Friday 3 July 2015

Iconic Work Analysis: Oddworld: Abe's Oddysee

Oddworld: Abe's Oddysee is a 2D action adventure side-scroller video game. It was originally released in 1997 by Oddworld Inhabitants for the Sony Playstation and PC. This analysis will discuss why Abe's Oddysee is iconic and how aspects of it can be utilized to improve personal projects.

One of the unique things about the game and its success was that the developers consciously decided to make the game a 2D sidescroller at a time when 3D was the emerging new tech in video gaming. It even set a high standard for 2D visuals at the time. The creator Lorne Lanning chose 2D because he believed the art style created a more emotional experience between the player and the protagonist, Abe. He felt that the style of 2D animations, the use of a locked camera and cinematic feel when blended with story, action and adventure in a game was inspiring.

The story takes place on the fictional planet, Oddworld. The protagonist, Abe, a Mudokon is a slave at the slaughterhouse Rupture Farms. One day, he overhears plans by the boss Molluck the Glukkon that Abe and his fellow Mudokons are going to be turned into their latest meat product to save Rupture Farms from bankruptcy. During his escape from Rupture Farms, Abe receives a vision from the shaman, Bigface that he must rescue his fellow Mudokons and also protect all of Oddworld's creatures from the predatory creatures that run Rupture Farms and other such companies. In order to shut down Rupture Farms, he must travel across the lands of Oddworld with his loyal pet, Elum, brave sacred temples and complete trials and gain the phenomenal power of the Shrykull.

Another unique unconventional aspect to the game was that the player didn't play as someone who is typically admired for their strength, muscular body etc. who can easily fight back against their enemies physically. Rather, they play as an ordinary somewhat powerless and defenseless character who the audience could relate to. Abe could easily be killed by one single attack by the creatures, Sligs, Slogs, Paramites and Scrabs. He could easily be crushed to death, electrocuted or blown up among other ways to die. This meant that the player had to intelligently make maneuver around the environments and make use of it. They had to solve puzzles and have good timing to survive. They could even lure their enemies into traps. However, one weapon that Abe had however was possession. He could possess the enemy Sligs and the player could then control them to shoot other enemy Sligs before exploding them to death.

Humour is also strong in the game. For example, there is quirky dialogue, Abe can be as flatulent as the player likes and he comments "Oops" when he accidentally kills a fellow mudokon.

One of the revolutionary feature was the GameSpeak system which was quite unique at the time of its release. In order to rescue the Mudokons, the player had to use Abe to communicate with them by simple commands. He could get their attention by greeting them, "Hello" and then lead them by saying "Follow me." Not only could the player use GameSpeak when playing as Abe but also the enemy Sligs when possessed. The Sligs could be used to communicate with their pet Slogs and also to deactivate the door locks.

If the player didn't rescue enough Mudokons throughout the game, they would be treated to the bad ending in which Abe is slaughtered. If they rescued enough, they were treated to the good ending. There were also bonus rewards for rescuing all 99 Mudokons in the game and for deliberately killing as many as possible. This use of multiple endings allowed for moral incentive in the player and replay value.

Another great aspect of the game is that it is used as an outlet to reflect pro-environmental messages and anti-corporate messages. These messages include the importance of protecting endangered species and the dangers of slave labour, our consumer-driven culture and the dark side of globalization. In fact, Abe himself was inspired by the diamond miners of South Africa who work for diamond cartels and were treated like slaves.

To summarize, I believe that the compelling story, highly imaginative universe and the moral incentive of the game is what make Oddworld: Abe's Oddysee creatively significant work and iconic work. Its success has also led to a remake titled "Oddworld: New 'n' Tasty!"
The player can relate to Abe a realistic somewhat defenseless and powerless character. When the player find out that Abe and their fellow Mudokon's lives are at stake, they feel the incentive to do the right thing which is to escape from Rupture Farms and rescue as many Mudokons as possible. It is possible to feel guilty if you are treated to the bad ending of the game and will be more motivated to play through again and save as many Mudokons as possible. This moral incentive is what I would personally like to be able to incorporate into my own future projects. I would like to be able to make people consistently think about the choices they make and whether they are truly doing the right thing.

The major aspects of Oddworld: Abe's Oddysee that have used to improve my own work are humour, empathy and morality. It makes me care for Abe and the Mudokons. When I play it, I want Abe to be able to escape unscathed along with all the other Mudokons and bring an end to the evil Rupture Farms. I empathize and symphatize with the Mudokons because of how badly they are treated. I enjoy creating comedic works where sometimes there may not necessarily be any meaning. However, I would also like to utilize the artworks I make to incorporate a message about society or life in general. I would like to make comedic works where justice is served to deserving characters and make people consciously think about the morality of their actions. As much as possible, I would like to blend comedy with moral incentive to create effective satirical comedies and parodies.



References:

Dutton, Fred. (2012). Behind The Classics – Oddworld: Abe’s Oddysee. Retrieved from http://blog.eu.playstation.com/2012/09/28/behind-the-classics-oddworld-abes-oddysee/

Tach, David. (2012). 'Abe's Oddysee' creator relives successes and mistakes. Retrieved from http://www.polygon.com/gaming/2012/9/28/3423342/abes-oddysee-creator-relives-successes-and-mistakes

Abe's Oddysee. (n.d.) Retrieved from http://www.oddworld.com/oddworldgames/abes-oddysee/

LudoLogic. (2013). Oddworld: Abe's Oddysee - A Retrospective Review. Retrieved from http://ludologic.hubpages.com/hub/Oddworld-Abes-Oddysee-Review

ID#15328. (2008). Angelic and Demonic endings hint for Oddworld: Abe's Oddysee. Retrieved from http://www.supercheats.com/playstation/oddworld-abes-oddysee/15328/Angelic-and-Demonic-endings/

Vanderhoef, John. (2012). Odd Partners: Videogames and Environmentalism. Retrieved from http://www.gameranx.com/features/id/4506/article/odd-partners-videogames-and-environmentalism/

Dickman, Chris. (n.d.) The Art of Oddworld Inhabitants: The First Ten Years, 1994-2004. Retrieved from http://www.graphics.com/article-old/art-oddworld-inhabitants-first-ten-years-1994-2004

IGN Staff. (1997). Oddworld: Abe's Oddysee. Retrieved from http://au.ign.com/articles/1997/09/23/oddworld-abes-oddysee

Price, Lee. (2010). Retronomicon 05.05.10: Oddworld: Abe’s Oddysee. Retrieved from http://411mania.com/games/retronomicon-05-05-10-oddworld-abes-oddysee/

Smith, Mark. (1998). Oddworld - Abe's Guide to Saving All 99 Mudokons. Retrieved from http://www.the-spoiler.com/ACTION/GT/oddworld.1/oddwalk.htm

ivan@mastergamer.com (2001.) Oddworld: Abe's Oddysee Review. Retrieved from http://www.mastergamer.com/oddworldabe.html

Curran, Zac. (2014). Pocket Change Play: Oddworld Abe's Oddysee. Retrieved from 
 http://www.7bitarcade.com/article/14459/pocket-change-play-oddworld-abes-oddysee/

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