Hand of Odd.

One of the reasons it never happened, I remember because I was in a men’s room at LAX. And standing next to me was Bobby Kotick, the CEO of Activision. And I was like: “Oh, hey Bobby, long time no see”. He was like: “Oh hey, hey, what are you guys doing?” And I said: “You know, we’re about to do an RTS game”. He goes: “Don’t do it, there’s no market there anymore”. When he said that I just totally got terrified, because Bobby Kotick is no dummy, like that was before he was multi-billionaire. We started to get a little cold-feet about that idea if the head of a major publisher was going: “Look the genre is dying.” So it was really the men’s room visit that killed it for me.

 

Concerning Wildlife [13:27]

In the Oddworld universe, [there is more diversity in the breeds of wildlife just like the Glukkons and Mudokons]. In this title, you’re more focused on the conflict with the Industrials. You’re going to find more of the old world, of the real secrets of Oddworld in this game. But there will be fewer encounters with wildlife and stuff. This is more the birth of a revolution that finds a lost history.

 

Concerning Mudomo & Mudanchee Trials in Abe’s Exoddus [14:17}

We only had nine months to get [Abe’s Exoddus] done. [Mudomo and Mudanchee weren’t] in the original plan. It was like: “What do we do? We don’t have time to create new NPCs! Well, re-use Scrabs, re-use Paramites!” It’s practical stuff, man. Someone’s like: “That was a great idea!” And you’re like: “Not really, it was kind of, you know, we needed to fix the flat tyre and that was the only pump we had.” Really practical choices.

 

Concerning Soulstorm Plot [15:00]

We’re picking up not with the 301 possibilities of how many guys every different player saved. We’re assuming that you did a perfect run.

 

Concerning Soulstorm’s New Gameplay Mechanics [15:23]

Let’s say, in the past, the puzzles, even in New ‘n’ Tasty, Abe didn’t have an inventory system. So the puzzles were more like, you need this, to solve this, now. So you need to get this, to achieve that power now, because you’re going to use it here. But what that did is it made it very fixed and limited in your options.

All of those powers and all those abilities is something that should be available to the player: a) When they achieved it, and; b) When they choose to expend it. So the value of a certain power like the Shrykull is something that you can accumulate. It’s your choice when to use it. But we’ve created so many more abilities that there are just very few things where one solution is the way. As far as I’m aware, so far, there’s none of them.

We really wanted that flexibility of the player in more of what you would have expect in—this is not an RPG—but it’s more of what you would expect in an RPG, where you go through, you accumulate usages of power, potions, whatever it is, and then you execute them when you want. Maybe you make some bad choices, but it was all the player’s agency to make that decision. That’s where we wanted to get to: It’s all the player’s choice.

 

Concerning Abe’s Pony Tale [16:52]

It’s really technological resolution and budget, right? So when we did New ‘n’ Tasty, we didn’t really have the budget to go in and re-change all the databases, so we had the ability to take them up to a certain level where it made sense. So if you look at the cover of New ‘n’ Tasty, Abe’s ponytail was still like: “What is that? Kind of like a dirty sock.”

But Abe was always imagined as—it was talked about, you know, [Munch’s Oddysee] had Labor Eggs—[Mudokons] were descended from birds. We descended from monkeys, right; they descended from birds, so they still hatch. [The pony tail is made up of] feathers. It was always intended to be feathers because … feathers were tough. I mean we could have had a feather object instead, but it just ended up being like a limp sock and we stayed with it.

 

Concerning Mudokon Feathers [17:55]

If you keep a fish in a tank, he will only grow a certain size. But if you get him out of the tank back into the wild then, all of a sudden, he can become twenty-five-foot shark. The environment shapes your natural ability to bloom.

So the idea with the Mudokons was that they’ve been so, basically, enslaved and misinformed as to who they really are. And that’s part of the Soulstorm story, it’s re-learning who they really are. To me this is a parallel with humanity.

 

Concerning Abe’s Stitches & his Ability to Chant [18:22]

Abe has something special about him, which leads to why he has stitches, which leads to how empathetic he is. And in that empathy, he’s able to sort of embrace something that is part of their natural heritage and become something that the other guys aren’t necessarily encountering. And that empathy, in the beginning, is what led to him getting these stitches in the first place. They were put there to save his life, which is different from all the others because it seemed like a different problem. So the stitches are at the heart at Abe.

 

Concerning the Depth of the Oddworld Universe [19:10]

If you want to try and build a property that’s going to resonate with people as deeply as Game of Thrones does, then it has to have this depth that the audience has to feel like they can continually uncover it. But if they start pealing a few levels of the onion and that there’s nothing there, then it’s really hard to have it lasting; it’s really hard to get that really passionate fanbase. I knew that in the beginning.

I was really into population control, propaganda, misinformation, disinformation, how populations are controlled, how people are ignorant of that. And how the news and the television shows and the newspapers, they’re not telling you anything. I was interested in taking that, and I was like: “This is a deep passion of mine for many levels.” And I think it resonates with where the world is at today, not necessarily that it’s aware of it, but I’m trying to be a bit predictive. Like Abe was kind of like an original 99 percenter, right? When we released New ‘n’ Tasty, people are going “Whoa, twenty-years ago, the steam still holds up, more relevant today.” It wasn’t psychic; this is just well-researched.

If I’m going to engage in a property, I want to feel the richness to know that the creator put a lot more in it than I’m able to uncover. And if it’s in themes of what I’m interested in or get provoked by, then I’m going to have a deeper connection to it. That’s what I was trying to nail, people having a deeper connection to it.

You can tell when a creator gets bored. We see it in sequels and movies all the time. So if you don’t have a deep passion for doing it, you’re not going to be very glad in five years. The DNA nucleus of what it is has an infinite possibility to stretch out from because it’s actually deep and rich and based on something real.

 

Concerning Abe & Playstation [20:25]

It’s funny that people have this strong association with Abe and PlayStation. They often thought that Sony was really involved and the fact is Sony wasn’t. They were very generous, they put us on a disk for free in the beginning, a lot of people saw that, cause it went out to PlayStation owners. Some things like that happened, a demo went out. Things like that happened and so they were really generous but they weren’t giving us money. We didn’t have a real deal besides a license to do it.

 

Concerning the Humor in Soulstorm [22:38]

We said it will be a little dark. There has to be [some dark humor, too], and even light humor.

 

Concerning the Soulstorm Teaser Trailer [22:55]

You’ll learn later in the game [that] what you’ve seen in that trailer [are] snippets of an original business plan of the brew solution being marketed to get financing from upper-higher finance groups in the shadowy world of the pyramid [23:09]. It’s embedded with the ton of information to be decrypted.

 

Concerning Quarma in Soulstorm [23:12]

So what we always wanted to do, which was very difficult to try to achieve, is that Abe is aware of the presence of you, the guiding force over his life. Now, in this game—I mean, time and energy will shape what the final product it—but it was important to us that he reflected more of: “What is that force that’s guiding me? It’s like letting me get there, but is really doing with what’s in-sync with who I am? Or is it doing something opposite?” And then it would have some cascading effects, I would think, as that proceeds.

When we first made Abe get chopped up in the bad ending, there was so much opposition internally, in the company. Because they were like: “I played this whole game and if I play the game I want to win, I don’t want to be told that I killed the guy because I won!” And I was like: “It was how you won. You were an asshole, you deserved to have that happened, why don’t you try playing as a better person.” And they were like: “That’s ridiculous! People are going to hate that!” So there was all kinds of vehemence against that idea.

We were like: “Well, we want to enable that, but we want to have a greater sense of consequence, a greater impact on the psychology of the character.”

 

Concerning Abe and the Oddworld Social Pyramid [24:24]

So when people’s food prices change because of what Abe did, that’s where Abe is going to start being branded as a bad guy. And the propaganda will be shaped [against him].

 

Concerning the Guardian Angel [24:54]

Right now it’s [just a Playstation] theme.

What the Guardian originally was is something we never got to do, cause we never so much got into the Mudokon lifestyle. So that was who a Mudokon would be sent to see if they started to have moral problems at work. It was like a robot face analyzing psychologically what you need to get productive. Sometimes [saws and syringes are] motivating. He’d say: “Get an ‘A’ on your test or we’re going to pull some teeth.”

 

Concerning JAW [25:45]

It was a great relationship. Everyone on that team did a great job. But it was hell on me. It was strictly UK-based. It was very difficult. I got Bell’s Palsy at the end of New ‘n’ Tasty. First, my face on this side got paralyzed, a hundred percent. And, fortunately, I got that resolved, then this side went paralyzed. So, fortunately, I’ve regained some of my facial control, but that was because I ran myself too low, too hard, too long, and I’m not getting any younger, in case you didn’t notice.

We had to bring most of the development close to home. Health was a major concern. We felt great about JAW for this title, and that’s a nice thing to take away.

 

Concerning Unity [26:56]

Everything [has been updated] because this is physics-based rendering. The fire, even smoke trails, they’re dynamically lit.

I have to give Unity a lot of credit. I think it’s really robust, really well-engineered software at the core of it. That doesn’t mean you can buy it out of the box and make what we made, you have to put millions of dollars of code on top of it. But it doesn’t crash with what we’re pumping through it.

soulstorm

Soulstorm: Picking up the Dropped Threads

We at Magog on the March have been thinking about Soulstorm a lot over the past few days and have noticed a number of parallels and homages to pieces of lore that were dropped from finished games—notably Munch’s Oddysee—or tidbits offered in interviews by Lorne Lanning over the years. We decided to whip up a curt image depicting all of the elements that we’ve come across.

Have we missed any?

soulstorm

A Quintology of Errors: Soulstorm & Greater Oddworld Lore

For the first time since Soulstorm’s announcement in early-2016, Lorne Lanning has spoken openly and in great detail about Oddworld’s upcoming release, which is touted as a successor to the original game, Abe’s Oddysee, and a spiritual remake of the classic Abe’s Exoddus. What is being described as a “revolutionary” title was finally unveiled at the EGX 2017 keynote, and while no footage of Soulstorm was explicitly shown, Lanning provided an interesting exposé on what to expect from the final game.

 

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A storm is brewing at the new and improved Soulstorm Brewery.

 

The most poignant aspect of Lanning’s entire keynote was Soulstorm’s status within the fabled Quintology. As most Oddworld Inhabitants fans know, the Quintology was always slated to be a five-act experience, beginning with Abe’s Oddysee, followed closely behind by Munch’s Oddysee, then Squeek’s Oddysee, and two final episodes that were never announced or even spoken about. Each of these acts would simultaneously introduce a new hero within the Oddworld mythos—starting with Abe—while exposing the complex and seemingly endless socio-political structure of the grandiose powers that control Abe’s world. Of course, as has been well-documented, plans changed, which began when Abe’s Exoddus was unexpectedly released the year after Oddworld Inhabitants debut title.

Abe’s Exoddus—which is the foundation for the upcoming Soulstorm, or the “backbone” as Lanning describes it—was not an official entry in the Quintology. While the story picked up immediately from the ending of Abe’s Oddysee, it was always described as a “Bonus Game”, intrinsically linked to the first act of the Quintology. The biggest contributing factor to Abe’s Exoddus’ status as a “Bonus Game” is its thematic value, which relies heavily on the beats from its predecessor, and does very little to advance the overall story. Essentially, from a storytelling perspective, if you’ve experienced Abe’s Oddysee, you’re not missing much from Abe’s Exoddus.

Surprisingly, this is changing with Soulstorm; Lanning states it will be the second part of the Quintology. This is not a small decision. The fallout from this alteration has ramifications for the entire series, which is still implied to be told over five acts. This, of course, means that one of the planned acts has to go, and based upon the many snippets revealed throughout the EGX keynote, it seems very likely that anything of any value from Munch’s Oddysee has been preserved and rejiggered into Soulstorm’s framework, sans our little lonely gabbit.

 

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Molluck the Glukkon is back, a character who was not slated to return until his trial against Lady Margaret in Munch’s Oddysee!

 

Not only will the vykkers make an appearance—supposedly as the architects behind the eponymous beverage—Oddworld’s larger socio-politcal structure, which Lanning has never spoken about publicly before, and the power struggle of this daunting, pyramidal scheme will finally have an influence upon the ongoing Oddworld story. He hints at the higher powers, those who tower over Molluck the Glukkon, preparing the audience for the revelation that someone as seemingly influential as the mastermind behind Mudokon Pops is nothing but a puppet on a very long ladder to “The Eye”.

During the keynote, Lanning also begins to detail the waves of revolution and the cone of trepidation that will ripple out as a consequence of Abe’s actions at RuptureFarms. The closure of the worlds largest meat processing plant is going to shake the foundations of the pyramid, causing a great deal of concern for the many investors with stock in the company and reflected upon the average consumer, pushing up prices on all their favourite tasty treats. This is notable because previous Oddworld games have barely hinted at the larger economic ramifications of Abe actions, yet Soulstorm seems to be setting the stage for the fires of rebellion and the eventual collapse of this socio-political system, the original thread of the Quintology that never really came to the forefront.

 

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Oddworld’s foundations will be shaken to its core.

 

The great irony, however, is that Abe never intended to spark a rebellion; he never intended to fracture the pyramid. He only sought to preserve himself from being chopped up into a Sunday snack, yet the unintended consequences of his actions have branded him a terrorist, placing him in the crosshairs of everyone towering above him.

As Lanning so eloquently puts it:

He’s raising prices of your Happy Meal! He’s gotta go!

Yet that is the fabric of Oddworld, a twisted version of our own corrupt system, and it’s wonderful to see these facets come into the light after dwelling for so long in the darkness. It certainly provides Soulstorm with a platform to show everyone what Oddworld really has to offer beyond the dark aesthetics and the slapstick comedy.