Oddworld creator Lorne Lanning has a special message for fans about the improvements made to the latest game in the series, Oddworld: Soulstorm.
That’s not odd at all
Oddworld: Soulstorm has been out for a while now, at least in digital form. The game just arrived in physical formats too though, and with that has come a heaping helping of improvements.
If you’re not aware, Soulstorm had some bugginess when it hit, causing quite a bit of aggravation to bubble up from the fanbase. While the game’s issues didn’t affect our review too much, that consternation is understandable.
Soulstorm was, after all, billed as the follow-up to New & Tasty that Oddworld Inhabitants envisioned years ago with the original title in the set. Previews were impressive too, and visually stunning, so enthusiasm was high. And fans being disappointed isn’t something that anybody wanted to see.
But again, the fixes are in. The physical version of Oddworld: Soulstorm brought plenty of those, and across the boards too, including the digital editions of the game. So no matter how and where you’re playing it, Soulstorm should be a sight better at this point.
Running those down for you, is none other than Oddworld’s Lorne Lanning himself:
ODDWORLD: SOULSTORM REFINED
We made a commitment to our community on April 6 that we would continue working on Oddworld: Soulstorm. In return, they have been amazing. They have provided us with valuable feedback that helped us find, recreate, and fix issues/squash bugs. We have released seven updates since our initial release.
We are thrilled to say Oddworld: Soulstorm’s gameplay has been refined on all platforms. No game is bug free, but the version that you can download right now for PS5, PS4, and Epic Games Store is one we are proud of and believe you will enjoy. Same goes for the PS5 and PS4 physical versions that you can buy at retailers.
If you like big suspenseful action-adventure platformers with a compelling narrative that provides you with a new lens in which to view the world around you, we hope you will give Oddworld: Soulstorm a chance.
Thank you for reading. Thank you for caring. And thank you for staying Odd.
Major Fixes – The List
- Ability to remove the HUD: Many existing hardcore Oddworld fans asked us to create the ability to remove the HUD. They didn’t want to be told where every Mud was, relative to Abe, or how much health they had left every frame.
- Comprehensive Slig AI fixes: Sligs no longer get stuck or fixed in a weird state. They now accurately respond to noise, and they feel more deterministic and less random.
- Fine Tuned Abe’s Motion Code: Controlling Abe feels more natural. His movements are immediate to your direction.
- Platforming: Abe’s use of jumping, hanging, and clinging on to monkey bars and ledges has been improved. It allows you to move and advance in a more fluid and natural motion.
- Trophies: Soulstorm’s trophy system, which offers trophy hunters more than 50 hours of gameplay, has been improved.
- Aim: Abe’s aim has been improved which helps to put out or start fires, solve puzzles, and go on the offensive more effectively without wasting valuable resources.
- Abe’s Jump: Fixed issues of Abe jumping out of levels. This was relatively rare, but it did happen and required a reset.
- PS5 Haptic Feedback: We promised an immersive haptic experience on PS5. It took us three months, but now you experience the PS5 controller as it was meant to be experienced. Abe’s heartbeat is felt in moments of high stress, as well as other key haptic opportunities (explosions, foot falls, structures falling, jumping, and landing, etc.). This makes the experience more immersive.
- Sneaking/Stealth: Soulstorm expands on what an Oddworld game is, but our fans asked us to improve the sneaking/stealth experience. We added more risk/reward playoffs which makes levels like Phat Station really shine.
- Progression Blockers: Our players found some progression blockers. We have removed all of them.
- Yards Level Improved: Fans told us that the level Yards was overly difficult, and we have spent time improving the level’s balance.
- The Blimp level: Many players let us know that this level was a big issue in terms of balance. We fixed the section where the mortars originally proved extremely challenging.
- General Key Fixes: We fixed a lot of individually minor annoyances that collectively detracted from the gaming experience like de-activating slap mines, Mudokons jumping in and out of lockers, sawblades getting stuck, and other items.
- Improved Keyboard Mapping (PC): Created an improved keyboard mapping system.
- Missing Cinematics: A few players experienced missing cinematics. We were able to uncover the bug which required a specific set of moves to activate, and we disabled that bug.