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

Joined
Jun 10, 2014
Messages
515
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The last dictatorship of Europe
^In the interview Josh doesn't say anything new. It's just general information like what's the game about, how they tried to capture Infinity Engine games feel, how their reputation system works. Josh also stated that he felt that modern rpgs didn't provide enough reactivity and choices, so this is what guys at Obsidian concentrate on instead of working on cutscenes etc.
I can translate the whole interview if needed.
 

BGMD

Learned
Joined
Dec 8, 2013
Messages
71
I've understood maybe 30% of that interview, nothing new in there, but there's been more emphasis on player reputation lately and there seems to be a lot of important factions in the world so I feel we might get an upgraded New Vegas in that respect when game opens up a bit. Sounds great in my book, but maybe someone who follow project more closely can say if I got the wrong impression.
 

Spockrock

Augur
Joined
Jan 2, 2011
Messages
457
I can translate the whole interview if needed.
не трать свое время, братишка. нахуй это кому-то надо? единственная ценность этого интервью - посмотреть на то, как Сойер размахивает руками и выпучивает глаза
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
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Mar 10, 2003
Messages
24,995
"Josh also stated that he felt that modern rpgs didn't provide enough reactivity and choices,"

Makes it sound like 'reactivity and choice' was common for all old skool games. This simply is a lie. Reactivity and choice in RPGs has always been rare. Games like FO have ALWAYS been the exception NOt the rule. In fact, largely overall, modern games have more reactivity and choice than your typical 'old skool' game. LMAO
 

StaticSpine

Arcane
Patron
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Dec 14, 2013
Messages
3,232
Location
Moscow
Shadorwun: Hong Kong
StaticSpine wanna do us a favor bro and translate that :P
Bro, I can translate this post, I think it's quite right :lol::
I can translate the whole interview if needed.
не трать свое время, братишка. нахуй это кому-то надо? единственная ценность этого интервью - посмотреть на то, как Сойер размахивает руками и выпучивает глаза
do not waste your time bro, who the fuck needs this? the only valuable thing in this interview is to watch Sawyer waving his hands and goggling

:smug:
 
Joined
Jun 10, 2014
Messages
515
Location
The last dictatorship of Europe
I can translate the whole interview if needed.
не трать свое время, братишка. нахуй это кому-то надо? единственная ценность этого интервью - посмотреть на то, как Сойер размахивает руками и выпучивает глаза
Ну да, в общем-то никому.
do not waste your time bro, who the fuck needs this? the only valuable thing in this interview is to watch Sawyer waving his hands and goggling
Yeah, that's pretty much it.
 

Sensuki

Arcane
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Oct 26, 2012
Messages
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New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
I *think* the three revealed voice actors/actress have all been non-guild members. Smart way to go I suppose.

At this specific time, if she hasn't already completed her VO (such as doing Calisca or something) then she might be doing some for the backer beta either as an NPC or a Player voice set.

I think it's too early in the development cycle to be doing "the main game".
 

Hiisi

Savant
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Jun 19, 2014
Messages
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starlight ☆ moonlight
Translated the lengthy PCGames.de preview. I don't know how copyright would apply to posting the whole article on the Codex, so I hosted the full thing off-site just in case. It's all on little old me, Codex is not responsible, etc. Here are all three pages: http://freetexthost.com/ia2eflp4ra

While I haven't followed PoE closely, some things were new to me; I like the bit about fighters wrestling enemies to the ground, and the bestiary stuff, and the text adventure during chapter transitions.

[...] Genius: at the beginning of the adventure only question marks are indicated for each opponent, and only through fighting more and more specimens of a particular type of adversary do one's characters learn its the strengths and weaknesses and fill out the omitted information. There is also an extensive bestiary, in which more details about monsters and human adversaries may with time be found.

[...]

Through these scripted interactions, Obsidian kills two birds with one stone: the story is enriched with more roleplaying atmosphere, more decisions and more branches in quest design, and simultaneously, the budget does not need to be stretched for the inclusion of costly scripted in-engine moments or pre-rendered interludes. Instead, a text window is displayed at certain points of the game, sometimes adorned with sparingly animated drawings, through which a narrator describes events almost like a dungeon master in a pen-and-paper game: accompanied by appropriate environmental sounds, such as wind in the branches or the creaking of a door, one reads what is happening to one's characters and decides between several choices of actions. All of this happens in a text window, removed from normal gameplay, but with the same freedom of choice, consequences to one's reputation, and attribute checks as in dialogue.

On one occasion, an ally totters from the forest with a spear in his back, and one must choose what actions to take against his murderers. Or one squeezes with one's group through a narrow cave and an monster snatches one's companion by the leg. Then one must choose whether to leave him behind, to strike at the adversary, or to cast a spell. All these choices have consequences, some of them dramatic - players of The Banner Saga will know something of this. In the tutorial, for example, the rogue Heodan becomes incapacitated. Upon reaching a wider part of the cave, we may rest for Heodan's benefit. The fighter Calisca, however, would like to make her way out of the caves as quickly as possible. If we decide to rest, we will find in the morning that Calisca has stolen away into the night.

The risk of permanent loss of companions accompanies every fight and every quest in Project Eternity. Thus it is good that one may create and recruit replacement companions with a donation of gold in the Hall of Adventurers. The class, race and attributes of these companions can be chosen entirely according to one's taste, but they are not nearly as talkative as the NPCs provided by Obsidian with their own motivations and elaborate biographies. At E3 Josh Sawyer spoke, for example, of an exotic lady named Pallegina, a so-called "Godlike" with dark skin, golden bird eyes, and colourful feathers growing on her head.


An unusual scenario, mysterious events

Fragments of text adventure, in similar fashion to the aforementioned scripted interactions, are also used between chapter transitions of the main story, over the latter of which Obsidian has still cast a veil of silence. The narrated text and artworks are immediately reminiscent of the chapter changes in Baldur's Gate 1 and 2, but the setting is starkly different from the Dungeons & Dragons world of Faerûn: Eora is a world in upheaval, in which technology (called "Animancy") and magic exist equally, and monsters and dungeons beside steam engines and muskets. Fascinating: reincarnation is not a matter of faith in Eora, but rather fact; souls take on new bodies after death.

At the beginning of the game, the hero is traveling as part of a caravan, which is naturally ambushed just as it stops at the ruins of a forgotten civilization. In the middle of the fight, there breaks a dreaded soul storm which utterly unmakes the souls of its victims. The protagonist and her companions seek shelter in an ancient system of caves and come across a mysterious cult that apparently has something to do with the soul storms. A classical but interesting prelude to a plot that is certain to be given one interesting turn or another by the masterful storytellers of Obsidian. As far as characterization and narrative are concerned, Obsidian now belong to the best in their field - the scenes shown at E3 underline this.

the original text: http://www.pcgames.de/Pillars-of-Et...rty-Rollenspiel-mit-Old-school-Flair-1125801/
 
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Sensuki

Arcane
Joined
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Messages
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Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
we solve a riddle in which we must pass in the correct way over letters embedded in the ground - upon choosing the wrong order, one is struck by traps. This might seem familiar to players of Baldur's Gate 2

Hahah, exactly the same as that Baldur's Gate 2 one in the ruins near Umar Hills.
 

AngryKobold

Arcane
Joined
Aug 12, 2012
Messages
534

What a mental diarrhea. I hate to read texts whose author is unable to write his point in one simple statement. And that's exactly what takes place there. There's nothing funny. A moron has done his best as his mental capacity allows him to. The only side to laugh at is Obsidian, if anybody is going to give a flying fuck about. Luckily it's unlikely to happen at such advanced state of development.

The first time I read the pitch back when the kickstarter campaign started, I was thrilled at the oportunity of playing one game that will mix together the deep and richness of writing of both the "Baldur's Gate saga" and "Planescape: Torment". I have to admit that I was never very fond of the "Icewind Dale" series because while good games, they always felt to me much less alive due to the lack of companions or roleplaying options. Still, the combat in those games were pretty good and that was exactly what Obsidian was aiming to bring back from them, according to the pitch, so everything was good.

Sweet Jesus. The answer should be: we are very sorry the game is not the dumb jRPG you had wet dreams about. Try your luck with DA3 if you have stomach for such things. Now take your money back and get the fuck out.
 

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