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

Rivmusique

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Divinity: Original Sin Project: Eternity Pillars of Eternity 2: Deadfire
Those new posts by sawyer are nice. Was worried unarmoured monks, if played effectively (using abilities to drop wounds quickly and avoid most of the DoT damage), would he taking equal/less damage than full plate fighters/paladins. Sounds like they will make an effort so that isn't the case.

Will likely only play one if it is a companion, but am looking forward to giving it a spin.
 

Duraframe300

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J.E. Sawyer said:
"Aedyr" literally means "many deer", but colloquially means "people of the deer". "Dyrwood" is Hylspeak for "deer wood". Prior to arriving in their current home, the Aedyrans (humans and elves) migrated south over many centuries. They were known as deer hunters and (later) farmers during that time. The current Aedyr Empire itself has very few deer, so when colonists landed in the new world and found abundant deer in the nearby forests, they considered it a good sign and named it the Dyrwood.
 

Jasede

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Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
I hope a deer is behind it all and turns out to be the true final boss.

I wish western RPG developers took some cool shit from jRPGs- true final bosses, hidden extra bosses and such are always really appreciated, especially when they reveal more about the world and the plot- or raise new questions.
 

Arkeus

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I hope a deer is behind it all and turns out to be the true final boss.
You want to learn the Tale of the Weredyr?

I wish western RPG developers took some cool shit from jRPGs- true final bosses, hidden extra bosses and such are always really appreciated, especially when they reveal more about the world and the plot- or raise new questions.

To be fair, BG/2 did that pretty well, With Drizzt/Dragons/Gaxx/etc.

Still, it's true that as a rule JRPG do secret boss MUCH better.
 

Blaine

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Grab the Codex by the pussy
Yeah, hidden stuff and secrets is what many JRPGs really excel at.

Also waifus:

wIvLfiR.jpg
 

Cosmo

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Project: Eternity
I wish western RPG developers took some cool shit from jRPGs- true final bosses, hidden extra bosses and such are always really appreciated, especially when they reveal more about the world and the plot- or raise new questions.

I agree in theory but unfortunately too often is it a way to make up for shallow gameplay and/or an ultra light quest design...
 

Gakkone

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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
I wish western RPG developers took some cool shit from jRPGs- true final bosses, hidden extra bosses and such are always really appreciated, especially when they reveal more about the world and the plot- or raise new questions.

I agree in theory but unfortunately too often is it a way to make up for shallow gameplay and/or an ultra light quest design...

I don't see how that follows. Care to elaborate?
 

Cynic

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The sheer amount of shit to do in Baldurs Gate 2 meant that a lot of it felt kind of secret in a way. Finding everything in your first play through would have been pretty hard. JRPGs definitely do secret stuff well, FFVI was awesome at this as it had quite a few secret characters who were really fun to have in your party but could easily be missed. This became impossible when every single thing had to be done in cutscenes later and they couldn't include secret characters in these.

The exclusion of secret shit is also another aspect of dumbing down. Devs look at it from a purely investment vs reward point of view, why code this shit if only some people will see it?

It's a horrible loveless way of thinking about your game. It means that you don't respect your product or your market enough to think that they might appreciate that kind of thing or that this might add replay value or other really tangible value to the product.

While the Internet has put an end to the days of rumours and secrets in games, I kind of miss the idea that there might be some cool companion hidden somewhere with an entire plotline to explore, or some weapon that I could only get by finding hidden pieces of a map from all over the world. It's this sort of stuff that gives games character and feeling, I'm hoping that the KS projects can do a bit of it even with their tight budgets.
 

Cynic

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Nah I never got into a Larian game...that new one that's coming looks alright though.
 

Mangoose

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Divinity: Original Sin Project: Eternity
Nah I never got into a Larian game...that new one that's coming looks alright though.
Well the stuff you talked about in your post can be found in Div1 or 2, so I just wanted to let you know. No intention of dragging things off-topic, toodles.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
I wonder if the specific mention of Defiance Bay is has any significance ;)

It seems to be in the right location to be a "Big City" in the game.
 

Space Satan

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I wish western RPG developers took some cool shit from jRPGs- true final bosses, hidden extra bosses and such are always really appreciated, especially when they reveal more about the world and the plot- or raise new questions.
Uh-huh, just like Dragon Age 2 Orsino SURPRISE ABOMINATION.
 

Roguey

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The nexus golem room gauntlet, the two revenants with one elite undead, and Hybris were nice optional bosses. Xebenkeck was not, as much as she'd like to be and could have been with a few tweaks.
 

Roguey

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It doesn't surprise me at all that Roguey thought this was a good game.
I don't. It was all right as a timesink. So far, Icewind Dale is turning out marginally better content-wise. If not for Josh Sawyer's contributions, it could have turned out the same or even worse.
 

Infinitron

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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
I don't. It was all right as a timesink. So far, Icewind Dale is turning out marginally better content-wise. If not for Josh Sawyer's contributions, it could have turned out the same or even worse.

Please explain how you know the difference between his contributions and the other designers'?
 

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