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

Zed Duke of Banville

Dungeon Master
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You have my permission to leave the thread. I'm pretty sure you can ignore it even!

You won't be troubled by Avowed news anymore.
View attachment 58076

Avoided sounds like a better name for this turd.
Junk-Drawer-Avowed.gif
 

Pink Eye

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I'm very into cock and ball torture

By Sigmar! The Nurgle worshipers of Obsidian have committed one of the greatest sins in a first person melee game! To the pit with ye!

In both Vermintide 1 and 2, this isn't a thing that happens in those games, enemies *will* pressure you, enemies *will* attack you, relentlessly. Standing around whilst throwing spells will just result in death unless you're actively side stepping, dodging, blocking, or pushing enemies away to make space - also, since it's a cooperative game, it's assumed that allies will provide cover while you attempt to snipe specials, or throw spells. I'm kind of surprised seeing this kind of stuff in Avowed, since these types of mechanics where enemies just stand around doing nothing is usually not something I see *that* often in these types of games; unless it's from amateurs who don't know any better. Now my frame of reference isn't *just* Vermintide. In the game Elderborn, enemies that are in groups will pressure the player by constantly harassing you:



At 1:28 the player is engaging a group of enemies. All of which are applying pressure by attacking at the same time while ranged units are providing suppressive fire from the back. However the player was able to parry their attacks and kill them off. In the same video at 1:39 you see a big enemy jump at the player while, simultaneously, an enemy shield user attacks. The point in all of this is that you're seeing the enemies force the player to execute nuanced mechanics (such as parrying, dodging, sidestepping) which is interesting and fun!

In Dark Messiah:



At 0:33 you see a group of orcs rush the player at the same time - read: not sitting in the backline throwing up jazz hands like a bunch of fuckin' assholes.

Heck, we can even look at Skyrim, which was a game Obsidian was trying to hype up for their game. In this video:



At 0:45 you see the vampire at the back throwing spells at the player while summoning a melee unit to also harass, whilst another vampire pressures the player in melee.

All of these examples are in stark contrast to what's being shown in the Avowed clip: enemies doing nothing while the player spams left click.
 

Haplo

Prophet
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Pillars of Eternity 2: Deadfire

By Sigmar! The Nurgle worshipers of Obsidian have committed one of the greatest sins in a first person melee game! To the pit with ye!

In both Vermintide 1 and 2, this isn't a thing that happens in those games, enemies *will* pressure you, enemies *will* attack you, relentlessly. Standing around whilst throwing spells will just result in death unless you're actively side stepping, dodging, blocking, or pushing enemies away to make space - also, since it's a cooperative game, it's assumed that allies will provide cover while you attempt to snipe specials, or throw spells. I'm kind of surprised seeing this kind of stuff in Avowed, since these types of mechanics where enemies just stand around doing nothing is usually not something I see *that* often in these types of games; unless it's from amateurs who don't know any better. Now my frame of reference isn't *just* Vermintide. In the game Elderborn, enemies that are in groups will pressure the player by constantly harassing you:



At 1:28 the player is engaging a group of enemies. All of which are applying pressure by attacking at the same time while ranged units are providing suppressive fire from the back. However the player was able to parry their attacks and kill them off. In the same video at 1:39 you see a big enemy jump at the player while, simultaneously, an enemy shield user attacks. The point in all of this is that you're seeing the enemies force the player to execute nuanced mechanics (such as parrying, dodging, sidestepping) which is interesting and fun!

In Dark Messiah:



At 0:33 you see a group of orcs rush the player at the same time - read: not sitting in the backline throwing up jazz hands like a bunch of fuckin' assholes.

Heck, we can even look at Skyrim, which was a game Obsidian was trying to hype up for their game. In this video:



At 0:45 you see the vampire at the back throwing spells at the player while summoning a melee unit to also harass, whilst another vampire pressures the player in melee.

All of these examples are in stark contrast to what's being shown in the Avowed clip: enemies doing nothing while the player spams left click.

That does sound bad.

There are precendents, where enemies would sit idly and wait for their turn. Gothic 3 comes to mind. But sadly, despite the fuckhueg and varied world, its not a good game...
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
It's literally just a screenshot of the game from IGN's preview video.
It's the previewer's character that they made.
Presumably.
Isn't character creation still under embargo?
The character creation proper is, but otherwise you still see the PC in dialogue.
Therefore we can't be certain if IGN reviewer had a bit of fun with character creation, or if it was a preset.
:mlady:
 

Pink Eye

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I'm very into cock and ball torture
There are precendents, where enemies would sit idly and wait for their turn.
Sure but I feel that fans of first person melee games would expect a little more from their games when it comes to this. Now I can be completely off the mark here; thus I can only speak for myself here; but I don't think fans of Mordhau, Mount 'n Blade, Vermintide, and whatever in-between, are going to be excited for a melee game where you just spam left click without any resistance from the enemy. I also don't believe we're all going to be happy with a first person melee game that doesn't have any nuance to its sword play, or enemy design that doesn't force you to use said nuance. Again, for me personally, it's all about depth when it comes to these types of games - blocking enemy attacks, parrying, sidestepping, footwork, etc; the fundamentals of what makes GOOD swordplay.

It's one thing to ape up Skyrim. It's another thing entirely to make a game that is somehow an even more streamlined version of it.
 

Oberon

Learned
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Feb 26, 2021
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391
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Helheim
TLDR on this game? Seen people shitting on it, wanna know why
Devs became progressively more deranged as the development cycle went on. They added pronouns, non binary Godlikes, and God knows what else. Diversity hires wrote laughably bad dialogue, buggy code, and shitty un-fun systems. Female characters were uglified. Valians went from interesting Iberian culture to Gordon Goodbrother American blacks.
It's shit.
 

scytheavatar

Scholar
Joined
Sep 22, 2016
Messages
690
TLDR on this game? Seen people shitting on it, wanna know why

Was initially revealed and hyped to be Obsidian's version of Skyrim. Second trailer showed a change of direction to being just a fantasy The Outer Worlds. Recently Art Director went full spaghetti on social media which shows these people are cracking under the pressure.
 

whydoibother

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Codex Year of the Donut
Aha! Josh Sawyer was lured into Avowed after all! Roguey

https://www.rpgsite.net/interview/1...idian-future-book-film-recommendations-cheese

RPG Site: In the past you mentioned how after Pillars of Eternity II you kind of were in burnout for a long time and you needed a break. I want to know what a day in your life looks like right now, and how it differs from just after Pillars II shipped when you were in that burnout phase.

Josh Sawyer:
So in the post Deadfire phase, I was not doing a lot of direct work. I wasn't doing any direct work really, so I was focusing more on playing. You know there were DLCs for Deadfire that were being developed with Brandon Adler as the director of those. The Outer Worlds was in development at that time, so I was playing those games and getting a lot of feedback on them. But I really wasn't in a mental position to come up with new ideas for games or much less do work on them or direct anything. That’s not the case now. So I am, you know, like I'm helping on Avowed. I am in an advisory role still, but I did a little bit of writing on Avowed. I've helped out with some system design and things like that.

Basically, wherever they needed help. I am doing more hands-on work there and then just thinking and talking about ideas for future projects.
Good to know the game will be very well balanced.
 

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