THE BORE

General => Video Game Bored => Topic started by: Borys on September 11, 2012, 02:48:13 AM

Title: Game
Post by: Borys on September 11, 2012, 02:48:13 AM
`
Title: Re: Obsidian's NEW Game
Post by: Damian79 on September 11, 2012, 02:59:23 AM
Dungeon Seige 4?
Title: Re: Obsidian's NEW Game
Post by: The Sceneman on September 11, 2012, 03:14:20 AM
Alpha Protocol 2 :hyper
Title: Re: Obsidian's NEW Game
Post by: Stoney Mason on September 11, 2012, 04:45:14 AM
I bet it won't be buggy and broken and unpolished at all like everything else they've put out this gen!

Title: Re: Obsidian's NEW Game
Post by: archnemesis on September 11, 2012, 05:54:58 AM
Who owns the D&D license after Atari lost it?
Title: Re: Obsidian's NEW Game
Post by: tiesto on September 11, 2012, 09:17:40 AM
Dungeon Seige 4?

Would make the most sense. I can't really think of any other fantasy western RPG series that's 3 entries long that could be outsourced to Obsidian.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 11, 2012, 09:56:19 AM
Good to see that Obsidian is still getting work.

Who owns the D&D license after Atari lost it?

Wizards of the Coast owns the D&D license.
Title: Re: Obsidian's NEW Game
Post by: archnemesis on September 11, 2012, 10:07:05 AM
Have they licensed it to someone else recently?
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 11, 2012, 10:25:48 AM
Here's the full story:

Quote
As part of the agreement, Hasbro will regain the digital licensing rights to the Dungeons & Dragons franchise. However, Atari will still be able to sell and develop a selection of games under the license, including its recently released downloadable action game Dungeons & Dragons: Daggerdale and the upcoming Facebook game Heroes of Neverwinter.

http://www.neogaf.com/forum/showthread.php?t=440992
Title: Re: Obsidian's NEW Game
Post by: archnemesis on September 11, 2012, 10:41:39 AM
Daggerdale was pretty crappy. Hopefully a more competent developer will pick up again.

I guess another Dungeon Siege makes sense. Even though it reviewed poorly (72 on Metacritic) it sold okay and I'm sure it was cheap to make. They can probably reuse a bunch of assets, listen to some feedback and release it on 3+ platforms again.
Title: Re: Obsidian's NEW Game
Post by: BobFromPikeCreek on September 11, 2012, 11:15:02 AM
Alpha Protocol 2 :hyper

My fingers were crossed when I entered this thread.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 11, 2012, 11:39:13 AM
I'm certain I've seen that symbol with the snaking eating its own tail somewhere before, and I really want to say that it was Dungeon Siege 3 but I can't find anything to prove that.
Title: Re: Obsidian's NEW Game
Post by: Tucah on September 11, 2012, 11:39:21 AM
Probably DS4 but oh god the things I'd do for Alpha Protocol 2.
Title: Re: Obsidian's NEW Game
Post by: Howard Alan Treesong on September 11, 2012, 12:20:18 PM
Baldur's Gate 3 believe
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 11, 2012, 02:01:03 PM
(http://i.imgur.com/mCn07.jpg)
Title: Re: Obsidian's NEW Game
Post by: archnemesis on September 11, 2012, 02:05:01 PM
Unless it's Alpha Protocol 2 (and it's not) and hoping it's a completely new IP.
Title: Re: Obsidian's NEW Game
Post by: Van Cruncheon on September 12, 2012, 10:12:55 AM
torment 2
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 12, 2012, 10:29:39 AM
torment 2

Would be nice, but unlikely.
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on September 12, 2012, 10:33:39 AM
I'm betting on some sort of Lovecraftian horror rpg.  Which will make me set aside my policy on not buying Obsidian games... dammit.
Title: Re: Obsidian's NEW Game
Post by: Momo on September 12, 2012, 11:57:55 AM
Has Atari done anything worthwhile since warping into some mobile/social/retro company?
Title: Re: Obsidian's NEW Game
Post by: The Sceneman on September 12, 2012, 12:01:55 PM
Has Atari done anything worthwhile since warping into some mobile/social/retro company?

are they any of those things? I thought the Atari brand was some kind of stale sandwich companies bought off each other and passed around
Title: Re: Obsidian's NEW Game
Post by: archnemesis on September 12, 2012, 12:03:45 PM
They're pretty active making games nobody cares about.
Title: Re: Obsidian's NEW Game
Post by: Momo on September 12, 2012, 12:19:39 PM
I keep seeing them on my twitter feed all the time, my care level however has dropped well below zero since Ghostbusters and Alone in the Dark TNN
Title: Re: Obsidian's NEW Game
Post by: chronovore on September 12, 2012, 12:49:38 PM
They're pretty active making games nobody cares about.
MISSION ACCOMPLISHED.
Title: Re: Obsidian's NEW Game
Post by: demi on September 12, 2012, 12:54:01 PM
It's not AP2 thankfully, they want a game that will actually SELL and be GOOD

Dungeon Siege 3 did middle for both.
Title: Re: Obsidian's NEW Game
Post by: The Sceneman on September 12, 2012, 01:01:43 PM
They're pretty active making games nobody cares about.
MISSION ACCOMPLISHED.

 :lol

someone bump that awesome internal email dump thread
Title: Re: Obsidian's NEW Game
Post by: The Sceneman on September 12, 2012, 01:02:34 PM
It's not AP2 thankfully, they want a game that will actually SELL and be GOOD

Dungeon Siege 3 did middle for both.

Did you 1k Alpha Protocol? An awesome ride.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 12, 2012, 01:34:10 PM
(http://i.imgur.com/EcMoY.jpg)
Title: Re: Obsidian's NEW Game
Post by: The Sceneman on September 12, 2012, 01:38:44 PM
It spins thus.
Title: Re: Obsidian's NEW Game
Post by: pilonv1 on September 13, 2012, 06:01:02 AM
Has to be Torment 2 with all that talk about pain and waking up.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 13, 2012, 09:44:51 AM
If it's Torment 2, it better have the right music.

Brian Fargo already dug Mark Morgan from out of whatever hole he was hiding in to do the Wasteland 2 soundtrack, so it would be a pretty bizarre turn of events if Chris Avellone didn't bring him on for Torment 2.
Title: Re: Obsidian's NEW Game
Post by: pilonv1 on September 13, 2012, 09:45:33 AM
Wonder if Beamdog can do an update of Torment as well as BG?
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 13, 2012, 10:03:52 AM
Wonder if Beamdog can do an update of Torment as well as BG?

Probably not, but most of what they would do to update Torment has already been done by fans and then some.
Title: Re: Obsidian's NEW Game
Post by: Joe Molotov on September 13, 2012, 11:34:25 AM
It spins thus.

Wheel of Time RPG?

(http://upload.wikimedia.org/wikipedia/en/d/de/Snakewheel.png)
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 13, 2012, 11:46:12 AM
It spins thus.

Wheel of Time RPG?

(http://upload.wikimedia.org/wikipedia/en/d/de/Snakewheel.png)

The snake logo and some of the wording definitely makes it sound like that [and Obsidian was reported to be working together with another company on a WoT RPG]. But none of the places and people mentioned specifically in these riddles have anything remotely to do with the Wheel of Time
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 13, 2012, 01:44:53 PM
(http://i.imgur.com/rsSVf.jpg)
Title: Re: Obsidian's NEW Game
Post by: Joe Molotov on September 13, 2012, 03:10:07 PM
Watchmen RPG. Or Wheel of Time Expanded Universe.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 13, 2012, 03:11:15 PM
Some people are speculating that it's going to be a Highlander RPG. :lol
Title: Re: Obsidian's NEW Game
Post by: Howard Alan Treesong on September 13, 2012, 04:22:21 PM
I can't wait for Obsidian's new game! :teehee

http://www.youtube.com/watch?v=EmOtWyjs8iU
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 13, 2012, 04:27:51 PM
BEATLES RPG?!
Title: Re: Obsidian's NEW Game
Post by: Howard Alan Treesong on September 13, 2012, 04:30:03 PM
Not quite. :lol
Title: Re: Obsidian's NEW Game
Post by: Himu on September 13, 2012, 04:33:20 PM
:lol
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 14, 2012, 01:14:57 PM
It's Kickstarter:

http://www.kickstarter.com/projects/obsidian/project-eternity
Title: Re: Obsidian's NEW Game
Post by: Himu on September 14, 2012, 01:18:30 PM
Of a turn based isometric rpg :hyper :hyper :hyper

Rumbler you're slipping
Title: Re: Obsidian's NEW Game
Post by: Joe Molotov on September 14, 2012, 01:22:59 PM
This will probably be the second kickstarter I contribute to.
Title: Re: Obsidian's NEW Game
Post by: Howard Alan Treesong on September 14, 2012, 01:27:10 PM
(http://i3.kym-cdn.com/photos/images/original/000/241/796/cac.png)
Title: Re: Obsidian's NEW Game
Post by: archnemesis on September 14, 2012, 01:28:21 PM
I need to pay $160 if I want a cloth map? I'm sitting this one out.

You need to rehost that Howard if you want anyone else to see it.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 14, 2012, 01:43:13 PM
Just put down $20.
Title: Re: Obsidian's NEW Game
Post by: Bebpo on September 14, 2012, 01:54:43 PM
I kinda skimmed the kickstarter.  Is it a traditional orcs/elves/dwarves middle-earth fantasy setting?  Because the map looks like that and it's my least favorite setting in rpgs, especially coming from obsidian which has done really interesting settings with planescape, fallout, alpha protocol.

Will still kick in something, but less excited if it's going to be a baldur's gate style rpg.
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on September 14, 2012, 01:59:13 PM
Reading a kickstarter like that just breaks through that barrier of magic and astonishment that should come with a new game.

We shouldnt know this shit.

Quote
Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment.

I dont want to know what they are aiming for, its just horrible if they give all these points up front.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 14, 2012, 02:03:22 PM
Is it a traditional orcs/elves/dwarves middle-earth fantasy setting?

Seems more like Game of Thrones than Lord of the Rings, but yes, it is fantasy.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 14, 2012, 02:06:55 PM
Quote
Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment.

I dont want to know what they are aiming for, its just horrible if they give all these points up front.

How are they supposed to sell this game to fans if they can't tell fans what they're aiming to do?

"We are making an RPG. It will definitely feature dungeons and characters. Combat will also play a role."
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on September 14, 2012, 02:18:13 PM
Quote
Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment.

I dont want to know what they are aiming for, its just horrible if they give all these points up front.

How are they supposed to sell this game to fans if they can't tell fans what they're aiming to do?

"We are making an RPG. It will definitely feature dungeons and characters. Combat will also play a role."

I know, but you know what I mean :)
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on September 14, 2012, 02:18:36 PM
It's Kickstarter:

http://www.kickstarter.com/projects/obsidian/project-eternity

Not surprised. It isn't like publishers are throwing money at them to make games.

And yeah, this will be successful in no time. I bet it hits 1 million in under 5 days.

It's gained around 500 backers and 30k in the 15 minutes or so I've been durdling around on the kickstarter page... one of whom may or may not have been me for $65 :ninja

I'm kind of giving them money and just crossing my fingers I get a playable game one day. 
Title: Re: Obsidian's NEW Game
Post by: chronovore on September 14, 2012, 02:24:45 PM
Signs point to successful funding.
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on September 14, 2012, 02:29:16 PM
Ofc it will get it, Obsidian has a big fanbase.
Title: Re: Obsidian's NEW Game
Post by: Howard Alan Treesong on September 14, 2012, 02:32:44 PM
I gave ... a lot of money  :'(
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on September 14, 2012, 02:44:10 PM
I know what you did Treesong :P

Over 200k now.  Should coast to the goal within the first day or two.
Title: Re: Obsidian's NEW Game
Post by: Bebpo on September 14, 2012, 02:50:44 PM
I guess this is the 2nd? time that a major non-indie developer is using kickstarter to fund a game.  Doublefine made a ton, but it was also the first of the wave.  A half year later, will be interesting to see if Obsidian can get similar results.
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on September 14, 2012, 02:51:49 PM
The funny thing is I can't be arsed to spend that $65ish on a game that I *know* is coming out next week (Borderlands 2) that I *know* I will get some enjoyment out of, but zomg just PROMISE me a new Obsidian rpg and I fork over the money like a rube.

The thing that worries me is there's no timetable that I could see on that kickstarter page. :fbm
Title: Re: Obsidian's NEW Game
Post by: Howard Alan Treesong on September 14, 2012, 02:53:55 PM
It says April 2014.
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on September 14, 2012, 02:56:41 PM
It says April 2014.

Ok, so 85% finished product released in Nov. 2014 :P
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 14, 2012, 03:03:08 PM
It says April 2014.

Ok, so 85% finished product released in Nov. 2014 :P

At least this time they don't have a publisher to appease and can release fully fleshed out mod tools!

I guess this is the 2nd? time that a major non-indie developer is using kickstarter to fund a game.  Doublefine made a ton, but it was also the first of the wave.  A half year later, will be interesting to see if Obsidian can get similar results.

The Kickstarter for Plantery Annihilation is within minutes of closing above $2.2 million. This ride definitely isn't over yet.
Title: Re: Obsidian's NEW Game
Post by: Howard Alan Treesong on September 14, 2012, 03:05:55 PM
I think this is gonna do north of $2.5, possibly $3.0. People like Obsidian and PC RPG fans, as a rule, are white one-percenters in their 30s. The demographics, team, and promised game all add up to a really great value proposition. Other Kickstarters fail because they are lousy games turning to Kickstarter in a desperate attempt to happen at all. This one feels ... there's more ownership, more originality, more drive behind the motivations for starting the Kickstarter. It will do well.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 14, 2012, 03:15:24 PM
I think this is gonna do north of $2.5, possibly $3.0. People like Obsidian and PC RPG fans, as a rule, are white one-percenters in their 30s. The demographics, team, and promised game all add up to a really great value proposition. Other Kickstarters fail because they are lousy games turning to Kickstarter in a desperate attempt to happen at all. This one feels ... there's more ownership, more originality, more drive behind the motivations for starting the Kickstarter. It will do well.

Yeah, it definitely will. Wasteland 2 proved that fans of hardcore PC RPGs and old school PC franchises still constitute a large group and are willing to put up money. And this was for a sequel to a 20 year old game by a studio with limited recognize/praise. Obsidian has shipped half a dozen well-liked products [in certain circles] over the past 8 years and have another big game out in a few months. They've definitely got much greater awareness and support, and the prospect of setting them loose on a brand new world of their own creation is something that's going to get their fanbase really excited.
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on September 14, 2012, 03:40:58 PM
Cleared 300k, with 24 backers at the $1000 or more level (including 20 10k backers)
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 14, 2012, 05:12:31 PM
It's moving along really good, should hit it's initial goal sometime tomorrow [or earlier if lots of people getting off work open up their wallets]. I'd really like to see what kind of stretch goals they have planned for this.
Title: Re: Obsidian's NEW Game
Post by: Bebpo on September 14, 2012, 05:22:07 PM
I will donate $1,000 if they make Michael Thorton a stealth/spy class complete with unique dialogue choices where he can troll everyone he meets and then punch them in the face.

spoiler (click to show/hide)
Still really want spiritual successor Alpha Protocol 2 kickstarter!
[close]
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 14, 2012, 05:26:10 PM
Alpha Protocol 2 would cost A LOT more than $1.1 million.
Title: Re: Obsidian's NEW Game
Post by: Bebpo on September 14, 2012, 05:26:51 PM
Not if it's an isometeric game in the vein of Crusader: No Remorse!
Title: Re: Obsidian's NEW Game
Post by: Bebpo on September 14, 2012, 05:31:58 PM
But really, since this is self-financed, what is stopping them from putting "Michael Borton" an optional recruitable party member from a distant dimension who wakes up one day to find out that he accidently teleported himself to the game's world during an explosion at a scientific research facility and is ready to party up with the group to sneak around middle earth and punch, kick and shoot people in the face with his assortment of guns he brought all while being a hilariously written member?

Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 15, 2012, 09:18:51 AM
It will hit $1.1M in no time.

No time = about 24 hours, apparently. It's over $900k in just 20 hours.
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on September 15, 2012, 09:31:44 AM
Too bad you can't Kickstart projects through Steam. I'd Kickstart something if I didn't have to sign up to yet another thing.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 15, 2012, 09:38:15 AM
Too bad you can't Kickstart projects through Steam. I'd Kickstart something if I didn't have to sign up to yet another thing.

You can log in to Kickstarter with your Facebook account.
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on September 15, 2012, 12:07:43 PM
Cool, but I don't want to link that stuff to my CC :)

Still thats a good option.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 15, 2012, 09:54:06 PM
Some new info about stretch goals:

Quote
1.1 million,   Base Goal – Achieved!
Base game includes three races, five classes, and five companions. We have ideas for these, but we want to hear your opinions on what you'd like to see. Stay tuned to Kickstarter, our website, and our forums to join in on the conversation.

1.4 million, New Playable Race, Class, and Companion!
Expands your options for character creation and adds a companion of the new class.

1.6 million, a Mac Version of Project Eternity and The Story Grows!
We've listened and we’ll make a Mac version of the game at this tier. We're also going to add a new major storyline along with new quests, locations, NPCs, and unique loot (special histories everyone?).

1.8 million, New Playable Race, Class, and Companion!
The options grow for your main character and the roster of your motley crew expands with the addition of a new companion from the selected class.

2.0 million, Player House!
Get your own house in the game that you can customize, store equipment in, and where your companions hang out, or, as the elves say, "chillax".

2.2 million, a new Region, a new Faction and another new Companion! And, dare we say it... ? LINUX!
Great news, everyone! For the Tarball Knights of Gzippia out there, we'll be adding Linux support!
Also, the world of Project Eternity grows in a major way with the inclusion of a whole new faction and the territory it holds. This adds new NPCs, quests, magic items, and hours of gameplay. And yes, you got it, another companion.
Title: Re: Obsidian's NEW Game
Post by: pilonv1 on September 16, 2012, 12:14:00 AM
:lol @ putting Linux support on the highest tier.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 17, 2012, 02:20:27 PM
Got the first stretch goal already, with the current take at just shy of $1.5 million.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 17, 2012, 07:34:35 PM
Some details:

Quote
Your Party
The maximum party size is the player's main character (PC) and up to five companions for a total of six characters. This does not preclude the addition of temporary characters in special circumstances. Companions are never forced on the player. Players can explore the entire world and its story on their own if they so choose. We feel companions are excellent sounding boards for the player's (and other companions') actions, but the story is ultimately about the player's personal conflict among the larger social and political complexities of the world.

Formations
A key element of the classic party-based tactical combat that we are developing is the use of party formations. As in the good ol' games, you can arrange your party in a large number of set formations. You can also construct your own formations if you want to get fancy. When moving companions, you have the ability to rotate formations for more precise positioning.

Character Creation
At a minimum, players will be able to specify their main character's name, sex, class, race (including subrace), culture, traits, ability scores, portrait, and the fundamental starting options of his or her class (gear, skills, and talents). We have not worked out customization details of character avatars, but we believe those are important and will be updating on these specifics in the future.
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on September 17, 2012, 07:45:09 PM
Six characters  :heartbeat
Title: Re: Obsidian's NEW Game
Post by: pilonv1 on September 17, 2012, 08:22:04 PM
Hopefully it's like BG where you can wander into areas that are way above your level, no scaling please!
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 17, 2012, 08:24:23 PM
Hopefully it's like BG where you can wander into areas that are way above your level, no scaling please!

Considering that most serious RPG players hate level-scaling, and what you describe was highly common in the Infinity Engine days, I suspect they'll make sure it's the same here.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 20, 2012, 03:25:03 PM
More updatering:

Quote
Souls

As we hinted at in our pitch videos, souls are A Big Deal in Project Eternity's world. The mortal world has not unlocked all of the secrets of how souls "work" and differing schools of metaphysical philosophy can be found in virtually every culture. What is known is that sapient souls move through an endless cycle of waking life and purgatorial slumber among the gods. Often this slumber lasts for years of "real" time, but occasionally it is brief, with a soul immediately moving on to a new life.

Far from being a flawless process, souls are subject to "fracturing" over generations, transforming in myriad ways, and not quite... working right. Some cultures and individuals place a high value on "strong" souls, souls with a "pure" lineage, "awakened" souls that remember past lives, "traveled" souls that have drifted through the divine realms, or those that co-exist with other souls in one body. However, the opposite is also true, resulting in negative discrimination and sometimes outright violence.

Through a variety of techniques (e.g. martial training, meditation, ritualistic evocation, mortification of the flesh), some individuals are able to draw upon the energy of their soul to accomplish extraordinary feats. These abilities range from the mundanely superhuman to the explosively magical. Having a strong soul seems to make this easier, but sometimes even people with fragmented souls are able to accomplish the extraordinary. The individual's body seems to act as a conduit and battery for this power, drawing in replenishment from seemingly omnipresent "fields" of unbound spiritual energy in the world around them.

Thinkers, spiritualists, and scientists of the world have theorized for thousands of years about the nature and purpose of this process, but others have turned to prayer for answer. Rather than illuminate the presumed higher purpose of this cycle, the gods have obfuscated the truth, at times spreading cosmological lies, pitting believers and empowered chosen agents against each other, and tacitly approving the prejudices of their followers to maintain power.

Whatever the fundamental nature of mortal souls is, the people of the world accept the reality of what they have observed: that all mortal bodies contain perceptible energy bound to the individual, and that once they die, their energy will move forward in the eternal cycle that they are all a part of -- that as far as they know, they have always been a part of.

Technology

The cultures of Project Eternity are in a variety of different technological states. Though some remote civilizations are still in the equivalent of Earth's Stone Age or Bronze Age, most large civilizations are in the equivalent of Earth's high or late Middle Ages. The most aggressive and powerful civilizations are in the early stages of what would be our early modern period, technologically, even if they are not culturally undergoing "Renaissance"-style changes.
 
For most large civilizations, this means that all of the core arms and armor of medieval warfare have reached a high level of development: full suits of articulated plate armor, a variety of military swords, war hammers, polearms, longbows, crossbows, and advanced siege weaponry. Architecturally, these cultures also employ technologies found in Earth's Gothic structures, allowing them to create towering vertical structures.

The most recent technologies seeing use in the world are ocean-going carrack-style ships and black powder firearms (notably absent: the printing press). Cultures with large navies and mercantile traffic are exploring the world, which has led to contact with previously-unknown lands and societies and settlement in new lands. Despite their intense drive, these explorers have been restricted from aggressive long-range exploration by monstrous sea creatures that pose a lethal, seemingly insurmountable threat to even the stoutest, most well-armed ships.

Black powder firearms are of the single-shot wheellock variety. Largely considered complex curiosities, these weapons are not employed extensively by military forces. Their long reload times are considered a liability in battles against foes that are too monstrous to drop with a single volley, foes that fly or move at high speed, and foes that have the power of invisibility. Despite this, some individuals do employ firearms for one specific purpose: close range penetration of the arcane veil, a standard magical defense employed by wizards. The arcane veil is powerful, but it does not react well to the high-velocity projectiles generated by arquebuses and handguns. As a result, more wizards who previously relied on the veil and similar abjurations have turned to traditional armor for additional defense.

Next update will discuss non-combat skills and the nature of character classes.
Title: Re: Obsidian's NEW Game
Post by: tiesto on September 21, 2012, 08:41:04 AM
Reading the above: thank god... I thought this was gonna be another western RPG stuck in dullsville Lord of the Rings land.
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on September 21, 2012, 10:16:34 AM
Reading the above: thank god... I thought this was gonna be another western RPG stuck in dullsville Lord of the Rings land.

Well it doesn't sound like it, but from the look of things there will be no :uguu either, so you might still want to steer clear
Title: Re: Obsidian's NEW Game
Post by: Damian79 on September 21, 2012, 11:05:28 AM
.  :ignorethispost
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 21, 2012, 11:55:08 AM
Reading the above: thank god... I thought this was gonna be another western RPG stuck in dullsville Lord of the Rings land.

Well it doesn't sound like it, but from the look of things there will be no :uguu either, so you might still want to steer clear

NO UGUU WAIFUS?! :maf :maf :maf

That's it, you just lost a sale, Obsidian!
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 22, 2012, 11:43:05 PM
Another update:

Quote
Non-Combat Abilities

Let's talk first about your goals as a player, about the things you would like to do besides fighting. Then I'll talk about our design goals and explain how we are putting the non-combat systems together.

Player Goals

When you are not fighting, that's when non-combat abilities come into play. We plan to add abilities that will let you become better at achieving four different non-combat goals.

Learning new things. This includes finding out previously unknown information, like the location of town or a hidden door, or uncovering secret knowledge, like a potion recipe or the true name of a demon. Or maybe you just want to know a good place to gather materials like ore or herbs. We will make abilities that let you find things out.

Traveling around the world. You will want to improve your movement capabilities (such as sneaking around some ruins), or traveling across the world map faster or more safely, or even teleporting directly to your destination. And sometimes movement requires removing barriers like locks or traps, so you will need some way to unlock and disarm. We'll add abilities for these actions.

Getting new items. If you are not going to kill a creature to take its things, then we will give you the means to make new items, buy them, or steal them. Or maybe you will choose to support NPC's by bringing them the materials or the recipes needed to make new items for you. We congratulate you on your non-violent and cooperative plans of wealth acquisition, and we'll give you the means to do it.

Interacting with companions. Once we have added many interesting and useful NPC companions, we will have to give you ways to recruit them, improve their usefulness, and keep them from dying (or even worse, disliking you!). We will make non-combat abilities that interact with your companions, so you can keep them alive and filled with a grudging respect for you.

Now each of these goals represents a whole slew of related non-combat abilities. For example, for player traveling, we could have all kinds of abilities, including stealth and teleport abilities, as well as abilities to make world map travel faster, less likely to have encounters, and able to make use of alternate transportation routes such as over mountains using passes or over water using ships.

Design Goals

In putting together our non-combat system, we have made a list of goals for the design of these skills and the rules they need to follow.

Non-combat skills are gained separately from combat skills. You shouldn't have to choose between Magic Missile and Herbalism. They should be separate types of abilities, and you should spend different points to get each one.

Non-combat skills do not use the same resources as combat skills. You don't spend the same stuff for a non-combat skill as you do for combat skills. Some don't use anything at all to use, so you will never find yourself unable to blast an opponent if you get caught sneaking.

All non-combat skills are useful. If we add lockpicking to the game, we will make sure that there are locks to pick and worthwhile rewards for getting past them.

All non-combat skills can be used frequently. If you take disarm traps as a skill, you should expect more than two traps in the entire game world. Frequency of application has a large impact on how useful something is.

Combat can be avoided with non-combat skills. There will often be ways to avoid fighting. Yes, we will have the standard methods of talking your way out of a fight or sneaking around an encounter, but there will be other ways too. Perhaps you can re-sanctify a desecrated cemetery to prevent any further undead from rising, or maybe figuring out a way across a ruined bridge will always avoid the bandits on this side of the river.

Avoiding combat does not lead to less experience gain. You shouldn't go up levels any slower by using your non-combat skills rather than your combat skills. We plan to reward you for your accomplishments, not for your body count.
Title: Re: Obsidian's NEW Game
Post by: Damian79 on September 25, 2012, 03:42:03 AM
Gameindustry.biz interview

Quote
Q: Why Kickstarter?

Feargus Urquhart: A lot of it is what crowdfunding is all about. It's an opportunity to go to fans with something and ask for their opinions, their help, their money to make something you believe in. And we really believe in our role-playing games. We love making the big ones, but we believe in this old school, harder core RPG, and some of those things that are a little bit harder to get funded in the traditional publisher model. That's nothing against publishers. This is just a different model, and it's great to go back to something that is our roots.

Q: Did you try to pitch Project Eternity to publishers before you Kickstarted it?

Feargus Urquhart: We've talked with publishers a lot over the years and the last six months. We never went in with a Powerpoint and a proposal and pitched the full thing or anything like that. It's just different. It's not retail, but maybe we'll have a retail SKU after the game comes out. It's digital, but not a little digital game. It's weirdly in the middle. It falls into a no-mans-land a little bit about how products are being considered.

Q: Were you worried about backlash to Kickstarter projects, especially from established studios?

Feargus Urquhart: I'll be honest. We didn't really think about that. Maybe a part of it is we think a little too highly of ourselves… We go into things like this with the best intentions. We truly want to make this, so we didn't question whether someone would question if we were doing it for alternative reasons.

Q: What happens if development hits a snag and the game takes longer or costs more than expected?

Feargus Urquhart: There are a couple different ways. We're going to be careful with the money because all game development hits snags. So a portion of the money will be set aside. Think of it as something like an escrow account. As development goes and goes, we'll spend more of that money because there's only so much development left where we could hit snags, so we don't need to reserve as much. And at the end, we've spent all the money and made a great game.

Q: How important is transparency in the process of explaining to your backers how the game's coming along, the creative decisions you're making, even with the budget?

Feargus Urquhart: I think we have a lot of responsibility to keep people apprised. They've given us a lot of trust, and we take that very seriously. Our biggest responsibility is letting people know what's going on that's good, what are some challenges we're having and how we're dealing with them. I think it's like anything in life where you're kind of invested in something. It's when you get your periodic updates as to what's going on and you feel better that progress is being made. We understand it's a big responsibility and we can't just disappear off into the ether.


Obsidian is also currently working on South Park: The Stick of Truth for THQ.

Q: Do your stretch goals threaten your game design? Like instead of making the right number of character classes for the game, you have to make X number of them to fulfill a promise to backers?

Feargus Urquhart: Well, when you're making an RPG, that makes stretch goals easy in some ways. RPG campaigns and games are all about adding more stuff, in a lot of ways. It's about more choices, and having another class to play is a great thing to have in an RPG. But there's a certain point at which there are just too many and they're not impactful anymore. So we're not going to continue to just add another race every X hundred thousand [dollars]. There's not going to be 17 races in the game; we're going to think of other cool things to add in that expand not only what the game is, but potentially what our high level backers are getting.

Q: How do publishers feel about studios who Kickstart projects?

Feargus Urquhart: I think publishers are curious about the model and curious about what that can do. I think ultimately publishers are looking for good developers to make great games for them. They have their internal staff to make great games, and sometimes they need a particular type of developer to make a particular game for them. So I don't know if that changes things a whole lot on the bigger console level. On the smaller level, I think some publishers may really like the model. It's pretty scary when you're a publisher and you have to fund games because that's what you need to go ship. But now maybe some titles can come to you secondarily, or for distribution, or something like that where you don't have to worry about a cash outlay so much.

Q: Do you think Kickstarter is changing the balance of power between publishers and developers now that smaller studios just have other options?

Feargus Urquhart: I think so, but it depends on which part of the market you're talking about. For the $20-40 million, multi-SKU console game, that's not the Kickstarter world. I think what Kickstarter gives developers the capability to do-and this is how we're looking at it-is we're getting the opportunity to go build a brand, and it's a brand that we own. And that's what changes the power a little bit. Now I have a game that we're going to go make, and I have a brand. And I own that brand. And it's now something that if I go talk to a publisher to talk about doing something different with a brand-and this is years from now-they're not going to get to own that brand. That definitely changes whatever you call it, power or leverage… it changes the discussion. Absolutely.

Q: Recent years have seen Respawn, Bungie, and Insomniac get a little bit more ownership over their games. Could things like this have been possible 10 or 15 years ago?

Feargus Urquhart: I think ownership of your IP was easier to actually arrange 10 or 15 years ago. When the numbers weren't so high, when publishers weren't paying $25 or $30 million, the IP was more on the table as to whether you could own it or not. Over the last five or six years, it's gotten harder and harder. Bungie and Respawn and Insomniac, with such a track record, it's a value proposition for the publishers. "We want the next Call of Duty. Hey, these guys made Call of Duty. We're willing to give up some aspects of ownership because we're not in this segment of the market to the extent we want to be, but we'll trade what we would want normally to get into it." It's really become harder and harder for independent developers to own IP when you're talking to a publisher about $20- $30- $40 million.

Q: You mentioned in the Kickstarter project page that a publisher proposed you raise the money and they would publish the game and keep the IP. Was that just an overly aggressive business play, or do publishers fundamentally not understand Kickstarter?

Feargus Urquhart: I think the publisher understood, but I don't think it was aggressive, and I don't think it was even spiteful or something like that. Everybody has to walk in everybody's shoes, you know? Right now, publishers have a huge amount of pressure as it relates to the money going out and coming in. And there's a console transition, and console transitions are hugely scary. So a lot of them are looking at how they protect the cash they have and not have more cash outlays. That's just first and foremost in their mind so much right now that they're just looking at all the possibilities. And what comes out of that is that they might not think of what they're really asking of the developer. It's possible one of the publishers who approached us that way was thinking, "Could I get away with it?" But I don't know that at all. Most of the people I know at publishers aren't bad people by any stretch of the meaning. They're trying to do the job the best they can within the scope of what they have.

Q: You've essentially got 40,000 preorders for a game targeting a niche audience. Do you worry at all that the addressable audience for the game will have already been addressed once you launch?

Feargus Urquhart: I'm not, actually. And that's entirely Feargus data. It's my own way of looking at the world. Baldur's Gate sold between 2-4 million units, and that was 10 years ago. It still sells today. The GOG guys put up packages of sales for the D&D games because they still sell. I think there's absolutely a market for them. I don't know what that market is. I couldn't tell you if it's 200,000 or 300,000 or 400,000, but there's definitely a market and it's hopefully more than the number of backers we'll have.

Q: Are you surprised publishers don't back projects like these considering the millions the previous ones have sold and their longevity?

Feargus Urquhart: How do I put it? It's like we all need to really do the numbers. Any publisher can ship N games every year. If a publisher normally ships 50 games or something, it's very hard to ship 100 games because they're not going to increase the number of people they have for a year just to ship 100 games or something. So publishers have to make sure they're shipping the right number of games at the right level. It takes a lot of effort to support a big console game; it takes much much less to support an XBLA game. And a game like this falls in some weird middle. Do we take it to retail? It's not just a download. But it's not a $500,000 budget XBLA game. It's niche… And it's hard for them to evaluate the upside and where to put it. And I think that's what's hard. It's not anything negative or bad; it's a question of what to do with it.

Q: Are consoles or tablet versions on Project Eternity's stretch goal list?

Feargus Urquhart: No they're not. It's a game that goes back to the roots of the great RPG games of the past and the focus of those was keyboard and mouse. Not that console games aren't great; they're just different. There's a big difference between Baldur's Gate: Dark Alliance [for consoles] and Baldur's Gate II [for PC]. And we don't want to create some camel in the middle to try to straddle a line. It's do one thing or another, and we're going to try to do the PC and do that right.

Q: Thanks again for the interview.
Title: Re: Obsidian's NEW Game
Post by: Himu on September 25, 2012, 08:20:57 AM
this game sounds like hot shit.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on September 26, 2012, 01:56:20 PM
Difficulty modes/options and the Godlike race:

Quote
We love giving players options: character build options, personality options, story options -- all the options you might want to play around with. We recognize that many players also want to play the game their way and have an experience that matches their particular RPG tastes. RPG fans share a lot of common ground, but on matters of visible mechanical feedback, complexity, and the overall level of punitive face-punching a game provides, there's a big spectrum of opinions. In a lot of cases, it's not too hard for us to provide options to turn an individual feature on or off, so we want to make that possible when resources permit us to do so.

Additionally, even among the ranks of RPG superfans, there exists a subset of players who can't get enough challenge. They want all of the difficulty features set to "I am pro." Collectively, we've worked on a bunch of these challenge modes in the past and enjoyed the results. Project Eternity seems like a very appropriate place to highlight suites of these difficulty options as distinct gameplay modes that players can opt-into at the beginning of any game. We've come up with three modes we'd like to support, which also includes the ability to turn many of their sub-features on and off on an individual level in an ordinary game: Expert Mode, Trial of Iron, and Path of the Damned.

Expert Mode will disable all of the common ease-of-use / in-case-you-missed it gameplay elements like the display of skill thresholds, influence/reputation modifiers, and similar "helper" information. In a fashion similar to Fallout: New Vegas' Hardcore Mode, Expert Mode will also enable more punitive and demanding gameplay elements, in and out of combat. We're not saying we're going to have weighty gold (for real, we're not saying that), but if we did, you can bet that would be automatically turned on by Expert Mode.

If you guessed that Trial of Iron is like Temple of Elemental Evil's Ironman Mode, you guessed right. When you start a Trial of Iron game, you have one save game that persists for the entire campaign... or until you die. And if you die, your save game is deleted. Enjoy!

Path of the Damned is a spiritual successor to Icewind Dale's Heart of Fury mode. In our encounters, we like to turn individual combatants on and off based on the level of difficulty. If you come into an area on Easy, maybe casters are replaced with weak melee enemies. If you come in on Hard, maybe the casters are augmented by a tough melee enemy or two. With Path of the Damned, that goes out the window. All enemies from all levels of difficulty are enabled and the combat mechanics are amplified to make battles much more brutal for everyone involved.

The first question you may have is, "Can I enable multiple challenge modes at once?" Yep, you sure can. They have to be selected at the beginning of the game, but if you want to play with two or all three at the same time, you can certainly can do so. If you're not quite sure you want all of the elements that come along with a given mode, this funding level will also cover implementing the ability to enable and disable the individual sub-features.

Along with these modes, we also want to introduce the Godlike races. These folks have been described previously as being similar to the humanoid "planetouched" in D&D: aasimar, tieflings, and genasi. That is a good high-level description of them, but they are viewed differently by various factions, faiths, and cultures in the world of Project Eternity. Godlike were "blessed" before birth by one or more of the meddling deities of this world. Though their appearances vary, they are unmistakeably otherworldly when anyone gets a clear look at them. Sometimes, the reaction they get is overwhelmingly positive. Many times, the reaction is overwhelmingly not. For better or worse, the physical "gifts" that mark them as Godlike always come with supernatural blessings (and curses) of their own.

The first question you may have after reading this may be, "Hey, what about the other races that have already been funded?" Those races are in the process of being fully designed and concepted -- and they can't be summarized quite as simply as "sort of like planetouched". We'll have more for you on those guys in the not-too-distant future. Thanks again for your support, your patience, and your questions.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 02, 2012, 03:18:59 PM
Soundtrack update:

Quote
Souls, the supernatural, a fantasy setting, mature themes... These are just a few of the big ideas behind Project Eternity's story and world. As with any great CRPG story, music plays an important role in communicating those ideas. This was true for the Infinity Engine games as well. Looking back they all had one thing in common with regards to music: all are known for having strong and memorable soundtracks that drew you in as a listener and set fire to your imagination. That's exactly what we're aiming for with the music for Project Eternity.

So what will the music sound like? Great question! Describing music with words alone can be a tricky thing to do because so much of that is subjective and wide open for interpretation. Even still it's important to have some sort of plan in place before writing a single note. You need an idea that will guide you towards creating an effective score. To help paint that picture more clearly, here are three words that we believe best describe what the score will ultimately sound like:

Mystical

Ancient

Emotive

Now you might be wondering, out of all the possible descriptive words, why these three? The answer to that goes right back to those big ideas mentioned above.

We chose mystical because of the importance of souls and the supernatural in Project Eternity's world. Ancient because we want the music to be grounded and appropriate to the setting. Emotive because the role of music in any game is first and foremost to provide dramatic and emotional context for the player. At the end of the day, that's what we want out of Project Eternity's score. We want you to be swept away by the music and the imagery it evokes. By keeping these three descriptive pillars in mind while developing the score, we’ll be able to support and enhance the narrative goals of our game.

Of course these three words are not all the music will ultimately be. It'll also be adventurous, ethereal, and wondrous when appropriate. Ominous, dark, and mysterious when called for. Scary and horrifying at just the right moments. And yes, driving, bold, and colossal when absolutely necessary.

Along with defining what we do want the score to sound like, there are also some things we know we don't want it to sound like. It won't be overly heavy or oppressive, nor will it be bombastic and grandiose from beginning to end. We want the score to be as dynamic and nuanced as the story it serves, and the last thing we want to do is weigh that story down with leaden music.

As you can see Project Eternity's music will be many things when all is said and done. But perhaps most importantly, its music will have a unique and original voice that we hope will leave a lasting impression, the same way the music of those awesome Infinity Engine

And some music samples:

http://soundcloud.com/obsidian-entertainment/sets/project-eternity/
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 08, 2012, 03:10:52 PM
Some new stuff today:

-Reward tiers at or above $165 will also receive Wasteland 2
-20,000 likes on the Obsidian Facebook means an additional level in the mega dungeon: https://www.facebook.com/obsidian
-A full expansion is planned for six months after the release of the game [which will be included at or above $165]
-Project Eternity now support Kicking it Forward [meaning a portion of the profits from the finished game will be put back into other Kickstarter projects]
-Reward tiers at or above $50 will get an in-game pet of some kind
-Flanking, opportunity attacks, and charging will be part of combat, but not prone attacks and grappling
-Mod-support will happen
-Concept art for a character:

(http://media.obsidian.net/eternity/media/updates/0017/aloth-lrg.jpg)
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 11, 2012, 03:00:02 PM
A screenshot from a Project Eternity environment:

(http://i.imgur.com/6SURe.jpg)
Title: Re: Obsidian's NEW Game
Post by: archnemesis on October 11, 2012, 03:26:42 PM
That's real pretty!
Title: Re: Obsidian's NEW Game
Post by: pilonv1 on October 11, 2012, 08:04:28 PM
That looks awesome
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 12, 2012, 09:44:23 AM
(http://i.imgur.com/BIabI.jpg)
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 12, 2012, 08:48:07 PM
It's looking fairly likely that Project Eternity will end up being the highest grossing video game Kickstarter, passing Double Fine Adventure's $3.3 million. At $3.5 million they add a second major city, which I desperately hope they manage.
Title: Re: Obsidian's NEW Game
Post by: Himu on October 12, 2012, 09:11:10 PM
omg that environment
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 12, 2012, 11:26:56 PM
omg that environment

I know what you mean, it's like it's 1999 again.

http://www.youtube.com/watch?v=rhcy6nxgaqw
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 13, 2012, 03:09:46 PM
With regards to that background image posted earlier:

Quote
We will certainly be adding animations to our backgrounds. The trees should sway, there will be birds or butterflies or insect clouds, depending on where you are, and the water in rivers and waterfalls will flow. We are using a rendering technique similar to the one we used in Temple of Elemental Evil, where the background is a pre-rendered 2D image and the characters and some props are 3D objects. This gives us the advantage of exquisitely detailed environments without the polygon cost, along with lots of animation without the memory cost that 2D sprites would entail.

And there's also this:

Quote
Will there be low intelligence/charisma dialog?

Yes, we will have these dialogs. They are a great deal of work, since it means writing two versions of every dialog in the game, but I am sure that our wonderful writers are up to it. I really want these dialogs too! I find it fun to replay the game with a low intelligence character, just to see how the NPC's react to my slow-witted attempts to help them.
Title: Re: Obsidian's NEW Game
Post by: Fifstar on October 13, 2012, 04:33:46 PM
The art for that mega dungeon looks hot as does that bg image screen, I really hope they pull this of.
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on October 14, 2012, 09:08:25 AM
They just need mega dungeon, screw the rest of the game.
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on October 14, 2012, 10:16:36 AM
I wish the background was just CG stills :(
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 15, 2012, 11:15:10 AM
(http://i.imgur.com/1qYkg.jpg)
Title: Re: Obsidian's NEW Game
Post by: archie4208 on October 15, 2012, 11:19:11 PM
$3.35 mil with 21 hours to go.

That new city is going to be sweet.  :rock
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 15, 2012, 11:25:15 PM
That new city is going to be sweet.  :rock

There's actually going to be TWO giant cities! I can scarcely contain my excitement.
Title: Re: Obsidian's NEW Game
Post by: Howard Alan Treesong on October 16, 2012, 09:41:29 AM
one more level and we can see the statue's wang :omg
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on October 16, 2012, 10:48:20 AM
We do know this will be a 75% completed bug filled jankfest, right?   :-\   I'm not trying to kill the buzz, just temper it some.  I mean, I'm still going to play the shit out of it.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 16, 2012, 10:56:47 AM
We do know this will be a 75% completed bug filled jankfest, right?   :-\   I'm not trying to kill the buzz, just temper it some.  I mean, I'm still going to play the shit out of it.

They've already committed to fan tweaking/patching, so we're good to go.
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on October 16, 2012, 10:58:07 AM
Was New Vegas a "75% completed bug filled jankfest"?

Get the f outta here old man.

My bad, that was a 90% completed bug filled jankfest.  Did you try playing it at launch, dipshit?  Do I even need to bring up fucking Alpha Protocol or every other Obsidian game ever made?  Go ahead and drink the kool aid if you want.  I mean, fuck I kicked in money and you probably didn't you dirty fucking polish racist, I don't even know why I'm seriously trying to talk to you.
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on October 16, 2012, 10:58:43 AM
We do know this will be a 75% completed bug filled jankfest, right?   :-\   I'm not trying to kill the buzz, just temper it some.  I mean, I'm still going to play the shit out of it.

They've already committed to fan tweaking/patching, so we're good to go.

Should make for an awesome first couple of months for the game. :P
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on October 16, 2012, 11:01:59 AM
You're right, a simple google search of "fallout new vegas bugs" returns only 971,000 hits.  Clearly there was nothing wrong.

I'm calling you full of shit.
Title: Re: Obsidian's NEW Game
Post by: demi on October 16, 2012, 11:06:30 AM
What's "fine" to Borys (and many other Polish developed games) is horrendously unfinished to us with standards.

Its why they love their EuroJank RPGs
Title: Re: Obsidian's NEW Game
Post by: Steve Youngblood on October 16, 2012, 11:06:32 AM
My biggest complaint about New Vegas was shitty performance on the PC. I remember having to paste an old DLL file in the directory in order for the game not to be a slideshow with more than 4 characters on screen.

As for quest related bugs and whatnot, I don't really remember much. But then again, I tend to get kind of lucky with these games to never really notice anything showstopping. It could be that I progress through slowly though and stuff gets patched before I encounter it.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 16, 2012, 11:48:57 AM
Alpha Protocol [on PC] didn't have very many bugs and Fallout: New Vegas [on PC] had a few bugs at launch at most of those were ironed out with a patch after a few weeks [don't say that around Eel though :lol ]. Also, Dungeon Siege 3 was pretty much bug-free, as well.

And there shouldn't be as much of problem with Project: Eternity since they won't have to worry about a console dirt person version. :smug
Title: Re: Obsidian's NEW Game
Post by: Howard Alan Treesong on October 16, 2012, 11:53:03 AM
Alpha Protocol [on PC] didn't have very many bugs and Fallout: New Vegas [on PC] had a few bugs at launch at most of those were ironed out with a patch after a few weeks [don't say that around Eel though :lol ]. Also, Dungeon Siege 3 was pretty much bug-free, as well.

And there shouldn't be as much of problem with Project: Eternity since they won't have to worry about a console dirt person version. :smug

You joke, but console RAM issues are a confirmed major cause of bugs in all WRPGs. And those bugs make it back into the PC version. :(
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 16, 2012, 12:17:14 PM
512MB of RAM :yuck
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 16, 2012, 05:21:44 PM
(http://i.imgur.com/Fgq7A.jpg)
Title: Re: Obsidian's NEW Game
Post by: Howard Alan Treesong on October 16, 2012, 05:35:38 PM
I am getting one of the Obsidian Loot Bags lol.
Title: Re: Obsidian's NEW Game
Post by: Himu on October 16, 2012, 06:04:56 PM
come on, how many bugs in a isometric rpg can there be compared to a full on 3d first person world utilizing gamebryo
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 16, 2012, 08:26:08 PM
$4M is a lock now.

Biggest game related Kickstarter in history, wow.

People on the Kickstarter page were saying that Paypal money was over $100k, so yeah, $4 million has already been achieved.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 16, 2012, 09:02:11 PM
$3,986,929
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 17, 2012, 09:15:52 PM
Updates:

-$4,163,208 with Paypal included
-77,667 total backers
-Final stretch goal was achieved [included having a live symphony conduct the soundtrack]
-Mega dungeon is currently at 15 levels [they'll add one more if their Facebook pages gets to 40,000 likes]
-Steam version will include achievements and cloud save
Title: Re: Obsidian's NEW Game
Post by: Himu on October 17, 2012, 09:16:35 PM
:bow
Title: Re: Obsidian's NEW Game
Post by: pilonv1 on October 17, 2012, 09:29:23 PM
Can't wait to vandalize GAF Inn.
Title: Re: Obsidian's NEW Game
Post by: Cormacaroni on October 17, 2012, 10:39:46 PM
thanks for funding this game I will pick up on steam for $20 guys
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 17, 2012, 10:40:26 PM
$20 is all I paid for it.
Title: Re: Obsidian's NEW Game
Post by: Cormacaroni on October 17, 2012, 10:41:01 PM
well, $20 plus 2 yrs of interest
Title: Re: Obsidian's NEW Game
Post by: tiesto on October 17, 2012, 10:47:47 PM
thanks for funding this game I will pick up on steam for $20 guys

Ehh, I'll get it on a GOG sale for like $6.99 :P

Which reminds me, fuck I missed the Deus Ex 1 sale for $2.99.   :(
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 17, 2012, 11:07:14 PM
well, $20 plus 2 yrs of interest

So, about $20.37, then.
Title: Re: Obsidian's NEW Game
Post by: chronovore on October 18, 2012, 12:21:50 PM
well, $20 plus 2 yrs of interest

I think it'll get made, but the important bit about Kickstarter is that your money is going away with no guarantee of shipping. So Cormacaroni's $20 would be for a download, while everyone else's is for the promise of a download.
Title: Re: Obsidian's NEW Game
Post by: Steve Youngblood on October 18, 2012, 01:08:31 PM
I think it'll get made, but the important bit about Kickstarter is that your money is going away with no guarantee of shipping. So Cormacaroni's $20 would be for a download, while everyone else's is for the promise of a download.

Yeah, I don't think there's any way that they would fail to deliver something. As such, the real risk I think is not whether or not the product will ship at all, but whether or not the product that ships is actually worth a damn.
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on October 18, 2012, 02:09:22 PM
I'm sure it will come out, if anything by getting all this dough some publisher might jump in and add another mil or two.

Will buy on Steam.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 18, 2012, 06:14:56 PM
I'm sure it will come out, if anything by getting all this dough some publisher might jump in and add another mil or two.

The whole point of doing a Kickstarter is to avoid dealing with publishers and their money.
Title: Re: Obsidian's NEW Game
Post by: tiesto on October 18, 2012, 10:35:52 PM
I can't believe EviLore dropped like $3000 on this... I don't think (if I had it) I'd even drop that much on kickstarting a Phantasy Star 5.
Title: Re: Obsidian's NEW Game
Post by: Himu on October 18, 2012, 11:17:43 PM
are you serious? EL is a massive infinity engine fan.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 18, 2012, 11:31:26 PM
He's also rich as all hell. If $3,000 fell out of his pocket, he wouldn't even stop to pick it up.
Title: Re: Obsidian's NEW Game
Post by: Cormacaroni on October 19, 2012, 12:16:13 AM
well, $20 plus 2 yrs of interest

So, about $20.37, then.

Yes but the interest on $4 million bucks over a couple of years adds up to mad cheddar yo
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 23, 2012, 10:38:23 PM
The three music tracks are now on Youtube:

http://www.youtube.com/watch?v=kWhyOGU3vDY

http://www.youtube.com/watch?v=CNu-Yny9DZI

http://www.youtube.com/watch?v=Xsp4P62Zpnc
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on October 31, 2012, 04:37:24 PM
From a new interview with Chris Avellone:

Quote
You've stated in the past that you don't like romances in games—at least to the extent that they've been done in games thus far. Were you to implement a romance subplot in Project Eternity, what would it involve?

Not a big fan of romances. I did four in Alpha Protocol because Chris Parker, our project director, demanded it because he thinks romance apparently is easy, or MAYBE it’s because he wanted to be an asshole and give me tons of them to do because I LOVE them so much (although to be honest, I think he felt it was more in keeping with the spy genre to have so many romances, even if I did ask to downscope them). At least I got to do the “hatemance” version of most of them, which makes it a little more palatable.

Also, the only reason the romance bits in Mask of the Betrayer worked was because George Ziets helped me with them since he was able to describe what love is to me and explain how it works (I almost asked for a PowerPoint presentation). It seems like a messy, complicated process, not unlike a waterbirth. Don’t even get me started on the kissing aspects, which is revolting because people EAT with their mouths. Bleh.

So if I were to implement a romance subplot in Eternity - I wouldn’t. I’d examine interpersonal relationships from another angle and I wouldn’t confine it to love and romance. Maybe I’d explore it after a “loving” relationship crashed and burned, and one or both was killed in the aftermath enough for them to see if it had really been worth it spending the last few years of their physical existence chained to each other in a dance of human misery and/or a plateau of soul-killing compromise. Or maybe I’d explore a veteran’s love affair with his craft of murder and allowing souls to be freed to travel beyond their bleeding shell, or a Cipher’s obsession with plucking the emotions of deep-rooted souls to try and see what makes people attracted to each other beyond their baser instincts and discovers love... specifically, his love of manipulating others. You could build an entire dungeon and quest where he devotes himself to replicating facsimiles of love, reducer a Higher Love to a baser thing and using NPCs he encounters as puppets for his experimentations, turning something supposedly beautiful into something filthy, mechanical, but surrounded by blank-eyed soul-twisted drones echoing all the hollow Disney-like platitudes and fairy tale existence where everyone lives happily ever after.
Title: Re: Obsidian's NEW Game
Post by: chronovore on November 01, 2012, 02:29:13 PM
Dude sounds like a charmer.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on November 01, 2012, 02:33:18 PM
Dude sounds like a charmer.

He sounds like a total nutter, but that's the kind of psychosis I can get behind in terms of game design.

At least it's better than "You can sex up lots of hot ladies and maybe a dude too or something" which has become Bioware's go-to line for NPC relationships.
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on November 01, 2012, 03:08:12 PM
Agreed, romancing in games is sad.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on April 10, 2013, 01:46:50 PM
First environment/character footage:

http://www.youtube.com/watch?v=AUleDEFkUtE
Title: Re: Obsidian's NEW Game
Post by: Himu on April 10, 2013, 02:18:11 PM
Just give it to me now :sadbron
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on April 10, 2013, 04:35:13 PM
Gotta wait another 13-14 months. :(
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on May 08, 2013, 12:56:41 AM
(http://i.imgur.com/3Zc5L44.jpg)
Title: Re: Obsidian's NEW Game
Post by: Himu on May 08, 2013, 04:21:44 AM
THAT AFRO OMG AADF;JF FINALLY MY PEOPLE HAVE ACTUAL REPRESENTATION AS TO HOW OUR HAIR ACTUALLY LOOKS.

LOOK AT THAT NAPPY CURLS.

omg!!!!
Title: Re: Obsidian's NEW Game
Post by: Rufus on May 08, 2013, 04:30:43 AM
I like how the black people have the gaudiest costumes. Afro-French (maybe Italian) Swaglords.
Title: Re: Obsidian's NEW Game
Post by: Diunx on May 11, 2013, 10:52:10 PM
Look like Haitians during their revolutionary days.
Title: Re: Obsidian's NEW Game
Post by: Rufus on May 17, 2013, 04:41:12 PM
So, they're making co-developing an MMO...?
http://www.neogaf.com/forum/showthread.php?t=558866

Quote
Also this MMORPG has no exp and levels.

That's something, I guess.

Quote
it's F2P, uses "target" system (when you click on a character ans use skills, I don't play such MMOs, so I don't know what that means), 15 classes will be available.
F2P, good. I suppose.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on May 29, 2013, 09:56:47 AM
(http://i.imgur.com/3Tdc5Gv.jpg)

Choose Your Own Adventure-style cutscenes. :lawd
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on May 29, 2013, 10:49:23 AM
Thats cool mayne
Title: Re: Obsidian's NEW Game
Post by: Himu on May 29, 2013, 12:34:21 PM
I don't understand. Choose your own adventure cutscenes? How does that even work out? So you're pointin and clickin and all of a sudden you get to a cutscene whose art aesthetic is totally different from the rest of the game, choose what to do, and then the game continues? I don't like text rpgs unless they're pen and paper. Is there an update with actual gameplay yet?
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on May 29, 2013, 12:55:48 PM
I don't understand. Choose your own adventure cutscenes? How does that even work out? So you're pointin and clickin and all of a sudden you get to a cutscene whose art aesthetic is totally different from the rest of the game, choose what to do, and then the game continues? I don't like text rpgs unless they're pen and paper. Is there an update with actual gameplay yet?

What's not to understand? In certain situations you're given the ability to make decisions, some of which will presumably be affected by your party's skills and stats. You choose, something happens, you continue on.
Title: Re: Obsidian's NEW Game
Post by: Himu on May 29, 2013, 01:01:46 PM
Fine, but why does that look completely different from the rest of the game?
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on May 29, 2013, 01:33:54 PM
Cause they want to use those assets maybe
Title: Re: Obsidian's NEW Game
Post by: Rufus on May 29, 2013, 04:09:48 PM
I love how they lifted icons straight from the Infinity Engine games. :lol
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on May 29, 2013, 04:17:52 PM
It's still a WIP, so the icons will likely change. A nice nod to the legacy, though.
Title: Re: Obsidian's NEW Game
Post by: Rufus on May 29, 2013, 04:47:40 PM
That's what I figured, yeah.
Can't wait. :hyper
Have to wait. :gloomy
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on June 05, 2013, 12:38:07 AM
(http://i.imgur.com/N651ZGl.jpg)

Not an actual in-game shot, but a concept piece they're using as a reference for the game's finished backgrounds.
Title: Re: Obsidian's NEW Game
Post by: pilonv1 on June 05, 2013, 01:28:33 AM
Reminds me of the early locations of Baldurs Gate 2
Title: Re: Obsidian's NEW Game
Post by: Himu on June 05, 2013, 01:30:47 AM
Same. Excited!
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on August 06, 2013, 08:53:49 PM
Actual in-game shot:

(http://i.imgur.com/3QhIg3v.jpg)
Title: Re: Obsidian's NEW Game
Post by: tiesto on August 07, 2013, 06:17:26 PM
Sweet, looks extremely Planescape-ish
Title: Re: Obsidian's NEW Game
Post by: Howard Alan Treesong on August 07, 2013, 06:35:10 PM
Was hoping for something better.

:shaq2
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on August 07, 2013, 06:51:56 PM
Was hoping for something better.

:shaq2

In what way?
Title: Re: Obsidian's NEW Game
Post by: Howard Alan Treesong on August 07, 2013, 06:53:44 PM
Was hoping for something better.

:shaq2

In what way?

I'm just kiddin', that looks fuckin' rad, I was impersonating THE REST OF THE INTERNET who has expectations beyond time space and reality
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on August 07, 2013, 06:56:33 PM
I'm sorry. :'(
Title: Re: Obsidian's NEW Game
Post by: archie4208 on August 07, 2013, 07:34:21 PM
If you had told me that screen shot was from BG2 I would have believed you.

spoiler (click to show/hide)
That's a good thing.
[close]
Title: Re: Obsidian's NEW Game
Post by: brob on August 07, 2013, 07:57:29 PM
How are they doing the character models? The backgrounds are done in some fanciful pre-rendering way, no?
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on August 07, 2013, 08:05:22 PM
How are they doing the character models? The backgrounds are done in some fanciful pre-rendering way, no?

Characters are fully 3D polygonal, the backgrounds are polygonal meshes covered in simple textures and then painted over to provide more detail, as seen here:

(http://i.imgur.com/bqTjCk7.jpg)

(http://i.imgur.com/Rb6tS3n.jpg)
Title: Re: Obsidian's NEW Game
Post by: Steve Contra on August 07, 2013, 08:21:21 PM
 :mouf
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on August 07, 2013, 08:25:09 PM
:noah
Title: Re: Obsidian's NEW Game
Post by: Phoenix Dark on August 07, 2013, 08:48:54 PM
(http://abload.de/img/oxna9lqmwq08.gif)
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on December 10, 2013, 04:39:23 PM
First teaser trailer:

https://www.youtube.com/watch?v=HKoDTzea79Y
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on December 10, 2013, 05:44:51 PM
That looks great, hope it wont launch buggy.
Title: Re: Obsidian's NEW Game
Post by: Himu on December 10, 2013, 05:49:36 PM
Holy shit.
Title: Re: Obsidian's NEW Game
Post by: Rufus on December 10, 2013, 06:00:37 PM
That looks great, hope it wont launch buggy.
Hope is the right word to use, yes...
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on December 10, 2013, 06:01:29 PM
:noah

spoiler (click to show/hide)
2014 tho? YEAH RIGHT
[close]
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on December 10, 2013, 08:07:01 PM
I could see it being late 2014, November or December, but there's no way it's coming out earlier than that.
Title: Re: Obsidian's NEW Game
Post by: Damian79 on December 10, 2013, 08:56:58 PM
While i agree with you that the game will be delayed the game was delayed by ubi and the creators of south park.  Probably because the game wasnt funny.

http://blog.ubi.com/south-park-the-stick-of-truth-delayed/
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on December 11, 2013, 09:40:57 AM
(http://i.imgur.com/s81HFqh.jpg)

(http://i.imgur.com/bRAAJkz.jpg)

(http://i.imgur.com/nvf6BhC.jpg)

(http://i.imgur.com/lLMQsPs.jpg)

(http://i.imgur.com/Beesouu.jpg)
Title: Re: Obsidian's NEW Game
Post by: Fifstar on December 11, 2013, 12:09:06 PM
:mouf

 :noah
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on April 30, 2014, 09:36:08 AM
Some new pictures to look at with your eyeballs:

(http://i.imgur.com/WRKbjYG.jpg)

(http://i.imgur.com/slb3Pag.jpg)

(http://i.imgur.com/DW9w2Zc.jpg)
Title: Re: Obsidian's NEW Game
Post by: archie4208 on April 30, 2014, 09:40:27 AM
:lawd
Title: Re: Obsidian's NEW Game
Post by: a slime appears on April 30, 2014, 09:52:31 AM
Wow that looks really fucking good. There's something special about the isometric design that I find enthralling.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on April 30, 2014, 01:47:13 PM
Obsidian's Brandon Adler also had an update on the state of development:

Quote
We are in our Alpha phase right now.

We are currently going through all of our previously created areas and revising anything that we think needs more work - both art and design.

Programming is nearing feature complete. We are tracking to be feature complete in a couple of weeks. This means that we are feature locked and most of the programming team will be diverted into bug fixing, feature polish, demos, etc.

Narrative will have a full pass done in a few weeks, as well. We are almost completely finished with the first pass on our crit path narrative.

Audio and VFX are still a ways off and won't be finished until July or August. They come onto the project later than the other teams because they require that content exists in a locked down form before they can do their work.

Character Art is working on creature variants, armor variants, and other miscellaneous items. Soon they will be adding in unique armors and weapons. Also, they will be creating head and hair variants in the next few weeks.

Animation is finishing up the last remaining A priority tasks and is moving on to some of our B priority animations (special attacks and whatnot).

UI/Concept Art has most of the UI in at an Alpha level. Kaz is finishing up things like Scripted Interaction slides and special UI screens. Also, he has a ton of portraits and areas to paint in the near future.

Production is figuring out project finalization, localization, Kickstarter rewards, convention plans, expansion planning, and a ton of other small things.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on June 11, 2014, 02:30:57 PM
https://www.youtube.com/watch?v=Qs7xbdp4N7Y
Title: Re: Obsidian's NEW Game
Post by: Himu on June 11, 2014, 08:55:04 PM
No.
Title: Re: Obsidian's NEW Game
Post by: Van Cruncheon on June 11, 2014, 09:52:48 PM
I WANT THIS INSIDE MY MOUTH AND ANUS NOW
Title: Re: Obsidian's NEW Game
Post by: Rufus on June 11, 2014, 10:12:12 PM
So this is basically like Diablo?
Like Baldur's Gate and Icewind Dale.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on June 11, 2014, 10:24:30 PM
It's an HD version of an Infinity Engine game.
Title: Re: Obsidian's NEW Game
Post by: Van Cruncheon on June 11, 2014, 10:34:50 PM
I WANT THIS POUNDING MY BUTTHOLE IN THE MANNER OF A FERAL BEAST
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on June 11, 2014, 10:36:49 PM
I WANT THIS POUNDING MY BUTTHOLE IN THE MANNER OF A FERAL BEAST

They're showing off the good stuff behind closed doors at E3, unfortunately. :'(
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on June 12, 2014, 01:20:34 AM
Supposed to release by the end of this year, right? I'll enjoy launch next June.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on June 12, 2014, 01:24:05 AM
Supposed to release by the end of this year, right? I'll enjoy launch next June.

From their updates, it sounds like they're just about finished with content creation and about to move to polishing and bug fixing.
Title: Re: Obsidian's NEW Game
Post by: Rufus on June 12, 2014, 10:21:34 AM
Here comes the hard part. Flip a coin, brehs.
Title: Re: Obsidian's NEW Game
Post by: Steve Contra on June 12, 2014, 11:54:53 AM
Supposed to release by the end of this year, right? I'll enjoy launch next June.

From their updates, it sounds like they're just about finished with content creation and about to move to polishing and bug fixing.
So yeah, next June.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on June 19, 2014, 01:54:14 PM
Quote from: http://www.pcgamer.com/previews/pillars-of-eternity-e3-preview-infinity-reborn/
It's like the Infinity Engine hasn't aged a day. If you were a teeanger 15 years ago, when legendary Infinity Engine games such as Baldur's Gate and Planescape Torment were redefining the computer RPG, Obsidian's Pillars of Eternity is probably exactly what you see in your mind's eye. In reality, those old pre-rendered backgrounds are now plasticky and microscopic on high-res monitors. Pillars of Eternity is how you remember those games looking: moodily lit, each isometric scene packed with evocative tiny details. And from the short demo I saw at E3, Obsidian has done exactly what its 73,986 Kickstarter backers want: create a 1999 RPG with a 2014 graphical shine.

Obsidian showed off an introductory area of Pillars of Eternity, which opens with your character traveling through the Eastern Reach with a ragtag caravan. A few minutes in and the caravan is attacked, people die, and you lead a couple surviving companions through some nearby ruins. It was a short presentation, about 20 minutes of gameplay, that assumes some baseline knowledge of past Infinity Engine RPGs. Obsidian didn't spend time explaining the basics of isometric RPGs or digging into stats or classes or even showing off dialogue. Instead, they focused on what's new and different.

There are 11 classes in the game, but Obsidian focused on wizards, which have gotten a nice boost since the days of Baldur's Gate. "In the old Infinity Engine games, once you spent all of your spells, your wizard was kind of useless," said Brandon Adler, lead producer on Pillars of Eternity. "We wanted to avoid that, so one of the things we're doing is [giving wizards] rods and wands and they can shoot projectiles out of that and do a lot of damage." Wizards will start with a blast ability that will do AOE damage around the enemies they hit, which Adler said will be good for mopping up mobs.

Classes won't be restricted from using different weapons. A wizard, for example, could wade into battle with a sword, but stats would affect his skill with the weapon. He'd likely end up clumsily missing attacks until a monster gave him a good stabbing.

Obsidian skipped through most of the story in the demo, but I spotted the long blocks of dialogue, descriptive flavor text and multiple dialogue options that defined Infinity Engine RPGs. The big storytelling addition for Pillars are "scripted interactions" that play out like storybook sequences. Instead of animating small plot points in-engine, Obsidian paired illustrations with narrative text to tell short vignettes. The parchment background and flat presentation surprised me, at first, but I immediately liked it—it's a great callback to pen-and-paper RPGs more expressive than the engine's pulled-back isometric camera.

"Whenever we want to really emphasize something in the story we do one of these," said Adler. "It's very similar to [a choose your own adventure book]." One scripted interaction towards the end of the demo presented the party with a damaged stone wall. It was an ability check: with the right items or party skills, it was possible to break through the wall and take a shortcut.

I saw a few scripted interactions in the short 20 minute demo of Pillars, so I expect they'll be common in the full game. Pivotal story moments will still mostly be presented in-engine.

The last interesting mechanic Obsidian touched on was the disposition system, which works similarly to alignment in Baldur's Gate or Planescape. "You'll see diplomatic, honest, passionate," Adler pointed out at one point. " Depending on how you respond in various conversations, it'll track that throughout the game, and people will respond to you differently based on that. As an example, if I was to choose the cruel option and was a jerk to everyone, that'll get out ot the public at large at some point, and that'll change how people react to me. A priest may not want to deal with me because I'm cruel. Then again, somebody inside the village I'm dealing with will go 'I don't want to mess with that guy, so give him whatever he wants.' "

After the demo I got a few interesting details out of project lead Josh Sawyer. In the intro section I saw, it's possible (even likely) to have your two starter companions die or abandon you based on your decisions. The same goes for the rest of the companions you'll encounter throughout the game—they can die or leave your party, and it's theoretically possible (though extremely difficult) to fight through the entire game solo. Sawyer said no one at Obsidian had tried yet. If you do get all your companions killed or decide you don't like them, you'll be able to recruit other generic companions—they just won't have the fleshed-out personalities and story arcs of the eight companions Obsidian is focused on.

Pillars of Eternity is feature locked at this point and heading towards a beta phase, where quests and systems will be tweaked, art will be polished and bugs will be squashed. Backers will get their hands on a beta build of the game in the next few months before the final release in winter 2014.

Obsidian is intentionally keeping a shroud pulled over the story of Pillars of Eternity out of respect for backers who don't want to be spoiled. And everything rides on that story. Right now, Pillars of Eternity looks like the successor to some of the most legendary RPGs ever made. It just has to sound like one, too.

(http://i.imgur.com/pa1QPlN.jpg)

(http://i.imgur.com/p03WUCl.jpg)

(http://i.imgur.com/pniiNOl.jpg)
Title: Re: Obsidian's NEW Game
Post by: Steve Contra on June 19, 2014, 03:37:07 PM
Looking so good :lawd

This is so mine on Steam Sale :lawd
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on June 19, 2014, 05:21:10 PM
Just come out already

I played Shadowrun for my rpg fix but its not that hot, not being to save anywhere is really a bummer in such a game
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on June 19, 2014, 07:14:34 PM
I will buy this at launch, not waiting on a sale.

spoiler (click to show/hide)
Launch will be around this time next year anyway
[close]
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on June 19, 2014, 07:51:45 PM
Just come out already

I played Shadowrun for my rpg fix but its not that hot, not being to save anywhere is really a bummer in such a game

Shadowrun's got save anywhere now, plus the Dragonfall campaign is better than the base game.
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on June 20, 2014, 02:42:51 AM
Just come out already

I played Shadowrun for my rpg fix but its not that hot, not being to save anywhere is really a bummer in such a game

Shadowrun's got save anywhere now, plus the Dragonfall campaign is better than the base game.

When did it get patced? I played it last month.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on June 20, 2014, 08:41:34 AM
Just come out already

I played Shadowrun for my rpg fix but its not that hot, not being to save anywhere is really a bummer in such a game

Shadowrun's got save anywhere now, plus the Dragonfall campaign is better than the base game.

When did it get patced? I played it last month.

It was patched to include save anywhere back in February, not sure why you weren't able to.
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on June 20, 2014, 08:49:02 AM
Im pretty sure I cant save anywhere, maybe only with the dlc?
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on June 20, 2014, 09:03:13 AM
No, they went back and patched it into the original campaign, as well.
Title: Re: Obsidian's NEW Game
Post by: Himu on July 24, 2014, 12:43:27 PM
http://www.giantbomb.com/videos/quick-look-ex-pillars-of-eternity/2300-9224/

:hyper
Title: Re: Obsidian's NEW Game
Post by: Himu on July 24, 2014, 12:49:08 PM
If anyone can find a video preview of the game in that same GB QL build, withOUT the players rushing and talking over it, that'd be great!

edit:

So far, I'm actually way more impressed with Divinity. Pillars of Eternity seems to be going for nostalgia way too much for my liking. I love Baldur's Gate. 2 is my favorite crpg. But the animations feel out of 1999, even the interface, text, ui. It feels too masturbatory to me. It still looks great, and like a true Baldur's Gate spiritual successor, and I guess I had my expectations a little too high here, but I didn't exactly come away from that video impressed.
Title: Re: Obsidian's NEW Game
Post by: Squiddy on July 24, 2014, 05:14:50 PM
http://www.giantbomb.com/videos/quick-look-ex-pillars-of-eternity/2300-9224/

:hyper

Goddamn I am excited for this game.

GOTY.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on July 24, 2014, 05:16:37 PM
I'm perfectly fine with this being an HD version of an Infinity Engine game, and that's what they've billed it as from the start.
Title: Re: Obsidian's NEW Game
Post by: Himu on July 24, 2014, 05:21:06 PM
True enough.
Title: Re: Obsidian's NEW Game
Post by: Squiddy on July 24, 2014, 05:46:10 PM
Yeah, nothing wrong with an evolution of an old classic.
What I particularly enjoyed about that quick look were the "cut scene" sequences which reminded me of pick-your-path Fantasy novels.

Great way of guiding the player without making it feel forced.
Title: Re: Obsidian's NEW Game
Post by: Phoenix Dark on July 25, 2014, 12:40:21 PM
https://www.youtube.com/watch?v=dxHC8imCwYc&feature=youtu.be
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on July 25, 2014, 01:31:43 PM
Youtube's compression destroys a lot of the detail, I would imagine.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on July 25, 2014, 03:28:26 PM
Have you seen the screenshots posted earlier in this thread? Because the actual screenshots look far better and show a wider variety of locations, which are more interesting than the early sections shown in the gameplay videos.

And they probably couldn't have done the game at this fidelity in full 3D, considering the budget they've got to work with [about $3 million, once fees and physical rewards were accounted for].
Title: Re: Obsidian's NEW Game
Post by: Himu on July 25, 2014, 03:30:16 PM
The graphics really aren't that hot. Looks really bad in some places. The read the text while everyone is standing still nostalgia trip also looks awful, antiquated, and outright archaic.
Title: Re: Obsidian's NEW Game
Post by: Phoenix Dark on July 25, 2014, 03:32:18 PM
Graphics look dope to me. Environments look like a painting, and the character models are good enough.
Title: Re: Obsidian's NEW Game
Post by: Himu on July 25, 2014, 03:33:34 PM
Backgrounds are the only thing I can compliment this game visually on.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on July 25, 2014, 03:58:49 PM
The read the text while everyone is standing still nostalgia trip also looks awful, antiquated, and outright archaic.

:beli
Title: Re: Obsidian's NEW Game
Post by: Himu on July 25, 2014, 04:07:26 PM
7:48 on the ign video. Looks terrible and OLD.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on July 25, 2014, 04:26:14 PM
Anything other than maybe having the characters move around a bit would kind of be wasted at that zoom level. You certainly couldn't show nuance like a character's facial expression. Other than doing a Bioware-type scene of people talking, which really wouldn't work for a variety of reasons, I'd rather get all that information through text instead of spending time and effort to visually fluff up the talking parts.
Title: Re: Obsidian's NEW Game
Post by: Himu on July 25, 2014, 04:47:07 PM
The text isn't the problem. The image being static is. It's like the world pauses when you're in dialogue.

Feels like an 90's game.

I know that's what it's like in infinity engine games, but there's nostalgia, and then there's this. The game might as well come on compact discs for maximum nostalgia at this point. After all, that's how we gamed in the 90's! We need to recreate EVERYTHING! I understand the want to appeal to nostalgia, but I thought this game was an infinity engine game in a 2010's skin, not a 2010's game in an infinity engine skin. It has all the quirks and  :yuck of a game made in 1998. It's like Blizzard making Diablo 4 with Diablo 2's UI and 1024x768 resolution mode as a bonus feature. The very premise is laughable.

Compare that Pillars of Eternity video to Baldur's Gate 2.

https://www.youtube.com/watch?v=Sqk6JMv4Anw

They practically look identical. When this game was revealed, I had hoped it was Baldur's Gate with 2010 presentation, polish, and pizazz with the spirit and depth of an IE game. Instead, it's literally a new IE game. What new does it have to offer? Why should I buy this and not Baldur's Gate 2 Enhanced Edition instead?
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on July 25, 2014, 05:14:51 PM
Constantly shifting your eyes between a paragraph of text and dialogue at the bottom half of the screen and your characters doing stuff on the top half wouldn't be very much fun, so unless it's actually a cutscene instead of just a talking part then I don't see that there's really a need to do anything with the characters.

Quote
Why should I buy this and not Baldur's Gate 2 Enhanced Edition instead?

Because you've already beaten BG2 a dozen times and want to play a new game instead?
Title: Re: Obsidian's NEW Game
Post by: Bebpo on July 25, 2014, 05:21:14 PM
Looks good enough for me.  If you want huge expansive worlds and branching of old rpgs on a budget of less than 100s of millions of dollars, you gotta do it in that same graphical style.  I'd rather have the scope and quality of the world/gameplay than pretty graphics.
Title: Re: Obsidian's NEW Game
Post by: Himu on July 25, 2014, 05:42:26 PM
It's much less about graphics than it is about presentation. You say to have the scope of old RPGs you need the same graphical style and yet Divinity just came out. ???
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on July 25, 2014, 06:54:15 PM
They're both isometric, in large part because doing it isometric is cheaper than an over-the-shoulder camera with a wider view of up-close environments, characters, and objects.

And Divinity also has talking scenes where people just stand around, by the way.
Title: Re: Obsidian's NEW Game
Post by: Bebpo on July 25, 2014, 07:22:11 PM
Yeah I haven't played enough Divinity (just the opening tutorial) since I haven't had much gaming time, so dunno about that one.  Isn't Divinity more about gameplay though?  Does it really have a Obsidian scope of huge world to explore with tons of people to talk to and dialogue choices up the wazoo with real consequences and branching ways to get through every quest?
Title: Re: Obsidian's NEW Game
Post by: pilonv1 on July 25, 2014, 07:42:30 PM
Divinity has that except the branching.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on July 25, 2014, 09:25:24 PM
The dialogue choices in Divinity don't really have much affect on things, for the most part. It's more about how a quest is solved through your actions. It does have a pretty big world, though, with a lot of sidequests to do. Combat in Divinity is incredibly fun, lots of depth and interesting ways of taking down tough enemies. I'd say that side of it is where it really shines.
Title: Re: Obsidian's NEW Game
Post by: Rufus on July 26, 2014, 01:11:44 AM
This game's a throwback. It's deliberately 90s. That's what they got the money for in the first place.
Title: Re: Obsidian's NEW Game
Post by: Freyj on July 26, 2014, 09:20:09 AM
The dialogue choices in Divinity don't really have much affect on things, for the most part. It's more about how a quest is solved through your actions. It does have a pretty big world, though, with a lot of sidequests to do. Combat in Divinity is incredibly fun, lots of depth and interesting ways of taking down tough enemies. I'd say that side of it is where it really shines.

Kind of fits the Divinity series in general. Great gameplay, world exploration, questing, but the dialogue and story is just so so compared to its peers.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on July 26, 2014, 09:25:41 AM
I like the actual dialogue, it's wordy and not-too-serious in a way that makes it interesting compared to "Generic Serious Fantasy Dialogue" that you get in a lot of RPGs, it's just that there's not a lot of branching within the dialogue tree for the most part. There are a few instances where you need to employ one of your dialogue skills to either avoid combat or get something you want, but they don't come up too often.
Title: Re: Obsidian's NEW Game
Post by: toku on July 26, 2014, 12:35:40 PM
Why does Himu-chan have to be such a hater  :-\
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on July 26, 2014, 12:43:46 PM
Why does Himu-chan have to be such a hater  :-\

Going from "OMG AMAZING I NEED THIS GAME NOW!!!" to "Looks awful, not even interested anymore" is a long-standing Himu tradition!
Title: Re: Obsidian's NEW Game
Post by: Himu on July 26, 2014, 01:17:25 PM
To be fair, that was the first actual snippet of gameplay we've even seen. Everything we've seen - or at least I've seen - before this round of demos, are screenshots, not actual gameplay with a HUD and everything displayed. And I'm not impressed a single bit by this demo. The footage released before was fine, because we saw potential, but not really what the game was about. We got nothing but 5 second clips and pre rendered bgs snapshots for almost literally two years. Then the actual gameplay footage is released and it looks like something from 1999, and in a bad way. :trash
Title: Re: Obsidian's NEW Game
Post by: Himu on July 26, 2014, 02:35:20 PM
Definitely. Seems to lack ambition or scope. Instead of expanding on IE games they seem to be trying replicate them. In 2014. :beli
Title: Re: Obsidian's NEW Game
Post by: Phoenix Dark on July 26, 2014, 02:52:49 PM
Which game raised more on KS? I'd imagine the Divinity folks had a larger team.

The game looks exactly like what they told everyone they were making...so I don't see the logic behind complaining. This is what they sold to investors, this is what investors wanted. And considering you knew this...
Title: Re: Obsidian's NEW Game
Post by: Himu on July 26, 2014, 03:03:44 PM
Naw. divinity is inspired by Ultima VII, a game from the mid-90's and it's still forward thinking and fresh and doesn't look nor play like a 90's game. Being a tribute or spiritual successor does not excuse making a seemingly outdated product. Especially given how much this made in KS. What you're basically saying is supporting someone making some kick starter for a LucasArts type adventure game, and the game uses a SCUMM interface. :trash For "Ultimate Nostalgia" (tm)
Title: Re: Obsidian's NEW Game
Post by: Himu on July 26, 2014, 03:38:46 PM
I'm still getting it because the game I've been excited about is this:

http://m.youtube.com/watch?v=HKoDTzea79Y

And not that outdated looking title in those videos posted on the last page. :trash  :kobeyuck :holeup :beli
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on July 26, 2014, 04:46:10 PM
It's like if somebody made a retro platformer that looked and played exactly like old NES games! How crazy would that be?!

But I still don't understand what you're wanting the talking scenes to be like. You want up-close cutscene-type dialogue scenes? Voiced dialogue? What?
Title: Re: Obsidian's NEW Game
Post by: Phoenix Dark on July 26, 2014, 04:54:01 PM
also worth noting the game isn't done yet and the youtube video was poorly compressed.
Title: Re: Obsidian's NEW Game
Post by: Himu on July 26, 2014, 04:54:04 PM
What a terrible comparison, Rumbler.

Most side scrollers are low budget and the nes graphics are a necessity. More than that, no one here is talking
about just graphics and UI, but also gameplay systems, improvements and refinements over gameplay, what's new, evolution to the genre, things like that. Many modern 2d platformers (shovel knight, kero blaster, freedom planet) feature things you could never do on an nes or 16 bit platformer. And when they are tributes, they also feature completely different and in many cases improved gameplay systems. On the contrary, I didn't see one single thing you can't do in BG in that gameplay demo. Meanwhile, Mighty Number 9 is an ode to mega man, and is an honest to goodness new take on the franchise , combining the best of classic MM and MMX while still having its own identity. What's Pillars of Eternity's identity? Because I'm not seeing one from that demo.
Title: Re: Obsidian's NEW Game
Post by: Himu on July 26, 2014, 04:56:16 PM
also worth noting the game isn't done yet and the youtube video was poorly compressed.

The game not being done yet and the video compression are definitely good points.
Title: Re: Obsidian's NEW Game
Post by: Steve Contra on July 26, 2014, 05:24:09 PM
This is the most Himu thread perhaps ever.
Title: Re: Obsidian's NEW Game
Post by: Himu on July 26, 2014, 05:27:08 PM
^ Obsidian fan
Title: Re: Obsidian's NEW Game
Post by: Steve Contra on July 26, 2014, 05:29:51 PM
No shit I'm an Obsidian/Black Isle fan.  Amazingly Obsidian is making a very Obsidian/Black isle game that goes along exactly with what their Kickstarter for an Obsidian/Black Isle game promised. 
Title: Re: Obsidian's NEW Game
Post by: Himu on July 26, 2014, 05:37:00 PM
They can't deliver a Black Isle game beyond what they made in the 90's? Just make it the exact same? :what
Title: Re: Obsidian's NEW Game
Post by: Steve Contra on July 26, 2014, 05:41:21 PM
 :picard
Title: Re: Obsidian's NEW Game
Post by: Himu on July 26, 2014, 06:12:42 PM
:yeshrug

Fine by me. Just find it funny people who give Nintendo fans shit about nostalgia think that demo walkthrough was totally fine.
Title: Re: Obsidian's NEW Game
Post by: Phoenix Dark on July 26, 2014, 06:24:44 PM
But Nintendo isn't really practicing nostalgia, they're creatively bankrupt. Hence why they remake the same games every year; it's not nostalgia if you never stopped doing it. In this case Obsidian hasn't done this in ages, so it's a legit "oh cool, I haven't played this in awhile, would be cool to play it again" feel. Instead of "well they released this shit last year and the year before, it's getting old brehs."
Title: Re: Obsidian's NEW Game
Post by: Himu on July 26, 2014, 06:30:07 PM
Naw. Also, they made a game like this less than ten years ago with Neverwinter Nights 2.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on July 26, 2014, 07:09:59 PM
(http://i.imgur.com/XOUfZy4.jpg)

(http://i.imgur.com/UgqYNpX.jpg)

(http://i.imgur.com/PcjfLkv.jpg)

(http://i.imgur.com/MxFuLcp.jpg)

uglyness

ugly

::)
Title: Re: Obsidian's NEW Game
Post by: Himu on July 26, 2014, 07:20:19 PM
Those pics aren't the video, Rumbler.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on July 26, 2014, 07:40:17 PM
Meaning they're not heavily compressed, fortunately.
Title: Re: Obsidian's NEW Game
Post by: Stoney Mason on July 26, 2014, 08:16:12 PM
As usual my problem here is that a lot of energy is being spent talking alot about an unreleased game and not on talking about the actual game and gameplay post release pros or cons. I don't really have a dog in this fight. I'm not overly a fan of Obsidian. And Baldur's Gate isn't my favorite rpg franchise.

This Kickstarter always seemed like a retro niche project and the budget is still very small relative to "big" games. I'll wait to see what people think of the finished product. Debating the art design doesn't really interest me especially over the subject of whether the game is good or not.
Title: Re: Obsidian's NEW Game
Post by: Fifstar on July 27, 2014, 09:21:53 AM
Dunno what people are talking about, the game looks exactly like in the screenshots minus the picture quality? Plus at least in the youtube vid it was all night scenes whoch obviously aren't going to look as impressive as day scenes. Also no idea how you can judge the gameplay from a 20 minute vid  ??? Also, the Baldur's Gate games were much more sophisticated games than a NES platformer and more complex than most modern rpg, much less in need for an update.
Title: Re: Obsidian's NEW Game
Post by: Himu on July 27, 2014, 10:53:02 AM
Dunno what people are talking about, the game looks exactly like in the screenshots minus the picture quality? Plus at least in the youtube vid it was all night scenes whoch obviously aren't going to look as impressive as day scenes. Also no idea how you can judge the gameplay from a 20 minute vid  ??? Also, the Baldur's Gate games were much more sophisticated games than a NES platformer and more complex than most modern rpg, much less in need for an update.

You can't judge gameplay from a 20 minute video, but you certainly get an idea, and critique what's going on.

And while Baldur's Gate is sophisticated, I find that a poor excuse. As everything can use improvements and enhancements.

Whether or not the game is good or not has yet to be seen. It could go either way, but I simply didn't find that demo impressive in any way, especially obsidian taking like two years to hype it.
Title: Re: Obsidian's NEW Game
Post by: Squiddy on July 27, 2014, 04:22:32 PM
*Shrug*

The game promised to be a nostalgia bomb for fans of old-school cRPGs, and it looks like that's what the backers are getting. It's fine if you don't like it, but if you backed the game you should have seen this coming.
Title: Re: Obsidian's NEW Game
Post by: Fifstar on August 14, 2014, 05:36:22 PM
New vid from Gamezcom:

http://www.twitch.tv/twitch/b/557643505 (1:04:40)
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on August 17, 2014, 06:13:41 AM
This game looks amazing for a 30 bucks project

I hope they put it on iOS too
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on August 19, 2014, 09:43:38 AM
I'm downloading Pillars of Eternity's beta on Steam right now, brehs. :omg
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on August 19, 2014, 09:47:20 AM
Expecting a brief no nonsense review soon so
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on August 19, 2014, 11:02:05 AM
Movement is so much more responsive, fluid, and quicker than in the old Infinity Engine games. That's one of the first things that really stood out to me as soon as I started.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on August 19, 2014, 11:43:11 AM
Took a few pictures while I played for a bit:

(http://cloud-4.steampowered.com/ugc/36346933585244365/EC3DA708FE65937FC016A78680BA0DC45BAF9417/)

(http://cloud-4.steampowered.com/ugc/36346933585237404/8A73FFB7E4C11E844E2EFDACF37EC0DD505E1118/)

(http://cloud-4.steampowered.com/ugc/36346933585227701/FEC541FBAC9CA240BF66CDAEE1E40A0A19C5E534/)

Unfortunately, taking pictures through Steam means there's going to be some compression.
Title: Re: Obsidian's NEW Game
Post by: Great Rumbler on January 14, 2015, 01:07:20 PM
March 26, 2015 announced as the for real release date.
Title: Re: Obsidian's NEW Game
Post by: Bebpo on January 14, 2015, 01:28:04 PM
Which, going by every kickstarted cRPG release besides Divinity OS, means that it will be in actual retail release state about 3 months of patches following that.

Will play it in the summer.
Title: Re: Obsidian's NEW Game
Post by: Rufus on January 14, 2015, 01:32:28 PM
Finally. :rejoice
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on January 14, 2015, 02:01:38 PM
Which, going by every kickstarted cRPG release besides Divinity OS, means that it will be in actual retail release state about 3 months of patches following that.

Will play it in the summer.

Add in the Obsidian Quality Difference and it should be out around Christmas.
Title: Re: Obsidian's NEW Game
Post by: Cerveza mas fina on January 15, 2015, 03:19:09 AM
Sweet, can't wait for this.

But then again I wont have time to play it.
Title: Re: Obsidian's NEW Game
Post by: Human Snorenado on January 15, 2015, 06:42:36 PM
Sweet, can't wait for this.

But then again I wont have time to play it.

Oh yes you can
Title: Re: Obsidian's NEW Game
Post by: Phoenix Dark on January 16, 2015, 02:45:08 PM
I need to finish Icewind Dale. Got stuck in the first cave, gave up and bought Skyrim :heh

This looks pretty good.