hoverdog
dog that is hovering, Wastelands Interactive
obsidian site is down
How is this like TORN?
In Dullsville: Eternity you play the role of a watcher, cursed to do... something.In Torn, the player assumed the role of a wanderer, who was cursed to bring misfortune to people and places around it.
Real time with pause, check.Torn was to use a modified version of the SPECIAL system; combat occurred in quasi-real-time, rather than strictly being turn-based.
Create a single character, gather companions, check.Torn was to allow the player direct control over only the protagonist character. However, up to five artificial intelligence-controlled "companions" could be hired at once, and would have replaced a conventional adventuring party. Companions would have interacted with one another, obligating the player to find companions who worked well together
...
While these features were publicized, Feargus Urquhart later stated that "even at the end of our work on Torn, we were still considering going back to a system that gave players direct, full control over the party members".
In Dullsville: Eternity you play the role of a watcher, cursed to do... something.
Real time with pause, check.
Create a single character, gather companions, check.
"It's fantasy with its own voice. Josh Sawyer has been leading the charge with the world and race creation—at first glance, players will recognize archetypes and seemingly-familiar landscapes, but often, we just use that as a means to draw you in and let you begin to see the subtleties and differences. Our first goal with the world creation was to make a world that's fun to explore first, and then construct the lore, factions, and conflicts around that."
Same shit, slightly different packaging, that's our Fergie. M:
This on the other hand made me laugh pretty hard.(Even more) On the upside: Josh Sawyer hates romances, even made Bioware writer Patrick Weekes cry like a baby over it.
I hope that today they will make some update, with first stretch goals announced and write more about features of the game. Its Obsidian and we know that they wont fuck it up, but details about project are rather scarce for the moment.
This on the other hand made me laugh pretty hard.(Even more) On the upside: Josh Sawyer hates romances, even made Bioware writer Patrick Weekes cry like a baby over it.
I thought Weekes was supposed to be one of the more level headed devs in Bioware...guess not.
holy shit, that's awesomeJosh Sawyer hates romances, even made Bioware writer Patrick Weekes cry like a baby over it.
Holy shit, that is some exquisite butthurt. Thanks for the link.
Come on bros, VOTE SPECIAL!I imagine Obsidian already have an idea what type of system they want for the game, but this poll is important nonetheless I think: http://forums.obsidian.net/topic/59957-what-type-of-game-system/
What kind of system would you like this game to have?
- A system like SPECIAL
- A system like AD+D
- A system similar to Elder Scrolls or Final Fantasy II
It's a pitched battle between AD&D and SPECIAL now. Every vote counts.
What about 4E, that's slightly D&D.Fuck that, an Infinity Engine homage needs a more D&D-like system.
How is this like TORN?In Dullsville: Eternity you play the role of a watcher, cursed to do... something.In Torn, the player assumed the role of a wanderer, who was cursed to bring misfortune to people and places around it.
Real time with pause, check.Torn was to use a modified version of the SPECIAL system; combat occurred in quasi-real-time, rather than strictly being turn-based.
Create a single character, gather companions, check.Torn was to allow the player direct control over only the protagonist character. However, up to five artificial intelligence-controlled "companions" could be hired at once, and would have replaced a conventional adventuring party. Companions would have interacted with one another, obligating the player to find companions who worked well together
...
While these features were publicized, Feargus Urquhart later stated that "even at the end of our work on Torn, we were still considering going back to a system that gave players direct, full control over the party members".
David Maldonado on TORN's setting: "The primary idea was to create a high-fantasy world (a prerequisite from day one - it's by far the most popular CRPG setting, despite the raucous cries of slightly jaded developers, reviewers, and some long-time gamers... sorry, guys) that began with a concept simple enough for everyone to get their head around. Then it was a matter of plent-o' twists, "tweaks for coolness," unique takes and variants on some old familiar standards, and BOOM : the World of Torn. In nearly all aspects of the world we've strived to create something familiar, yet different. I wanted there to be intriguing details and story for those interested in such, answers to those many questions so often ignored in other settings (e.g. "where the heck do all these orcs come from, and why are they all so angry?!"), background and reasons that made sense and were entertaining to discover and learn about... but most of all, I wanted Torn to be enthralling without having to be totally alien ("In Torn, dwarves live underwater and have tentacles and four eyes and shoot poison spines from their purple gill-sacks!"). I feel that a sense of familiarity and association is a powerful thing, and may be used to heighten a player's emotional experience in the game. If something can be tied into existing imagery (even if only subtly so) and be enhanced by or play off of pre-existing feelings and conceptions within the player, why throw away that extra bit of power at your disposal? In any case, we've tried to make these sundry little details and oddities pervade nearly every aspect of the game and setting (e.g. slightly altered monster stereotypes or player character racial characteristics)."
Chris Avellone on Dullsville: Eternity: "It's fantasy with its own voice. Josh Sawyer has been leading the charge with the world and race creation—at first glance, players will recognize archetypes and seemingly-familiar landscapes, but often, we just use that as a means to draw you in and let you begin to see the subtleties and differences. Our first goal with the world creation was to make a world that's fun to explore first, and then construct the lore, factions, and conflicts around that."
Same shit, slightly different packaging, that's our Fergie. M:
But it doesn't take place in Western Europelandia.MotB is Dragon Age shit.
See above.Torment is Dragon Age shit.
Has a turn-based option. Near the end they pull a "Joke's on you, there's no real prophecy and you're not the chosen one!" gag. I didn't like the setting to this one either, especially since the systems weren't harmonious with the setting when it came to tech versus magic.Arcanum is Dragon Age shit.
Actually yes, I did call it a low-budget Dragon Age in the news thread. Dragon Age Origins minus cutscenes, full voice acting, 3D environments, and juvenile attempts at pandering and plus more exploration, beautiful backgrounds, and (probably) mature, consistent themes.Therefore Eternity is Dragon Age shit.
why? special sucks.Come on bros, VOTE SPECIAL!I imagine Obsidian already have an idea what type of system they want for the game, but this poll is important nonetheless I think: http://forums.obsidian.net/topic/59957-what-type-of-game-system/
What kind of system would you like this game to have?
- A system like SPECIAL
- A system like AD+D
- A system similar to Elder Scrolls or Final Fantasy II
It's a pitched battle between AD&D and SPECIAL now. Every vote counts.