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

Nano

Arcane
Patron
Joined
Mar 6, 2016
Messages
4,826
Grab the Codex by the pussy Strap Yourselves In Enjoy the Revolution! Another revolution around the sun that is.
He wrote the best parts in Tyranny (Barik)
You like having a literal tower of shit in your party?
 

Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,624
Nobody noticed that the movement of the flame in the trailer is completely wrong. And it is the main thing they had to animate for this presentation.
 

hivemind

Cipher
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Pretty Princess
Joined
Feb 6, 2019
Messages
2,386
how many AAA titles have you shipped as environment animator for you to be allowed to have this opinion???
 

Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,624
It seem programmed by kids that haven't ever seen a real fire in their life. The movement of a flame on an arrow that moves at that velocity is way more hectic and turbulent.

A random search show me this. In this case the arrow is not even flying and there is just a little wind around it. Look at the flame.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
Ed2rkKEUwAAb0xw

Ed2rkoQU0AA4C_H
 

undecaf

Arcane
Patron
Joined
Jun 4, 2010
Messages
3,520
Shadorwun: Hong Kong Divinity: Original Sin 2
- You’ll be able to have companions (different than Outer Worlds)

BLOBBER!!!

Yeah, no. But it would’ve made my day.

Anyway, real or not, shame it didn’t have anything on gameplay.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
I'm not really sure what "different to Outer Worlds" even means in the sense of Morrowind type game companions.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,016
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth

Source: https://www.resetera.com/threads/xb...-had-me-at-halo.246538/page-252#post-40806123

As I previously mentioned before the announcement, Obsidian is working on Pillars (I assumed this regarding the info) game as back then I did get confirmation that game contains “spore-like” creatures with few other vague descriptions of The Living Lands.

So, I did get new informations about Avowed:

- fully open world, much much larger than Skyrim (very differently “larger”, more proper word would be “denser” and “more contrasted” at the same time)
- primarily set in the The Living Lands region of Eora (not sure if it’ll go like that as explicit later on, but that was starting point)
- big focus on world-reactivity, lighting and next-gen AI systems and physics (special focus on physics with magic systems - have no clue what would that mean)
- realtime whether system (don’t have full details but fog is very important as realtime element, rivers will have specific micro physics systems regarding this)
- very advanced character creation tool (didn’t get more info)
- mod support (for now PC is/will be very dominant as creation tool, but I’ll be playable fully on Xbox)
- very large number of fractions but very different approach than with Skyrim
- you’ll be able to have companions (different than Outer Worlds)
- storyset: fight against incoming threat of tyranny (independent from previous stories)
- game has bosses planned and some of them are very very large
- Gods will have special say in the game
- great focus on iconic landmarks, statues and buildings
- two large cities planned with many smaller ones with strong focus on contrasting wild-areas, rivers, mountains and desolated areas (yes, you’ll be able to swim)
- fully respecting POE creatures lore with new additions
- dynamic presentation of dialogue
- for now idea is to keep “you can kill everyone in the game” option
- around 100 people are on the project for 2y (smaller number for 7m of preproduction), in total 2y 7m
- full production is already a thing
- team will still grow
- target date: late 2022/early 2023

Keep in mind that some parts of this can change during the development process.
 

undecaf

Arcane
Patron
Joined
Jun 4, 2010
Messages
3,520
Shadorwun: Hong Kong Divinity: Original Sin 2
- You’ll be able to have companions (different than Outer Worlds)

BLOBBER!!!

Yeah, no. But it would’ve made my day.

Anyway, real or not, shame it didn’t have anything on gameplay.

Except potentially the bit about physics interacting with Magic Systems.

Yeah, there’s that. It instantly brought the Half Life 2 gravity gun to my mind for some reason.
 

Ging_Sama

Novice
Joined
Apr 21, 2020
Messages
40
Grain of salt...

- fully open world, much much larger than Skyrim (very differently “larger”, more proper word would be “denser” and “more contrasted” at the same time)
- primarily set in the The Living Lands region of Eora (not sure if it’ll go like that as explicit later on, but that was starting point)
- big focus on world-reactivity, lighting and next-gen AI systems and physics (special focus on physics with magic systems - have no clue what would that mean)
- realtime whether system (don’t have full details but fog is very important as realtime element, rivers will have specific micro physics systems regarding this)
- very advanced character creation tool (didn’t get more info)
- mod support (for now PC is/will be very dominant as creation tool, but I’ll be playable fully on Xbox)
- very large number of fractions but very different approach than with Skyrim
- you’ll be able to have companions (different than Outer Worlds)
- storyset: fight against incoming threat of tyranny (independent from previous stories)
- game has bosses planned and some of them are very very large
- Gods will have special say in the game
- great focus on iconic landmarks, statues and buildings
- two large cities planned with many smaller ones with strong focus on contrasting wild-areas, rivers, mountains and desolated areas (yes, you’ll be able to swim)
- fully respecting POE creatures lore with new additions
- dynamic presentation of dialogue
- for now idea is to keep “you can kill everyone in the game” option
- around 100 people are on the project for 2y (smaller number for 7m of preproduction), in total 2y 7m
- full production is already a thing
- team will still grow
- target date: late 2022/early 2023

Keep in mind that some parts of this can change during the development process.
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
GUYS! This is just in:

- fully open world, much much larger than Skyrim (very differently “larger”, more proper word would be “denser” and “more contrasted” at the same time)
- primarily set in the The Living Lands region of Eora (not sure if it’ll go like that as explicit later on, but that was starting point)
- big focus on world-reactivity, lighting and next-gen AI systems and physics (special focus on physics with magic systems - have no clue what would that mean)
- realtime whether system (don’t have full details but fog is very important as realtime element, rivers will have specific micro physics systems regarding this)
- very advanced character creation tool (didn’t get more info)
- mod support (for now PC is/will be very dominant as creation tool, but I’ll be playable fully on Xbox)
- very large number of fractions but very different approach than with Skyrim
- you’ll be able to have companions (different than Outer Worlds)
- storyset: fight against incoming threat of tyranny (independent from previous stories)
- game has bosses planned and some of them are very very large
- Gods will have special say in the game
- great focus on iconic landmarks, statues and buildings
- two large cities planned with many smaller ones with strong focus on contrasting wild-areas, rivers, mountains and desolated areas (yes, you’ll be able to swim)
- fully respecting POE creatures lore with new additions
- dynamic presentation of dialogue
- for now idea is to keep “you can kill everyone in the game” option
- around 100 people are on the project for 2y (smaller number for 7m of preproduction), in total 2y 7m
- full production is already a thing
- team will still grow
- target date: late 2022/early 2023

Keep in mind that some parts of this can change during the development process.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,016
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
More from "sponger": https://www.resetera.com/threads/xb...-had-me-at-halo.246538/page-252#post-40811217

Do you happen to know what the framerate target is? We know most of XGS targets 60fps, and to be able to play something like this sure would be lovely but at the same time I'm conflicted because I really want them to make the game world as beautiful as possible where they don't have to cut corners (maybe keeping folilage static, less NPCs etc for example) to hit 60fps. No matter how powerful the system is, I keep being told what a resource hog 60fps really is.

Too early to tell. UE4/UE5 based. (Other studios are involved, but not at large scale or as codevelopers - basically they are baking in some shared stuff from other teams and also sharing their stuff with others)

solis74 you'll need to wait for official information, can't share how did I get this, but keep in mind that parts of this can change during the development.

----

I'll stay zipped regarding the story or other stuff that can spoil the game or ruin the experience (can't say that I have more details here).
I shared this only for you to know that game has very strong vision and is in good hands.
 

Kazuki

Arcane
Joined
Aug 11, 2014
Messages
851
Location
Noodleland.
The part that make me doubt the validity of the info is mod support.

I thought Unreal Engine is very hard to mod and if that even possible it will not be as moddable as Skyrim Creation Engine.
 

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