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

Scruffy

Ex-janitor
Patron
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May 16, 2008
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18,150
Codex 2012 Torment: Tides of Numenera Codex USB, 2014
yeah, no, there aren't. i'm replaying it right in these days. it's always the same thing. the "named monsters" approach you and tell you: "give me your money or i'll kill you". Then they drop a +1 sword. but hey, can't cure delusions with words, so more power to you.
 

MetalCraze

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Urkanistan
VD how does it feel to realize that even Obsidian's project Eternity with RTwP combat from NWN2 will not be shit like your game?
 

Crooked Bee

(no longer) a wide-wandering bee
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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
So it looks like Josh Sawyer is preparing a Kickstarter update on cooldowns, Vancian casting and stuff, at least judging by Matt Barton's reply to my tweet:

ggdjyjsd.xmn.png
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Incoming damage control?

If it's "damage control" from Sawyer it will likely be that they're "not making a game just for you and ten other angry guys with tastes that are narrower than a hallway in a camp of pygmy dwarves."
 

Alex

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Jun 14, 2007
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I made this poll asking about what preferences you guys have about the design of spells. I know it is an over-beaten topic, but some of you seemed to like what I was talking about in the other thread, so I thought that maybe you would want to vote and voice your opinion.
 

Semper

Cipher
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Jan 12, 2012
Messages
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MCA Project: Eternity
So it looks like Josh Sawyer is preparing a Kickstarter update on cooldowns, Vancian casting and stuff, at least judging by Matt Barton's reply to my tweet:
Incoming damage control?
if at all, the retards at the codex out there will rip his sentences up and put them out of context. totally rage-blinded because of immense butthurt the never-ending cycle of imagined :decline: is about to fulfill itself.
 

evdk

comrade troglodyte :M
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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
Heh, newest update is dealing with music.

We hit our stretch goal of $2.2 million which adds a new faction, a new companion, and French, German, and Spanish translations!

We’ve gotten many requests for more details about the game's music, so in this update we'll discuss our current plans for that. There's also a surprise buried deep within the update for all you music lovers out there, so read on to find out what it is!
Music with Soul

Souls, the supernatural, a fantasy setting, mature themes... These are just a few of the big ideas behind Project Eternity's story and world. As with any great CRPG story, music plays an important role in communicating those ideas. This was true for the Infinity Engine games as well. Looking back they all had one thing in common with regards to music: all are known for having strong and memorable soundtracks that drew you in as a listener and set fire to your imagination. That's exactly what we're aiming for with the music for Project Eternity.

So what will the music sound like? Great question! Describing music with words alone can be a tricky thing to do because so much of that is subjective and wide open for interpretation. Even still it's important to have some sort of plan in place before writing a single note. You need an idea that will guide you towards creating an effective score. To help paint that picture more clearly, here are three words that we believe best describe what the score will ultimately sound like:

Mystical

Ancient

Emotive

Now you might be wondering, out of all the possible descriptive words, why these three? The answer to that goes right back to those big ideas mentioned above.

We chose mystical because of the importance of souls and the supernatural in Project Eternity's world. Ancient because we want the music to be grounded and appropriate to the setting. Emotive because the role of music in any game is first and foremost to provide dramatic and emotional context for the player. At the end of the day, that's what we want out of Project Eternity's score. We want you to be swept away by the music and the imagery it evokes. By keeping these three descriptive pillars in mind while developing the score, we’ll be able to support and enhance the narrative goals of our game.

Of course these three words are not all the music will ultimately be. It'll also be adventurous, ethereal, and wondrous when appropriate. Ominous, dark, and mysterious when called for. Scary and horrifying at just the right moments. And yes, driving, bold, and colossal when absolutely necessary.

Along with defining what we do want the score to sound like, there are also some things we know we don't want it to sound like. It won't be overly heavy or oppressive, nor will it be bombastic and grandiose from beginning to end. We want the score to be as dynamic and nuanced as the story it serves, and the last thing we want to do is weigh that story down with leaden music.

As you can see Project Eternity's music will be many things when all is said and done. But perhaps most importantly, its music will have a unique and original voice that we hope will leave a lasting impression, the same way the music of those awesome Infinity Engine games did in the past.
The Road to Eternity

Making the Project Eternity campaign video was the result of an inspiring collaborative effort here at Obsidian. Adam Brennecke, Dimitri Berman, and I worked on it day and night for nearly a month; doing what we could to make the strongest first impression possible. To help accomplish that, I knew I wanted the music to make a powerful statement right out of the gate. I wanted it to grab your attention and keep you mesmerized until the final seconds of the video.

Suffice it to say that when I wrote this music, I never could have imagined the overwhelmingly positive reception it has since received. The support you all have shown Project Eternity and Obsidian has been a stunning, and deeply humbling experience.
Music in the Clouds

And now for the surprise. Since we launched our campaign we've gotten many requests to make the trailer music publicly available. As a huge "thank you" to all of our amazing fans and supporters, we're happy to announce today that the music from the trailer is now available on Sound Cloud for your downloading and listening pleasure. Prelude and Dirge are directly from the video, and Road is an outtake that is partly used in the video. We hope you enjoy it…

http://soundcloud.com/obsidian-entertainment/sets/project-eternity/

Look for an update about class design from Josh Sawyer tomorrow, and we are about 1,800 backers away from adding another level to The Endless Paths dungeon!

Update by Justin Bell
 

Captain Shrek

Guest
So it looks like Josh Sawyer is preparing a Kickstarter update on cooldowns, Vancian casting and stuff, at least judging by Matt Barton's reply to my tweet:
Incoming damage control?
if at all, the retards at the codex out there will rip his sentences up and put them out of context. totally rage-blinded because of immense butthurt the never-ending cycle of imagined :decline: is about to fulfill itself.
So much negativity! I feel like I am in the BSN.
 

Hobz

Savant
Joined
Apr 17, 2012
Messages
337
Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
I don't really care about cooldowns, as long as they combine it with a threat mechanism to add depth I'm ok with it.
 

Black

Arcane
Joined
May 8, 2007
Messages
1,872,920
Music with Soul
Read that as
Music with Soule
and I was ready for more witty remarks about Obsidian and shit, black style.
But I'm sure Obsidian won't disappoint so I still will be able to deliver!

Personally, if it's supposed to be high fantasy combined with some tech, I'd gladly see Arcanum style music back, but I guess it, just like turn-based combat, just ain't cool enough.
 

Lord Andre

Arcane
Joined
Apr 11, 2011
Messages
3,716
Location
Gypsystan
Last time I throw money at Obsidian, I guess. I can play the pirated version just the same.
 

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