The hero has to bring others along
The game was shown privately at E3 in 1996 as SoulStorm. GT Interactive took on publishing that September and, on its advice, the title became Oddworld: Abe’s Oddysee. It reached PlayStation in September 1997 and Windows that November, directed by Lanning, produced by Frank Simon and designed with Paul O’Connor and Jeff Brown, among a much larger team. Abe works at RuptureFarms, a meat-processing plant whose Glukkon owner, facing falling profits, plans a new product made from Abe’s own people, the Mudokons.
Abe cannot fight. He moves through single, hand-composed screens and survives by watching. The defining tool is GameSpeak: holding a button and pressing another lets him greet a Mudokon, tell it to follow or wait, or ask it to pull a lever. Chanting opens bird portals through which followers escape. It also lets Abe take control of a Slig guard, gun and all, although flying chant suppressors stop him in the most dangerous areas. There are 99 Mudokons. Abe can reach the end without them, but only saving at least 50 earns the good ending. Leaving others behind is easier, and the ending notices.
Lanning was frank about the flaws. In May 1998 he told Gaming Age, “we fell short on the ‘save’ feature”. Checkpoint saving forced players to repeat hard sections, and some puzzles could only be learned by dying; infinite lives were meant to offset that. Abe’s Exoddus, released in November 1998, was his correction. It added proper saves, had whole groups of Mudokons follow Abe instead of one at a time, and allowed him to possess nearly every creature. It also gave the workers moods (angry, depressed, even suicidal) that required new GameSpeak. Its story follows a consequence of the first game: closing RuptureFarms cut off the bones used by the SoulStorm Brewery, so the Glukkons start mining a Mudokon burial ground.
Exoddus was never meant to be part of the Quintology. Lanning explained that the true second episode, Munch’s Oddysee, needed real-time 3D, and that PlayStation-era hardware could not deliver it without sacrificing the animation and character appeal that had led them to make a “2 1/2-D” game in the first place.