The articlegameplay, story, development, reception
Gameplay
Similar to its predecessor, Oddworld: Soulstorm is a 2.5D side-scrolling platform game. Protagonist of the Oddworld series Abe returns as the primary character, with the goal of rescuing his fellow Mudokons from slave labor and exploitation by the brutal Glukkons. The game features substantially revised gameplay mechanics from New 'n' Tasty while also incorporating gameplay elements from both Oddworld: Abe's Exoddus and Oddworld: Munch's Oddysee.
One new mechanic is an inventory to go along with a new looting and crafting system in which Abe can find various items within interactive objects, or pickpocket them from enemies, and craft and customize different weapons, such as a smoke bomb or a flamethrower; one such lootable item is duct tape, which Abe can use to "apprehend" enemies without killing them. Moolah can also be collected with which to purchase items for the inventory or to open cash gates. Abe is now capable of performing a double jump, allowing him to get across large gaps, and his throwing mechanic from New 'n' Tasty has been modified so that he can move around whilst aiming. A new health meter tracks how much health Abe has left, and can be recovered either over time, from rescuing Mudokons or by collecting often-hidden Royal Jellies, the latter of which will extend the meter. Certain hazards will still kill him instantly however regardless of how much health he has left.
Story
Oddworld: Soulstorm is set hours following the events of Oddworld: New 'n Tasty. In the previous installment, the RuptureFarms janitor Mudokon named Abe accidentally stumbled across a scheme engineered by his CEO, Molluck the Glukkon, to turn all Mudokon laborers into an edible product to compensate for the sales' decline of other meat-based treats, provoked by the dwindling of available animals for processing (one of which already went extinct).
Frightened at learning he may become a target for harvesting, Abe escaped RuptureFarms and came across the free Mudokon shaman Big Face of the Monsaic Lines (a haven for free Mudokons), who elaborates his destiny is to save his enslaved brethren and shut off RuptureFarms permanently. For this, Big Face has Abe pass through a series of trials, branding each of Abe's hands when he's successful, granting him the power of the Shrykull (a divine amalgamation of the native Scrabs and Paramites).
Development
In April 2015, Oddworld's co-founder, and director of Oddworld: Abe's Exoddus, Lorne Lanning announced on a live stream with Kinda Funny Games that a full remake of Abe's Exoddus would be the next Oddworld project. Lanning also stated that the project's success would contribute significantly to future Oddworld titles, and would be marketed more broadly than New 'n' Tasty!.
Lanning also stated that a voting poll was planned for the remake's name. Many fans liked the title Oddworld: Twice Ze Flavor; however, on March 14, 2016, Oddworld Inhabitants announced on social media with a press release that the remake would be entitled Oddworld: Soulstorm. Later at EGX 2016, a game developer from Fat Kraken Studios, Matt Glanville, said that Soulstorm would be a direct sequel to Oddworld: New 'n' Tasty rather than a remake of Abe's Exoddus, instead being a re-imagining of the game's story. Oddworld: Soulstorm has been described by Oddworld Inhabitants as "a complete story retake [of Oddworld: Abe's Exoddus] inspired by our original tale."
Reception
Oddworld: Soulstorm received "mixed or average" reviews from critics, while the Xbox Series X/S version received "generally favorable" reviews, according to review aggregator website Metacritic.
Travis Northup of IGN considered it "an excellent remake of a delightfully weird '90s platformer with tons of charm, challenge... and annoying bugs". Chris Carter, writing for Destructoid, praised the levels for their openness and amount of content, as well as the variety in gameplay; he particularly commended the improvements to the series' mechanics, calling the movement system "one of the best parts of Soulstorm". However, he criticized aspects of menu navigation, writing it was "testy at times and requires a firm few (button) mashes to get going", as well as checkpoint placement and technical issues.









