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Eternity Avowed - Obsidian's first person action-RPG in the Pillars of Eternity setting - coming February 18th

Delterius

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just to be clear has anyone called dibs on the avowed review? because i was thinking of writing the 3rd counterpoint review to it
Its like Oblivion with Guns!
doubtful. todd would never give them permission to use radiant ai.
 

AwesomeButton

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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
just to be clear has anyone called dibs on the avowed review? because i was thinking of writing the 3rd counterpoint review to it
Its like Oblivion with Guns!
doubtful. todd would never give them permission to use radiant ai.
I wouldn't be so sure. From what I heard in the IGN interview with Todd about his plans for future games, and his capacity to work on all he wants to see released, we might not be too far from Obsidian taking charge of all or parts of another game in the Fallout universe.

On a separate note, once Todd switches to Unreal tech, I don't think he would be stingy about gifting the creation engine to Obsidian, so they can finally make a real open world game. After all they really wanted to make one twice, and twice they had to limit themselves to hub based.
 

santino27

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My team has the sexiest and deadliest waifus you can recruit.
my application for "Obsidian" as "Creative Writer":
It's actually "Narrative Designer" :lol: "Creative Writer" is not an accurate job description, as it implies the employee is creative and is a writer.
if you think about it the existence of a creative writer implies the existence of an uncreative writer
They write technical manuals and instruction guides.

Source: I once wrote a technical manual.
 

Ryzer

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I wouldn't be so sure. From what I heard in the IGN interview with Todd about his plans for future games, and his capacity to work on all he wants to see released, we might not be too far from Obsidian taking charge of all or parts of another game in the Fallout universe.

On a separate note, once Todd switches to Unreal tech, I don't think he would be stingy about gifting the creation engine to Obsidian, so they can finally make a real open world game. After all they really wanted to make one twice, and twice they had to limit themselves to hub based.
What are you smoking? core identity of Bethesda is freedom in their games inspired upon Ultima. Besides,
Why would he give the engine to the least competent company being capable of making a thrilling open-world?
 

Zombra

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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
gLY3yJF.gif
Updat'd yon txt x 1
 

AwesomeButton

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I wouldn't be so sure. From what I heard in the IGN interview with Todd about his plans for future games, and his capacity to work on all he wants to see released, we might not be too far from Obsidian taking charge of all or parts of another game in the Fallout universe.

On a separate note, once Todd switches to Unreal tech, I don't think he would be stingy about gifting the creation engine to Obsidian, so they can finally make a real open world game. After all they really wanted to make one twice, and twice they had to limit themselves to hub based.
What are you smoking? core identity of Bethesda is freedom in their games inspired upon Ultima. Besides,
Why would he give the engine to the least competent company being capable of making a thrilling open-world?
Easy there scooter. You can't read the irony?
once Todd switches to Unreal tech
You stop that or I'll wash your mouth out with soap, young man!
I think it has been stated that Starfield is the last Gamebryo game, and further ahead Bethersda will switch to Unreal. (No, that's CDPR)
 
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AwesomeButton

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There is no problem to have a moddable Unreal engine game. The problems will be the learning curve for modding this engine, and of course the license for releasing the tools. For someone as big as Bethesda, I wouldn't rule out the possibility that Epic release a cut down version of their toolset specifically for modders. :It is a mystery:
 

AwesomeButton

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It's tough to speculate what would happen to TES VI if it's released without modding support. I think if the stakes are like either you sell millions of copies or tens of millions, Bethesda will have to find a solution for making it moddable. By the time TES VI releases, TES V will be largely forgotten (by the tens of millions audience), so it's difficult to ride on past reputation. My feeling is that if it's not moddable word of mouth will destroy sales.
 

Tacgnol

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Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
So, Gamebryo/Creation till retirement it is :lol:

As much as I enjoy mocking Bethesda over Gamebryo, they have done a lot of iterative work on that engine. The file/data structure hasn't changed much since Morrowind (which is good as this is probably one of the best parts of the engine) but I'm sure the rest of the engine is mostly unrecognisable.

The most frustrating thing is how long it has taken them to improve/iterate over some very basic flaws in the engine. Framerate being soft-capped due to physics and script bugs for instance is something they only addressed with Fallout 76.
 

Lord_Potato

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So, Gamebryo/Creation till retirement it is :lol:

As much as I enjoy mocking Bethesda over Gamebryo, they have done a lot of iterative work on that engine. The file/data structure hasn't changed much since Morrowind (which is good as this is probably one of the best parts of the engine) but I'm sure the rest of the engine is mostly unrecognisable.

The most frustrating thing is how long it has taken them to improve/iterate over some very basic flaws in the engine. Framerate being soft-capped due to physics and script bugs for instance is something they only addressed with Fallout 76.
And in Fallout 4 you still can't enter most buildings without a loading screen. Hopefully they manage to 'overcome' this engine limitation for Starfield.
 
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Tacgnol

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So, Gamebryo/Creation till retirement it is :lol:

As much as I enjoy mocking Bethesda over Gamebryo, they have done a lot of iterative work on that engine. The file/data structure hasn't changed much since Morrowind (which is good as this is probably one of the best parts of the engine) but I'm sure the rest of the engine is mostly unrecognisable.

The most frustrating thing is how long it has taken them to improve/iterate over some very basic flaws in the engine. Framerate being soft-capped due to physics and script bugs for instance is something they only addressed with Fallout 76.
And in Fallouy 4 you still can't enter most buildings without a loading screen. Hopefully they manage to 'overcome' this engine limitation for Starfield.

They've allegedly "improved" the cell system, so who knows?

flat,750x,075,f-pad,750x1000,f8f8f8.u2.jpg
 

Readher

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So, Gamebryo/Creation till retirement it is :lol:

As much as I enjoy mocking Bethesda over Gamebryo, they have done a lot of iterative work on that engine. The file/data structure hasn't changed much since Morrowind (which is good as this is probably one of the best parts of the engine) but I'm sure the rest of the engine is mostly unrecognisable.

The most frustrating thing is how long it has taken them to improve/iterate over some very basic flaws in the engine. Framerate being soft-capped due to physics and script bugs for instance is something they only addressed with Fallout 76.
And in Fallouy 4 you still can't enter most buildings without a loading screen. Hopefully they manage to 'overcome' this engine limitation for Starfield.
It's intentional, as it allows the interior to be larger than the exterior. Plus, it's good for containing certain people in an area where they're safe from some random events. The loading is really non-issue in an SSD era. My heavily modded Skyrim loading screens are so fast that I can maybe read 3 words from the lore screen, and I'm a fast reader.
 

Hobo Elf

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So, Gamebryo/Creation till retirement it is :lol:

As much as I enjoy mocking Bethesda over Gamebryo, they have done a lot of iterative work on that engine. The file/data structure hasn't changed much since Morrowind (which is good as this is probably one of the best parts of the engine) but I'm sure the rest of the engine is mostly unrecognisable.

The most frustrating thing is how long it has taken them to improve/iterate over some very basic flaws in the engine. Framerate being soft-capped due to physics and script bugs for instance is something they only addressed with Fallout 76.
And in Fallouy 4 you still can't enter most buildings without a loading screen. Hopefully they manage to 'overcome' this engine limitation for Starfield.
It's intentional, as it allows the interior to be larger than the exterior. Plus, it's good for containing certain people in an area where they're safe from some random events. The loading is really non-issue in an SSD era. My heavily modded Skyrim loading screens are so fast that I can maybe read 3 words from the lore screen, and I'm a fast reader.
It's mostly an immersion thing. It would be nice, but I don't think it's ever going to change.
 

Roguey

Codex Staff
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Probably due to the reputation of the Codex as being too "extreme right"

Why that is seen as being the epitome of evil incarnate, who knows...

In 2006? No way. Likely just got too busy to read. Also Obsidian was well on its way to transitioning fully into console action games that had little appeal here (Alpha Protocol, Aliens)
 

Cross

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Oct 14, 2017
Messages
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It's tough to speculate what would happen to TES VI if it's released without modding support. I think if the stakes are like either you sell millions of copies or tens of millions, Bethesda will have to find a solution for making it moddable. By the time TES VI releases, TES V will be largely forgotten (by the tens of millions audience), so it's difficult to ride on past reputation. My feeling is that if it's not moddable word of mouth will destroy sales.
It's not particularly tough to speculate since Bethesda games have always been released without modding support - on consoles, where the majority of sales for Bethesda games occur. A lot of people who play Bethesda games on PC also don't use mods, as hard as that may be too believe.
 

thesecret1

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Jun 30, 2019
Messages
6,679
it's good for containing certain people in an area where they're safe from some random events.
You mean from engine bugs, like falling under the map, shooting up in the sky, etc. That's what they should focus on with engine upgrades. Fucking Gothic 1 didn't have these issues.
 

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