Oh yeah! That's a really good point! I didn't even think of that, it works as a method of naturally showing how the gameplay of these new creatures work. That's really clever!
In-Universe, I like to think the Squigs threw the poor guy into the pens as punishment and forgot him there when they put in the Scrabs. I do not think they killed the slave intentionally however. They would have stayed to watch and laugh if they planed that. Out-Of-Universe, well... 'Look, it wants you dead! Better avoid it!'... Which you probably do not need to be told, but it is possibly the first thing deliberatly out to kill you without red lights attached to it.
There is literally no other game like Oddysee. It feels so alive and invokes such a strange feeling in me... like it is an actual place far away in some distant galaxy, a place for me with living and breathing memories. No other game made me feel like this, even after all these years. Fascinating.
The Stockyards I'd say is a contender for most iconic Oddworld section. The artwork in it is so brilliant and the backgrounds are so visually striking. If you want to listen to the Stockyards music, I have a video that you may enjoy: ua-cam.com/video/24mwWJ_Tysg/v-deo.html
The Stockyards music on Oddworld just has an extreme calming effect on the whole atmosphere of the game. It's mad hectic in the factory, however the music used outside the factory 🏭 is Chill ASF. It legit relaxes Your senses in real time.👍🏾💯
In the demo version of Abe's Oddysee, you couldnt save that mudokon from the scrab, because there werent any bird portal. You were litteraly forced to see the scrab kill the mudokon.
@@pupbenny Sadly other ps1 gems of the era are not remembered as fondly... Twisted metal, Speed freaks, and other platformers like treasure planet... The ps1 was a great console.
I used to play this part every day despite never being able to get past one of the scrabs, just because I loved it so much. A year or two ago I finally beat the game after figuring out you could jump while running, something I somehow never tried as a kid. Speaks to how good Oddworld is; you don't even need to be progressing to enjoy it.
I use to think as a kid, that if I was in the game I'd just sit down and watch the moons night, I don't even wanna go to paramonia... Scrabania is fire tho
The cages should have been crates with symbols on them like "live food inside!" while shaking every so often along with some scrab noises to keep that mystery while maintaining that enhanced viewpoint of the oddworld industrial complex and the threatening creatures captured that reside there.
The Stockyards is easily one of the most atmospheric levels I've seen in a game(Only Ravenholm From half life 2 can come as close) Btw I really love your videos keep up the good work
One thing I'd like to add about gameplay that I haven't seen discussed: the entire Stockyards/Free Fire Zone features right to left movement. Normally games will have characters move left to right (for instance Mario) because it feels more natural, while there is something ominous about right to left movement (maybe it's cultural because of the way we read? or maybe because in the northern hemisphere the sun moves left to right across the sky?) Regardless, Rupturefarms has you move left to right for nearly the entire level, until the very end, but the right to left movement is only for about three screens at the very end. However, then the game deposits you in the Stockyards, and along with the chilling music, foreboding mines, and the No Mudokons sign, the wall on the right hand side blocks you from moving in the natural direction, and that only increases the feeling of "You're not supposed to go in this direction." The game forces you to go in the wrong direction for the whole level, and that serves as a bridge for later levels which mix up movement directions. The game could have used all four directions from the start, but I think it was really clever to have the first level be nearly fully left-right and the second be fully right-left because it really distinguishes their layouts. Also for the paramite photo, it is possible that the other person found the photo on the Oddworld website. I remember when I was younger (I'm not sure exactly when, but probably around 2007-2009) I used to go on the website and there were photo galleries of each of the games, I think about 30 photos each. I remember being confused about a shot of the paramites in the Stockyards. There also were two photos of a screen from Scrabania with a UXB that also was not in the final game. Thank you for reminding me about the paramites. When I was younger I didn't understand why there would be photos of parts of the game that don't exist, but now I understand the development process. I'm going to go try to find the Scrabania photos! Edit: I found the place in the website but unfortunately only four of the photos are visible on my computer: web.archive.org/web/20100106080855/oddworld.com/firsttenyears/games/abesodd/ao_gamescreens.shtml I also found these websites that have some old unused screens, animations, and sounds. They're really interesting! But unfortunately I can't find the paramites or Scrabania. tcrf.net/Oddworld:_Abe's_Oddysee?title=Oddworld:_Abe%27s_Oddysee tcrf.net/Proto:Oddworld:_Abe%27s_Oddysee
Great observation about the left / right dynamic. Following on from your observation, from a psychological point of view, moving to the left can also point to moving in the direction of the unconscious - that being what is latent within Abe, his ancestry and his nature, which he reconnects with in the Monsaic Lines.
@@opethnm75 I completely agree, Abe had been moving in the "right" direction his whole life (according to the industrialized society), and for the first time he is moving against that, fighting to question what state of mind/existence is the correct one
I always loved how these areas looked - honestly, I was too young to really know what this actually is. I was just blown away by the mystery of it and how absolutely BIG and WIDE the whole area looked. It felt like a reaaaaaaaaaaaaaaaaally really long way out of the rupture farms area in general. Absolutely loved it. EDIT: Gosh, I really should just watch the video and not write my comment after the first minute xD But I TOTALLY agree with the soundtrack! It sounds like "the first cool, misty night air" - rupture farms felt like not really super hot but pretty uncomfortably warm and busy - stepping out of it was like- as if you can still feel the warm air on your back while you're stepping further into the cool night air - When I played the game back then I was thinking like "I hope Abe doesn't get cold, he must have sweated a lot running through the factory, it must be freezing getting out now and have nothing to wear" xD PS: (I'm on Minute 3:58, at this point I feel like I just don't want your videos to end and keep pausing them. xD) Plllllllllleeeeease analyze every single screen of this game! :P
This was an excellent video and analysis! Thanks! These few backgrounds are one of if not the most iconic, hunting, nostalgic, comforting, safe, childhood recalling videogame things singlehandedly in my life. It shouts to my childhood years back when I was 13 and lived with my parents in a house in the outskirts of a forgotten village with big trees and lonely winter nights snowing out there. The street and neighbour houses were under snow, none on the streets just the lamps with snow falling in the light. Wood burnt and cracked in the stove giving warm to the room. I loved living there and living that life playing Oddworld. This stockyard musik is playing in my heart still today. Never will forget how was to exploring the game's world and especially this area the first time. It was like exploring something real. Some place outside the big fearsome factory to rest a little bit before going out the wilderness. I loved that in that village in nights the sky had the exact feeling like in "free fire zone". Lots of stars you can't imagine. And that dark blueis color in the background. My favorite color still today. Now I am 38... My parents divorced, our family house has been sold... I live in a city in a flat. But I have a son and a wife, I will show my son this masterpiece of game soon. Thank you for bringing back the good old days for a few minutes and discribing so well the feeling of this level.
I was about 9 years old when dad let me play oddworld on his playstation and every time I got to this area I would quit because I was too scared to go on after seeing the scrabs. But I still really liked the game so i would replay the rapture farms over and over.
Great video. Part way through the video I was hoping you was going to discuss the Paramite in the stockyard on the back of the case. It baffled me so much. Even to a point where I tried to get back to the stockyards when your at the stage of the game when your returning to Rupture farms. Was hoping the Paramites were going to be there but no such luck though.
Stockyards Free Fire Zone is my favourite area because of the feeling you just left behind everything you thought you had. The secret you visit reveals the Scrab in its entirety also in the second screen of Stockyards.
Great video!!! I really enjoyed it. I love the first game, I played it all the time... and I much prefer the original camera angle than that of new and tasty! The coolest part for me was being able to communicate with the fire flies.
I look on wiki and to make the stockyard make more sense for that Mudokon to save because he was knock out and put there being punish for escaping Rupture Farms so he was there because he try to escape but got capture and he was meant to die for escaping Rupture Farms
That very same image on the back of the PSX game cover also drived my 10-11 years old me crazy back in the 97-98, I think I literally ran into almost every wall in the game, wether running, jumping or rolling, attempting to find any clue of a Paramite stockyards secret level. And I always had that feeling that I was still missing that place, somehow. It's nice to see here confirmed what I came to suspect as an adult years later: that it was only a previous version of the game, prior to release.
The watch towers always scared me as a kid. The way they're looking for you with the lasers and the way a bomb instantly came after you if you were spotted used to give me jitters everytime I played.
15:21 I was not expecting to see a comment of mine here lol then again, the 3 paramites thing I was talking about was this image www.zing.cz/wp-content/uploads/2018/07/7566.jpg which could be found in the small guide that came with the PS1 version of Abe's Oddysee. As you can see, instead of a scrab and a mudokon there were 3 paramites.
Amazing how there si much lore in just one screen of this game and your videos make a great o job of catching it. Back then they really put so much effort and heart in crafting games that would be masterpieces for ever.
Excellent video. This video has come at a synchronous time for me. I've been listening to the stockyards music in the background lately, and reflecting on what about this area resonated with me when I played the game as a child, and why it still resonates now. I'll share my reflections. The Stockyards and Freefire zone represents an 'in-between' zone. It is a cross-over space between what is within and what is without. Abe's external reality, up until this point, had been the harsh reality of life in Rupture Farms. He has been forced to adapt to that environment. However, he is called to go 'within', to reconnect with the inner reality. The inner reality is his ancestral heritage, and the natural web of life which he is connected to. That inner reality is represented by the Monsaic Lines, and even further by Paramonia and Scrabania. Abe must reconnect with what is latent within nature and within himself (symbolized by Shrykull for example), and use that to meet and overcome the challenges imposed on him and his species by the external reality of Rupture Farms. The Stockyards and Freefire zone exists in-between the external reality of Rupture Farms and the internal reality of Monsaic Lines, and suggests a turning within to reconnect with latent intrinsic nature, and then bringing that into the world for adaptive success of the collective genome of the Mudokon species (and also of other lifeforms like Paramites, Scrabs and beyond). The suggestion of this in-between space has implications for us in our own lives. It points to the value of dynamically relating to both the need to adapt to the external world, and with our own instinctual needs to bring forth and protect life. In my experience, I would say that that state being in-between, dynamically relating to both inner and outer, may 'feel' similar to the way that the Stockyards music makes one feel.
I always felt like the watchtowers from Abe's Oddysey was a clever way to make it clear that the entire exterior of the factory is heavily monitored at all times. The towers you see far in the distance are actually surveying the area closer to them. But they're so far away, you can't see the lasers being projected and can only see the pulsating lit eyes instead. The exit you end up taking is just one out of many possible routes, so the escape felt more realistic. At least, that was my impression when playing the game for the first time. I didn't really get that same kind of vibe from New 'N' Tasty. It felt like it only had one possible exit that Abe just so happen to stumble upon by pure luck alone.
The stockyards and outer free fire zone is so beautiful and haunting. Looking at all the mudokon corpses impaled on spikes is a grim reminder that others have tried and failed to escape. All the more reason why Abe must succeed
You should put a small intro banner in so that when youtube starts autoplaying your video and you click on it, it doesn't skip the first few seconds of audio from the start of the video. Love your content though keep it up 😊
In the beta version of this game you can hear samples of Scrabs hissing and calling in background, which were eventually removed in the final version. They should have kept those sounds in the game because it really added to the atmosphere and would have kept you guessing of when the Scrabs will show up next IIRC the paramites were removed from this level because the devs didn't want to introduce too many new enemies and obstacles to the player so early in the game I also think the Mudokon was placed in the same area with the Scrab to demonstrate to the player what happens when the Scrab spots you and terrify the player into avoiding them at any cost
8:30 This alone shows how much Scrabs have been nerfed in the remake. Jumping in front of a scrab's face like that is death sentence in the original games, especially Exoddus
I've been thinking of stockyards and then suddenly i see this video :o, the stockyards is a really special area i love, i can't find any games that replicate this kinda feeling of an alien world
The paramites wouldn't have worked well in the stockyard "lore-wise". The Pens are open at the top so wouldn't it be too easy (in universe) for paramites to web their way out of it? They'd probably need pens with closed rooves which wouldn't have been really interesting in game, you wouldn't be able to go in like you can with scrabs with what we got, unless portals/pigeon doors are involved?
That'd be a great explanation!! It makes sense. Maybe it's this canon's version of Toby but he got caught stealing the train manual in this timeline....
I just started playing new n tasty and that first scrab that kills the mudokon was genius. I forgot he was there and saved him just in time to not have to start over
Ever notice that the scrabs on the scrabs cakes sign are all green but naturally that only have the yellow-green tint on the inside of their body , it could have been a breeding ground(like for pigs and chickens) for scrabs in the more polluted areas of oddworld instead of the desert
The Stockyards is my second favorite scenario from AO, while watching the video several things came to my mind (always lol) that I would like to share with you, first of all, in the first scenario of the stockyards we see bombs, maybe to indicate that those bombs were a trap for anyone who fell off the meat conveyor belt like Abe, who however, thanks to his dumb luck, did not fall into it, but further to the right. If I had to come up with a canonical reason why that mudokon was in the scrab cage, I would think that since the Stockyard and the FreeFire Zone are also places where mudokons are eliminated, that mudokon who was in the scrab cage is was sentenced to death and fed to the creature... wondering why the scrab only killed the mudokon after Abe arrived? Well... technically in NnT, we see a sort of broken cage, so maybe first the scrab was imprisoned and then he broke free and killed the mud, maybe it's better not to dwell too much on this detail, I think your explanation is more plausible lol. It's nice to note that in NnT at the end of the Stockyard you see some sharp rocks in the background, the same sharp rocks we see in SoulStorm when the fugitive Mudokon walks through the "destroyed Stockyard" and sees the remains of the destroyed RuptureFarms. In SoulStorm we see in "Toby's Escape" that in the stockyards there are also the slig mamas and probably the reason why in AO we don't see the paramites in the stockyard is because evidently we come out from the front of the Rupture farms, maybe in the back of the Rupture farms there is a fence especially for them, or they simply decided to keep them inside the Rupture farms because if they were outside, being spiders, the paramites could have run away. The Stockyards level is beautiful and full of detail, I wish it was longer!
I mean, makes sense, paramites could easily escape this place, right? Maybe that's why they were 'cut'? But i really like the old stocks better than the new ones. Love the ominous towers! I always thought as a kid the changing background indicates passing time - Like the stocks are so big, it takes abe hours to go through, y'know?
Unrelated to the video but in the good ending of Soulstorm i noticed that ''Consumer'' was spelled as ''Khanzumer''. Did they just drop a new species on us?
hey pupbenny man, when are you gonna make a discord for the fans? or at least some social media accounts, id love to have a spirited conversation with you.
I just realized that the posters at Rupture Farms swap the main colors of Scrabs and Paramites. Am I a genius for this discovery, or an idiot for not noticing sooner? Edit: autocorrect
know what? i always was curious and wanted to know what the other planets are called, if they even have a name. oddworld is a solar system with gas giants and maybe some other inhabitable planets(the "moon" in the background without the pawprint), not just oddworld. imagine some of the other unreleased games are set on different planets in this system... it would be amazing if they expand the oddworld universe
Man, New n Tasty really sucks compared to the original. I don't understand why they messed up the old art direction so much... It is also my favorite part of the game! Beautiful analysis
new and tasty feels like a dumbed down cartoonized revision of the original game. censorship on the Mudokon Pops and several other changed look awful compared to the original.
I just started playing new n tasty and that first scrab that kills the mudokon was genius. I forgot he was there and saved him just in time to not have to start over
Pure nostalgia.
the music of this part is pure 80s/90s weird sci fi magic
Yeah, they've certainly captured a particular feeling.
Even though this was made in the late 90s
@@pupbenny a feeling of the specyfic 90s sci fi which i found only 2 things were abke to replicate
-gandahar
-fantastic planet
Quite nice movies
You could say... 80s *odd* sci fi magic
@@thejunktownsheriffkilliand4800 they always give me such an *odd* feeling
That first mudokkon who gets killed by the Scrab is also a good way to demonstrate that the upcoming Scrabs will kill you if they see you.
Oh yeah! That's a really good point! I didn't even think of that, it works as a method of naturally showing how the gameplay of these new creatures work. That's really clever!
You can save that first Mudokkon by chanting and allowing him to jump in the bird portal before the Scrab gets him.
In-Universe, I like to think the Squigs threw the poor guy into the pens as punishment and forgot him there when they put in the Scrabs. I do not think they killed the slave intentionally however. They would have stayed to watch and laugh if they planed that.
Out-Of-Universe, well... 'Look, it wants you dead! Better avoid it!'... Which you probably do not need to be told, but it is possibly the first thing deliberatly out to kill you without red lights attached to it.
@@heimlichthecaterpillar93 he showed footage of this happening.
There is literally no other game like Oddysee. It feels so alive and invokes such a strange feeling in me... like it is an actual place far away in some distant galaxy, a place for me with living and breathing memories. No other game made me feel like this, even after all these years. Fascinating.
It's what avatar wishes it was
The art design for this game is so entrancing. I really wish they'd make more games in this world.
0:15 I especially love how the sky goes from a orangey sunset color to a yellowish green, (similar to slig barracks) then to a midnight blue/purple.
The Stockyards I'd say is a contender for most iconic Oddworld section. The artwork in it is so brilliant and the backgrounds are so visually striking.
If you want to listen to the Stockyards music, I have a video that you may enjoy: ua-cam.com/video/24mwWJ_Tysg/v-deo.html
You are too cute benny
It's like dark fantasy, just bleakness after bleakness. The definitive goat for me, every gods damned screen is a masterpiece
The Stockyards music on Oddworld just has an extreme calming effect on the whole atmosphere of the game. It's mad hectic in the factory, however the music used outside the factory 🏭 is Chill ASF. It legit relaxes Your senses in real time.👍🏾💯
Yeah you finally feel somewhat free
100%@@kotzpenner
moreover, this is one of the best locations. Those observer towers...🔥
Although I loved the beautiful ambience and music, it wasn't sufficient to quell my anxiety when making a running jump from the scrabs
In the demo version of Abe's Oddysee, you couldnt save that mudokon from the scrab, because there werent any bird portal. You were litteraly forced to see the scrab kill the mudokon.
It was to show they would kill you on sight
Also in the demo if you fail to save everyone while escaping, you get to the stockyards but only to met your fate getting blown up by mines.
Love your Abe impression
Bro keep on making these videos. Odd world lore is so dope. One of the first games I played as a kid
Thank you so much, I'm really glad people remember this game as fondly as I do! :)
@@pupbenny Sadly other ps1 gems of the era are not remembered as fondly... Twisted metal, Speed freaks, and other platformers like treasure planet... The ps1 was a great console.
I used to play this part every day despite never being able to get past one of the scrabs, just because I loved it so much. A year or two ago I finally beat the game after figuring out you could jump while running, something I somehow never tried as a kid. Speaks to how good Oddworld is; you don't even need to be progressing to enjoy it.
Seriously Oddworld deserve's a TV series or a Comic series. Simply i want to explore all of His oddly rich Worldbuilding and meet His Wild folks!
I use to think as a kid, that if I was in the game I'd just sit down and watch the moons night, I don't even wanna go to paramonia... Scrabania is fire tho
The cages should have been crates with symbols on them like "live food inside!" while shaking every so often along with some scrab noises to keep that mystery while maintaining that enhanced viewpoint of the oddworld industrial complex and the threatening creatures captured that reside there.
Aw man that'd be creepy to experience!!!
The Stockyards is easily one of the most atmospheric levels I've seen in a game(Only Ravenholm From
half life 2 can come as close)
Btw I really love your videos keep up the good work
One thing I'd like to add about gameplay that I haven't seen discussed: the entire Stockyards/Free Fire Zone features right to left movement. Normally games will have characters move left to right (for instance Mario) because it feels more natural, while there is something ominous about right to left movement (maybe it's cultural because of the way we read? or maybe because in the northern hemisphere the sun moves left to right across the sky?)
Regardless, Rupturefarms has you move left to right for nearly the entire level, until the very end, but the right to left movement is only for about three screens at the very end. However, then the game deposits you in the Stockyards, and along with the chilling music, foreboding mines, and the No Mudokons sign, the wall on the right hand side blocks you from moving in the natural direction, and that only increases the feeling of "You're not supposed to go in this direction." The game forces you to go in the wrong direction for the whole level, and that serves as a bridge for later levels which mix up movement directions. The game could have used all four directions from the start, but I think it was really clever to have the first level be nearly fully left-right and the second be fully right-left because it really distinguishes their layouts.
Also for the paramite photo, it is possible that the other person found the photo on the Oddworld website. I remember when I was younger (I'm not sure exactly when, but probably around 2007-2009) I used to go on the website and there were photo galleries of each of the games, I think about 30 photos each. I remember being confused about a shot of the paramites in the Stockyards. There also were two photos of a screen from Scrabania with a UXB that also was not in the final game. Thank you for reminding me about the paramites. When I was younger I didn't understand why there would be photos of parts of the game that don't exist, but now I understand the development process. I'm going to go try to find the Scrabania photos!
Edit: I found the place in the website but unfortunately only four of the photos are visible on my computer: web.archive.org/web/20100106080855/oddworld.com/firsttenyears/games/abesodd/ao_gamescreens.shtml
I also found these websites that have some old unused screens, animations, and sounds. They're really interesting! But unfortunately I can't find the paramites or Scrabania.
tcrf.net/Oddworld:_Abe's_Oddysee?title=Oddworld:_Abe%27s_Oddysee
tcrf.net/Proto:Oddworld:_Abe%27s_Oddysee
Great observation about the left / right dynamic. Following on from your observation, from a psychological point of view, moving to the left can also point to moving in the direction of the unconscious - that being what is latent within Abe, his ancestry and his nature, which he reconnects with in the Monsaic Lines.
@@opethnm75 I completely agree, Abe had been moving in the "right" direction his whole life (according to the industrialized society), and for the first time he is moving against that, fighting to question what state of mind/existence is the correct one
Nice
I always loved how these areas looked - honestly, I was too young to really know what this actually is.
I was just blown away by the mystery of it and how absolutely BIG and WIDE the whole area looked. It felt like a reaaaaaaaaaaaaaaaaally really long way out of the rupture farms area in general.
Absolutely loved it.
EDIT: Gosh, I really should just watch the video and not write my comment after the first minute xD
But I TOTALLY agree with the soundtrack! It sounds like "the first cool, misty night air" - rupture farms felt like not really super hot but pretty uncomfortably warm and busy - stepping out of it was like- as if you can still feel the warm air on your back while you're stepping further into the cool night air -
When I played the game back then I was thinking like "I hope Abe doesn't get cold, he must have sweated a lot running through the factory, it must be freezing getting out now and have nothing to wear" xD
PS: (I'm on Minute 3:58, at this point I feel like I just don't want your videos to end and keep pausing them. xD) Plllllllllleeeeease analyze every single screen of this game! :P
Ah, a new pupbenny video *grabs popcorn und soda* 🙂
True it's a wholesome time
When I thought about the Stockyards. It looks like a dangerous place to live in with all the Scrabs and the security lasers to spot you if you moved
This was an excellent video and analysis! Thanks! These few backgrounds are one of if not the most iconic, hunting, nostalgic, comforting, safe, childhood recalling videogame things singlehandedly in my life. It shouts to my childhood years back when I was 13 and lived with my parents in a house in the outskirts of a forgotten village with big trees and lonely winter nights snowing out there. The street and neighbour houses were under snow, none on the streets just the lamps with snow falling in the light. Wood burnt and cracked in the stove giving warm to the room. I loved living there and living that life playing Oddworld. This stockyard musik is playing in my heart still today. Never will forget how was to exploring the game's world and especially this area the first time. It was like exploring something real. Some place outside the big fearsome factory to rest a little bit before going out the wilderness. I loved that in that village in nights the sky had the exact feeling like in "free fire zone". Lots of stars you can't imagine. And that dark blueis color in the background. My favorite color still today. Now I am 38... My parents divorced, our family house has been sold... I live in a city in a flat. But I have a son and a wife, I will show my son this masterpiece of game soon. Thank you for bringing back the good old days for a few minutes and discribing so well the feeling of this level.
THANK YOU FOR THE ODDWORLD POSTS PB. YOU'RE THE FUCKIN MAN
I was about 9 years old when dad let me play oddworld on his playstation and every time I got to this area I would quit because I was too scared to go on after seeing the scrabs. But I still really liked the game so i would replay the rapture farms over and over.
Great video. Part way through the video I was hoping you was going to discuss the Paramite in the stockyard on the back of the case. It baffled me so much. Even to a point where I tried to get back to the stockyards when your at the stage of the game when your returning to Rupture farms. Was hoping the Paramites were going to be there but no such luck though.
I love these Oddworld world break down videos keep it up bro
Love your videos man it’s so nostalgic
Thank you very much! It's really nice to see so many people also get nostalgic for Oddworld like me. :)
It's truly a trip
Can’t get enough of your videos man, keep it up!
First to see, thx for your videos pup
Thank you Inferno_bro! :)
Stockyards Free Fire Zone is my favourite area because of the feeling you just left behind everything you thought you had. The secret you visit reveals the Scrab in its entirety also in the second screen of Stockyards.
It would be cool that you make all the levels of the oddworld games, really love those vids !
I’m glad I’m not the only one who was driven nuts about the paramite picture. I kept believing you’d see them when you come back to Rupture Farms
Great video!!! I really enjoyed it. I love the first game, I played it all the time... and I much prefer the original camera angle than that of new and tasty! The coolest part for me was being able to communicate with the fire flies.
I look on wiki and to make the stockyard make more sense for that Mudokon to save because he was knock out and put there being punish for escaping Rupture Farms so he was there because he try to escape but got capture and he was meant to die for escaping Rupture Farms
That very same image on the back of the PSX game cover also drived my 10-11 years old me crazy back in the 97-98, I think I literally ran into almost every wall in the game, wether running, jumping or rolling, attempting to find any clue of a Paramite stockyards secret level. And I always had that feeling that I was still missing that place, somehow.
It's nice to see here confirmed what I came to suspect as an adult years later: that it was only a previous version of the game, prior to release.
When you finally escape the hectic factory and see the night sky, it’s so cathartic. Really gives you the mental strength to continue further.
Honestly, those watch towers are so cool, it' such a distinctive design, the way they're all shaped like acutal skulls.
The watch towers always scared me as a kid. The way they're looking for you with the lasers and the way a bomb instantly came after you if you were spotted used to give me jitters everytime I played.
this is the first video that introduced me to Oddworld.
This is peak.
This may be a Mandela Effect but I’m sure there were indeed paramites in the Stockyard Return level in Oddysee…
New Oddworld just can't compete with the atmosphere the older games had. Still beautiful 20+ years later, just a bit grainy.
15:21 I was not expecting to see a comment of mine here lol then again, the 3 paramites thing I was talking about was this image www.zing.cz/wp-content/uploads/2018/07/7566.jpg which could be found in the small guide that came with the PS1 version of Abe's Oddysee. As you can see, instead of a scrab and a mudokon there were 3 paramites.
Amazing how there si much lore in just one screen of this game and your videos make a great o job of catching it. Back then they really put so much effort and heart in crafting games that would be masterpieces for ever.
Excellent video.
This video has come at a synchronous time for me. I've been listening to the stockyards music in the background lately, and reflecting on what about this area resonated with me when I played the game as a child, and why it still resonates now. I'll share my reflections.
The Stockyards and Freefire zone represents an 'in-between' zone. It is a cross-over space between what is within and what is without. Abe's external reality, up until this point, had been the harsh reality of life in Rupture Farms. He has been forced to adapt to that environment. However, he is called to go 'within', to reconnect with the inner reality.
The inner reality is his ancestral heritage, and the natural web of life which he is connected to. That inner reality is represented by the Monsaic Lines, and even further by Paramonia and Scrabania.
Abe must reconnect with what is latent within nature and within himself (symbolized by Shrykull for example), and use that to meet and overcome the challenges imposed on him and his species by the external reality of Rupture Farms.
The Stockyards and Freefire zone exists in-between the external reality of Rupture Farms and the internal reality of Monsaic Lines, and suggests a turning within to reconnect with latent intrinsic nature, and then bringing that into the world for adaptive success of the collective genome of the Mudokon species (and also of other lifeforms like Paramites, Scrabs and beyond).
The suggestion of this in-between space has implications for us in our own lives. It points to the value of dynamically relating to both the need to adapt to the external world, and with our own instinctual needs to bring forth and protect life. In my experience, I would say that that state being in-between, dynamically relating to both inner and outer, may 'feel' similar to the way that the Stockyards music makes one feel.
This guy made a video on 5 screens on a oddworld game and I applaud him
This was the area I remembered most after I rented the game once decades ago. That combined with the Srabs. Absolutely wondering and also terrifying.
Those 3 screens in stockyards with watch towers are my favorite ones
"I just realized I spent two minutes anazlying literally one screen of Abes Odyssey" And that is why I trust you sir to explain this game to me lol
I always felt like the watchtowers from Abe's Oddysey was a clever way to make it clear that the entire exterior of the factory is heavily monitored at all times. The towers you see far in the distance are actually surveying the area closer to them. But they're so far away, you can't see the lasers being projected and can only see the pulsating lit eyes instead. The exit you end up taking is just one out of many possible routes, so the escape felt more realistic. At least, that was my impression when playing the game for the first time. I didn't really get that same kind of vibe from New 'N' Tasty. It felt like it only had one possible exit that Abe just so happen to stumble upon by pure luck alone.
The stockyards and outer free fire zone is so beautiful and haunting. Looking at all the mudokon corpses impaled on spikes is a grim reminder that others have tried and failed to escape. All the more reason why Abe must succeed
I just wanted to say that the name of the stockyards theme is "free-fire zone" and its my favourite Abe's oddysee track, I use it a lot for sleeping.
You should put a small intro banner in so that when youtube starts autoplaying your video and you click on it, it doesn't skip the first few seconds of audio from the start of the video. Love your content though keep it up 😊
by far the best level in the game
In the beta version of this game you can hear samples of Scrabs hissing and calling in background, which were eventually removed in the final version. They should have kept those sounds in the game because it really added to the atmosphere and would have kept you guessing of when the Scrabs will show up next
IIRC the paramites were removed from this level because the devs didn't want to introduce too many new enemies and obstacles to the player so early in the game
I also think the Mudokon was placed in the same area with the Scrab to demonstrate to the player what happens when the Scrab spots you and terrify the player into avoiding them at any cost
We want new Oddworld video !!
8:30 This alone shows how much Scrabs have been nerfed in the remake. Jumping in front of a scrab's face like that is death sentence in the original games, especially Exoddus
I've been thinking of stockyards and then suddenly i see this video :o, the stockyards is a really special area i love, i can't find any games that replicate this kinda feeling of an alien world
Great video pal.🙂👍
The paramites wouldn't have worked well in the stockyard "lore-wise". The Pens are open at the top so wouldn't it be too easy (in universe) for paramites to web their way out of it? They'd probably need pens with closed rooves which wouldn't have been really interesting in game, you wouldn't be able to go in like you can with scrabs with what we got, unless portals/pigeon doors are involved?
I've always assumed that random mudokon was meant to be their as food because he did something he wasn't supposed to do
That'd be a great explanation!! It makes sense. Maybe it's this canon's version of Toby but he got caught stealing the train manual in this timeline....
I just started playing new n tasty and that first scrab that kills the mudokon was genius. I forgot he was there and saved him just in time to not have to start over
Amazing explanation
They should have called it “Scrabyard”
Any word on if they're going to continue on with Soulstorm Pt2 since it ended in a cliffhanger?
No news yet as far as I know. Hopefully we'll find out something soon.
Ever notice that the scrabs on the scrabs cakes sign are all green but naturally that only have the yellow-green tint on the inside of their body , it could have been a breeding ground(like for pigs and chickens) for scrabs in the more polluted areas of oddworld instead of the desert
The Stockyards is my second favorite scenario from AO, while watching the video several things came to my mind (always lol) that I would like to share with you, first of all, in the first scenario of the stockyards we see bombs, maybe to indicate that those bombs were a trap for anyone who fell off the meat conveyor belt like Abe, who however, thanks to his dumb luck, did not fall into it, but further to the right. If I had to come up with a canonical reason why that mudokon was in the scrab cage, I would think that since the Stockyard and the FreeFire Zone are also places where mudokons are eliminated, that mudokon who was in the scrab cage is was sentenced to death and fed to the creature... wondering why the scrab only killed the mudokon after Abe arrived? Well... technically in NnT, we see a sort of broken cage, so maybe first the scrab was imprisoned and then he broke free and killed the mud, maybe it's better not to dwell too much on this detail, I think your explanation is more plausible lol. It's nice to note that in NnT at the end of the Stockyard you see some sharp rocks in the background, the same sharp rocks we see in SoulStorm when the fugitive Mudokon walks through the "destroyed Stockyard" and sees the remains of the destroyed RuptureFarms. In SoulStorm we see in "Toby's Escape" that in the stockyards there are also the slig mamas and probably the reason why in AO we don't see the paramites in the stockyard is because evidently we come out from the front of the Rupture farms, maybe in the back of the Rupture farms there is a fence especially for them, or they simply decided to keep them inside the Rupture farms because if they were outside, being spiders, the paramites could have run away. The Stockyards level is beautiful and full of detail, I wish it was longer!
I mean, makes sense, paramites could easily escape this place, right? Maybe that's why they were 'cut'?
But i really like the old stocks better than the new ones. Love the ominous towers!
I always thought as a kid the changing background indicates passing time - Like the stocks are so big, it takes abe hours to go through, y'know?
Unrelated to the video but in the good ending of Soulstorm i noticed that ''Consumer'' was spelled as ''Khanzumer''. Did they just drop a new species on us?
hey pupbenny man, when are you gonna make a discord for the fans? or at least some social media accounts, id love to have a spirited conversation with you.
When I was a kid, if I made it this far, it was usually time for bed
I just realized that the posters at Rupture Farms swap the main colors of Scrabs and Paramites. Am I a genius for this discovery, or an idiot for not noticing sooner?
Edit: autocorrect
Guys, play StockYards OST while playing No Man's Sky, it is truly a perfect experience
i always read it as stocky yards
Could you analize Scrabania and Paramonia places?
I always wondered what those weird glowing weed head things are ?
15:20 What is that trap in Scrabania referring to?
The game of my life
know what? i always was curious and wanted to know what the other planets are called, if they even have a name. oddworld is a solar system with gas giants and maybe some other inhabitable planets(the "moon" in the background without the pawprint), not just oddworld. imagine some of the other unreleased games are set on different planets in this system... it would be amazing if they expand the oddworld universe
Is this a lore video or a comparison video?
Man, New n Tasty really sucks compared to the original. I don't understand why they messed up the old art direction so much...
It is also my favorite part of the game! Beautiful analysis
I cannot for the LIFE OF ME. make this video load. But. Heres a comment to let you know I tried comrade.
Maybe tomorrow.
Im gonna say it. I prefer the old ps1 games to the new ones. Even the gameplay felt nicer imo
new and tasty feels like a dumbed down cartoonized revision of the original game. censorship on the Mudokon Pops and several other changed look awful compared to the original.
>lore
How much of your videos are confirmed canon? Because it seems like you do a lot of speculating.
most of them are canon
I just started playing new n tasty and that first scrab that kills the mudokon was genius. I forgot he was there and saved him just in time to not have to start over