Abe’s Exoddus Designer Diary [Videogames.com]

By Paul O’Connor, Lead Game Designer

It’s an Odd, Oddworld, once again. Abe, the absinthe‐skinned Mudokon and star of GT Interactive’s Oddworld: Abe’s Oddysee title, will soon be embarking on his second journey, picking up precisely where his last mission left off. This game, Abe’s Exoddus, is more of an offshoot of the first title, while Munch’s Oddysee, the next game set for release, will actually continue the ‘Quintology’ the developers have planned for the series.

The story begins at the point where, by destroying the factory and all the Mudokon bones stashed inside (during the end of the first game), Abe has given the Glukkons reason to need another cache of bones so they can continue making their carnivorous beverages. In Exoddus, you will again venture into the mission as Abe, only this time, with more feeling. Not only will Exoddus include more Gamespeak, you will also reportedly discover more intelligent AI, and fellow Mudokons will wear their emotions on their skin, literally, as blue will depict melancholy, red will display anger, and so on. As Abe, you will have to interact with the Mudokons, by hugging and so forth, to keep them from committing suicide and even taking advantage of your kindness. Zombified Mudokons, notably Mudombies, will need Abe’s assistance in finding their way to safety as well.

Many of the former enemies, such as Scrabs and Sligs, will return. However, Fleeches, Slurgs, Necrum Spirits, and Slogs will also attempt to keep you and your kind from safety. And while saving the Mudokons is foremost, there will be lots of chores for Abe along the way, so to speak. Abe’s Exoddus is expected for the PlayStation in the fourth quarter of ’98. Until then, the developers at Oddworld Inhabitants will be contributing diaries to videogames.com every two weeks to keep our readers up on its progress. Enjoy.

Entry #1 [5 May, 1998]
Lead Game Designer Paul O’Connor files his first diary entry and tells what will lie ahead.

Entry #2 [15 May, 1998]
O’Conner writes about the slog‐eat‐slog world of video game development.

Entry #3 [4 June, 1998]
The secret origin of Oddworld: Abe’s Exoddus begins.

Entry #4 [15 June, 1998]
More on the secret origin of Oddworld: Abe’s Exoddus.

Entry #5 [2 July, 1998]
Paul O’Conner introduces more of the team at Oddworld Inhabitants and describes the philosophy that drives them.

Entry #6 [15 July, 1998]
The art of video game production is discussed, as well as herding cats.

Entry #7 [30 July, 1998]
Paul describes what’s going on with production as the game’s alpha mark is reached.

Entry #8 [19 August, 1998]
Paul takes a look at the state of video game production today.

Entry #9 [1 September, 1998]
The Oddworld Inhabitants describe the process of putting Abe in pictures.

Entry #10 [11 September, 1998]
The convergence between movies and games, and Abe’s part in that, is discussed.

Entry #11 [24 September, 1998]
Abe’s Exoddus has gotten as far as the beta stage. Find out what’s going on with developers Oddworld Inhabitants at this point.

Entry #12 [2 October, 1998]
Abe shifts into test mode as the end approaches.

Entry #13 [27 October, 1998]
Software Engineer Todd Johnson explains the big differences between this and the last Abe game.

Entry #14 [2 November, 1998]
The lost entry! The developers look at the graphical aspect of Abe’s Exoddus.

Entry #15 [16 November, 1998]
Paul O’Connor signs off with the final entry of the Oddworld: Abe’s Exoddus Designer Diary.