Reviews from

in the past


Fruitless back-and-forths over Tomb Raider often put me in the same headspace: thinkin' about Oddworld. Now there's a solid cinematic platformer for the PlayStation 1, one with expressive characters, imaginative environments, a great sense of humor and actual messaging to compliment it's fun and often challenging puzzles. Lara can't like, mind control a bear and make it explode. I rest my case.

But opening up my copy of Abe's Oddysee immediately presents something bleakly funny: the definition of a quintology. Oh Lorne. Poor Lorne. They screwed the man at every turn. From pressing the first run of discs with a repeatable, game breaking bug (in Lorne's words, the person who made this call was not "a Gamer"), to Gamestop publishing a guide that immediately funneled new players into the most difficult hidden screens of the game, to his regrets over Exoddus and Sony throwing Soulstorm up on PS+ to die... Like Xenosaga and Shenmue, it doesn't matter if you have a story to tell or the creativity and temerity to do it, the games industry will chew you up and spit you out like some form of tangy meat popsicle. New n' tasty indeed.

Listen to Lorne Lanning talk about Oddworld for any length of time, and it becomes quickly apparent just how passionate and creatively driven he is. Ars Technica's extended War Stories interview is something I throw on at least once a year because I find his background to be fascinating, and his recollections on navigating creative and industrial fields leading to the formation of his studio, Oddworld Inhabitants, provides a considerable amount of insight as to how his worldview - and consequentially, the themes of Oddworld - formed.

Abe's Oddysee was always intended to have a message, and so gameplay was appropriately designed around the particular anxieties and beliefs Lorne wished to express. As funny as it would be to find Abe strapped, you don't shoot guns, something that was a point of contention with staff at Oddworld Inhabitants. Instead, you "shoot words" (and farts) through gamespeak, a mechanic that allows the player to interface on a more personal level with the game than simply pulling a trigger... Though through mind control, you do still do that. Sometimes the creative process demands compromise.

One complaint I would have about this system is that much of your time rescuing Modokons is front and backloaded, with an extremely lengthy middle game chronicling Abe's trials outside of Rupture Farms tucking most Modokon rescues behind hidden screens and portals. To a certain extent, loading the game so full of secrets is good and provides replayability, but I found the puzzles in which you're trying to disarm a hazardous area and lead as many Modokons to safety as possible to be more engaging than the segmented puzzle rooms of Paramonia and Scrabania. Elum, Abe's mount, does fill this role somewhat, but I twice had him despawn requiring me to reload a save and lose progress, so I'm a little upset with him right now.

The end game also gets absolutely brutal, placing checkpoints far and between sequences that require precise timing and manipulation of enemies. Controls are rarely the issue so much as understanding the order of operations to get through the multiple levels of Rupture Farms, but when everything clicks and you execute on a perfect run, it feels good. The end of Abe's Oddysee has some of the most genuinely tense moment-to-moment gameplay on the system, it is agonizing as it is great. Wait, what do you mean I didn't save enough Modokons? Hold on, why am I being teleported back to the start of Rupture Farms, wait--

While the experience of playing Oddysee can at times be a bit uneven and even frustrating, I do think it comes together into something really special. The texture of the pre-rendered environments, the clay-like quality of the character sprites, the ways in which Rupture's oppressive and hostile factory gives way to barren wastelands drained of resources and life all for the sake of capital, and how that is conveyed humorously both through the game's writing and the player's own machinations... it's great. I really like Abe's Oddysee. 3.5 out of 5 smooches on the cheek for Mr. Lanning, but not 5 because Lorne is apparently never allowed to have a quintology of anything. I don't make the rules.

I always kinda liked this game even though I was absolutely terrible at it and remain absolutely terrible at it to this day.

Me encantó, puede no gustar a los demás la dificultad y los puzzles dónde te tienes que parar como por 5 o 10 minutos para poder pensar que hacer. Pero creo que ese es el encantó, junto con su extraño mundo.
Tengo entendido que su secuela (Abe's Exxodus) mejora totalmente todas las mecanicas de este. Así que tengo mucha motivación para jugarme al siguiente.
Me lleve una buena experiencia jugandolo, es lo que importa.

Molto challenging come gioco, ma forse è perché lo giocai a 9 anni.

I know everyone loves this game but, man, was this frustrating. Has way too much 5th console generation jank. Maybe I’ll try New n’ Tasty to see if that’s any better