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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
What do you think they're trying to emulate? Overall it's rather similar in structure and tone to the Targos theme from Icewind Dale 2, just slower paced.
 
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Frusciante

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Project: Eternity
I kind of like it, nothing special though.

Looking forward to the art update next time. Hopefully they will show off something more daring/creative/special in that update. Not every area is going to be as basic as the ones we have seen right?
 

Cynic

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It's hilarious how people are complaining about lack of creativity. You knew what this was about when you pledged. This is Obsidian's recreation of the Forgotten Realms setting which was the backdrop to the game series which they are hoping to emulate - Baldur's Gate. There will be no originality, no creativity because of course, you've seen all of this before. They are playing it VERY safe from a marketing side of things and that makes total sense for a game like this.

All you can hope for is for their creativity to shine through in the writing. If Obsidian misses the mark with this then it will really be truly disappointing.

If they get it right, it has the chance to be one of the greatest games ever.
 

Abelian

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The tune was enjoyable and well-orchestrated. I wish it was catchier (like, say, the Shire theme from LoTR*) and more folk/medieval/renaissance (like the LotR II* soundtrack) in style rather than orchestral soundtrack. Justin said that longer tracks would be used in areas where the player would spend more time in, so I think that it would work well in that context, since a shorter and catchier theme can getting annoying faster.

Note: LoTR is Lord of the The Rings, LotR II is Lords of the Realms II

In Eternity we break music into four basic “types”: town, dungeon, wilderness, and combat.

He forgot three more: tavern, dramatic quick-time event and romance.

:troll:
I enjoy like the inn/tavern music in BG 1&2, though.
 
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Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
http://forums.obsidian.net/topic/66060-update-76-music-in-pillars-of-eternity/?p=1440348

Justin Bell said:
Chrisling said:
I almost always turn music off in RPG game mainly because I don't like the way music always changes so abruptly in response to events like combat or area change - I just always find it more irritating than atmospheric. My enjoyment is typically greater without music. Now - ambient sound is a different thing altogether - that always enhances if done well.

That saying a good theme such as the one illustrated here does help atmosphere but I wonder if it would be possible to have a setting that turns off looping so a player can hear such tunes upon entry to an area to create the mood but then have them fade out after a single play and rely on ambient noises to maintain that mood?

First, thanks everyone for contributing to this discussion! Its great to hear your feedback.

Regarding loops, as Zeckul rightly pointed out, the IE games had silence in between loops. I could have phrased what I said in the update better. To clarify, we will implement the music in a similar way as the IE games so that the loops don't happen in rapid succession. So I suppose the answer to your question is both yes and no. Yes there will be some areas where you'll hear only ambient sounds (like birds) for a span of time, followed by ambient sounds and music etc. And there will also be places where there will be wall to wall music.

In most cases it will boil down to how much time the player spends in a given area. In areas like quest hubs, where you may spend a lot of time talking to quest givers, the music will have space in between each loop to de-emphasize any kind of temporal awareness imparted by looping music. For smaller areas that don't take a lot of time to clear, such as a small dungeon, looping is more of a viable option.

But ultimately it come downs to feel. If the music starts to feel overpowering and too repetitious in one area, we'll either modify the music if there's time to do so, or we'll tune the looping pattern to address the issue somehow. Nothing is worse (to me at least) than overpowering game music that saturates the senses. Of course there's always a time an place for that, but in a game like this, it would be a deliberate choice rather than the default position if that makes any sense.
 

Nihiliste

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Oh yeah I remember talking to a dude that composed music circa 2010. He complained that his 24GB of ram are certainly not enough for his job.

Definitely, a friend of mine who does some composition for a major film studio uses 96gb of RAM in a mac pro for his home studio. They probably use something more over the top for actual studio work - I know a lot of film compositions require the use of slave PCs.

A couple of years ago I recorded a prog metal album with some friends and that added up to about 130-140 audio tracks per song, and we used a hackintosh with 24gb of ram for that. So a much more layered orchestral composition I could definitely see it.
 

Doctor Sbaitso

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I've always preferred atmospheres rather than melodies in games for most situations except to bring home a specific moment.
 

Surf Solar

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First mof I'll install is the one that removes the combat music. I hate this shit.
 

garren

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Here's the village art if anyone didn't see it yet

Village_concept_art.jpg
There's a bridge now next to the mill.
 

Abelian

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From the graphics and the musics, the vibe I get is that there's good taste, but a lack creativity.

From a game setting purely focused on copy pasta from the Forgotten Realms? No, that couldn't be possible!

BG2's artstyle and environment were fairly creative and tasteful. And the music was great.
Keep kneejerking.
Justin flat-out admitted that he's listening to Howard Shore and to the IE and TES games' soundtracks for inspiration, so in fact he's trying to emulate existing music. The whole premise of PoE is that it's a nostalgia trip, so Obsidian is very constrained in the creativity aspect.
 

Owlish

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The musical equivalent of bric-a-brac. Not very ambient, rather jarring, I'll probably be playing with the music muted.
 

Cynic

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BG2 was in the forgotten realm. You simply don't have a point.

Seriously, be less retarded.

I said that PoE is a copy of FR so you shouldn't expect creativity in terms of the world or atmosphere.

I never said that the Forgotten Realms !== creativity, but when you base huge parts of your world on one that's ALREADY BEEN CREATED then your avenues for being creative are most certainly limited.
 

Cynic

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Screens look off the hook, I wonder how they are going with the character model shadows.
 

Owlish

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The art looks awesome, except for the watermill which looks out of place and cartoonish
 

Abelian

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The art looks awesome, except for the watermill which looks out of place and cartoonish
Now this is a watermill I'd like to see in an isometric game:

LW439-MC-Escher-Waterfall-19611.jpg
 

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