Munch’s Oddysee Designer Diary [videogames.com]

Oddworld Inhabitants is on track with the second game in the promised Oddworld Quintology— a series that started a couple years ago with Oddworld: Abe’s Oddysee. Oddworld Inhabitants then delivered a side game, Oddworld: Abe’s Exoddus, and announced that the next game in the series would be coming out on the yet‐to‐be‐released PlayStation2. At a time when it’s not unusual to see three and four games in a series on the same system, this comes as a pleasant surprise. Videogames.com went to the inhabitants of Oddworld for the full, firsthand story.

Entry #1 [19 October, 1999]
Oddworld inhabitant Paul O’Connor launches the first of many Munch’s Designer Diaries headed your way. Two games later, Abe heads to the PlayStation2…and brings a friend, Munch. Find out what’s in store from Oddworld: Munch’s Oddysee.

Entry #2 [16 November, 1999]
Oddworld inhabitant Paul O’Connor takes us on another journey into the minds of the odd, odd, Oddworld developers crafting Munch’s Oddysee, the next game in the Oddworld Quintology.

Entry #3 [22 December, 1999]
Oddworld inhabitant Paul O’Connor tells us about Glukkon mothers and greed‐filled power struggles. Bad mothers, indeed, in the next installment of the Oddworld: Munch’s Oddysee designer diary.

Entry #4 [19 January, 2000]
In the fourth entry of the Munch’s Oddysee Designer Diary, Paul O’Connor tells us about the 2D to 3D Oddworld transformation.

Entry #5 [23 February, 2000]
In the fifth entry of the Munch’s Oddysee Designer Diary, Paul O’Connor delivers the Oddworld: Munch’s Oddysee treatment.

Entry #6 [22 March, 2000]
In the sixth entry of the Munch’s Oddysee Designer Diary, Paul O’Connor tells us what the Aware Lifeforms in Virtual Entertainment 2 engine means to you and your PlayStation2.

Entry #7 [19 April, 2000]
In the seventh entry of the Munch’s Oddysee Designer Diary, Paul O’Connor writes about living from E3 to E3 and the pressure of the impending ‘showing the game to the public’ deadline.

Entry #8 [31 May, 2000]
In the eighth entry of the Munch’s Oddysee Designer Diary, Paul O’Connor writes about getting what you want and avoiding what you don’t.

Entry #9 [21 June, 2000]
In the ninth entry of the Munch’s Oddysee Designer Diary, Paul O’Connor explains that Oddworld games aren’t just games, but also toys. And then he explains the difference and what it means to the Oddworld universe.

Entry #10 [2 August, 2000]
In the tenth entry of the Munch’s Oddysee Designer Diary, Paul O’Connor furnishes a tell‐all, insiders testament of what it takes to become an Oddworld pain seeker—​er, citizen.

Entry #11 [10 November, 2000]
In the latest entry of the Munch’s Oddysee Designer Diary, Paul O’Connor lets us in on the demands of creating a playable demo of the unfinished game.

Entry #12 [13 November, 2000]
In the latest entry of the Munch’s Oddysee Designer Diary, senior game designer Paul O’Connor reveals exactly how the team keeps up with a nonstatic design idea.

Entry #13 [16 November, 2000]
In the 13th entry of the Munch’s Oddysee Designer Diary, Paul O’Connor prepares us for the final stretch of Munch’s development and even hints at next year’s Oddworld creation.

Entry #14 [13 December, 2000]
In the latest entry in the Munch’s Oddysee Designer Diary, senior game designer Paul O’Connor addresses violence in the Oddworld universe.

Entry #15 [18 January, 2001]
This month, senior game designer Paul O’Connor walks us through the making of a single gameplay region in Oddworld: Munch’s Oddysee.