For the latter to happen, you hold down the R trigger, and, similarly, the L trigger is used to sneak. This means that X hops you forward, not up and the left analogue stick is used to walk, not run. So, the two ‘old school’ control settings from the PS4 version have been made the default. Want to play New ‘n’ Tasty on a plane or a train? We’ve got you covered. Heaps of attention has been lavished on the individual buttons and sticks – tweaking the analogue dead zones, doubling up the shoulder buttons and making sure that Abe always goes exactly where you want him to no matter what. In essence, this is very much Oddworld: New ‘n’ Tasty – the same 84% Metacritic hit that launched on PlayStation 4 in 2014 and PlayStation 3 in 2015 – but it’s a refined, specially adapted version of the game that plays to the strengths of the mobile format, while still delivering that “AAA indie” level of polish our fans have come to expect.įor starters, we’ve reworked the controls considerably. The PS Vita’s a wonderful machine, and for Oddworld: New ‘n’ Tasty it grants us – for the first time with this particular title – the ability to build an experience designed to be enjoyed on the bus, or laid back on the sofa, or for those sneaky 10 minute distractions under the desk while your boss calls this week’s Important Meeting. Hello Oddworld fans! It’s been a little while since we’ve been here on PlayStation Blog talking about our games, but we’re delighted to finally share the first details of our upcoming PS Vita title – Oddworld: New ‘n’ Tasty – and explain exactly what we’ve been doing in making this version of Abe the Mudokon’s critically acclaimed adventure.
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