^Ask that in April 2014, when they delay it tentatively![]()
If that's ends up being the case I won't mind. I'd rather obsidian actually spent the necessary time to make it right. I'm pretty confident (completely unfounded) once released, that this will be epic!
will this ever see the light of day ?
If that's ends up being the case I won't mind. I'd rather obsidian actually spent the necessary time to make it right. I'm pretty confident (completely unfounded) once released, that this will be epic!
That's the beauty of them not having publishers harassing them for early release, only to have an embarrassing release and day one hot-fixes![]()
MCA said:Something that set Torment apart – we had a good chunk of the story, dialogues and the flow of the narrative laid out before production began. This was key. If I had the power and funding to sit down for a year and script a spiritual successor out, then we built from there, I would do that, but that process is something no publisher would agree to – you're constantly under the gun, either as an internal or external developer (Josh Sawyer had to write the Icewind Dale 2 storyline over the course of a weekend, for example – he did a great job, but that's not an ideal way to write a story). Generally, you have two-to-four weeks.
While your created character is a major point of divergence at the start of the game, your conversations with the other characters in the game are what will define you. There will often be myriad options open to you, depending on your stats and previous actions, with each showing how it will affect your reputation and personality, whether it’s honest and diplomatic or aggressive and cruel. As your reputation starts to precede you, other characters in the world will start to react to you differently, but it’s something that seems to go far beyond the rather binary morality systems that are commonly seen.
...With ten fairly distinct personality types, the various effects of character design and the branching nature of the story, I wondered how it is that every option is catered for and managed. Josh replied that “There’s a person on the team who we call the Karma Police, and their job is to make sure there are enough options of any given personality type and enough reactions to each type throughout the game. We have done stuff like this in a lot of our games, so it’s really just building on our previous experience with it.
“The way I talk about the system with the narrative designers is to say not to try and force options of every type in every conversation. I tell them to just look at the conversation, look at the circumstance the player is in and then think about the things that players would naturally want to do, and then map personalities to them.”
The world of Eora is a fantasy one, but the time period quite intriguingly takes inspiration from 16th century Europe, with expansionist colonial powers and the tensions that result from this. For example, The Free Palatinate of Dyrwood was once a part of the Aedyr Empire – a union of elves and humans – but the mixture of humans, elves and dwarves that colonised the land rebelled, with the help of the indigenous and still maltreated orlans, to gain independence.
Across the whole world that Obsidian have created, these tensions between nations will play out in front of you. At the start of the game, you’re quickly embroiled in the squabbles over the ruins of an ancient empire, which locals seek to protect from looters. As your caravan stops nearby, due to a felled tree, the locals attack the group for trespassing, with your impromptu party then made up of the survivors.
Combat is handled in real time, but with the ability to pause the action to issue commands. It steps away from the modified Dungeons & Dragons base of the Infinity Engine games, shifting to a system more suitable for real time combat, with ability cool downs and effect lengths measured in seconds rather than trying to translate player turns into real time.
Really looking forward to it. Divinity: Original Sin has revitalized the genre in a way for me. Never been the biggest fan of Isometric RPGs, but there are some good looking ones on the way.Launching on August 18, the beta will focus on a side area of the game outside of the critical path, allowing fans to experiment with the game's systems, combat and mid-level characters without fear of story spoilers.
"We decided very early on we won't use the critical path for this," project lead Josh Sawyer told Digital Spy.
"It's not going to have any of the story companions, because that's a big part of the story for people, is meeting those companions and experimenting with them.
Pillars of Eternity is a game out of time. More than a decade since the release of the last Infinity Engine game, Icewind Dale II, Obsidian’s Kickstarted RPG is simultaneously a step backwards and forwards. It’s like looking at a game from the 90s, if games in the 90s had been really, really, ridiculously good looking.
I’m not saying Pillars of Eternity is outdated. I’m saying I’ve been starved of sprawling, reactive RPGs for years. Obsidian are bringing them back to the table. At some point publishers decided I wanted more expensive cinematic and, as a result, linear stories. Pillars isn’t that.
It’s going to envelope your RPG-starved brain.
The basics of Pillars will be familiar. It’s a party-based RPG where you collect a group of six adventurers to explore a world of beautifully painted environments, tearing kobolds a new one in realtime combat, and following a story that reacts to your choices, who you befriend, who you antagonise, and who you kill.
Where Pillars departs from the RPGs of the past decade is the sheer range of choices. Obsidian’s $4 million budget has been spent on system that present stories simply (and cheaply). Voiceover has been replaced with consequence.
Here’s a good example: my party was forced to stop for the night because the caravan I was travelling with had come across a downed tree on the road. While looking for water I discovered a man stumbling out of the forest with arrows in his back. He had been shot by the natives for trespassing on their sacred ground. The whole scene was presented as a storyboard vignette; a parchment scroll with charcoal illustrations and text descriptions.
These vignettes peppered the half hour I spent with the game and, project director Josh Sawyer assured me, will be used throughout the game.
By returning to the less visual and more literary style of Infinity Engine RPGs, Obsidian’s been able to build quests which can diverge and respond to your character and your choices. You’ll get a stack of different dialogue options based on your stats and abilities. When you talk to friends who have played Pillars, too, you’ll find there were companions you never encountered or who could leave you depending on how you interact with the world. Whole chunks of Pillars will open or close to you based on how you play. In the opening half hour of the game alone you’ve a companion who you can be executed, caught up in a soul-destroying storm, or abandon you in the night all based on how you behave.