ArchAngel
Arcane
- Joined
- Mar 16, 2015
- Messages
- 21,258
I would not say that. The Giant actually looks the right scale for a change. Looks to me better then all the medium dragons from PoE.Real-time with pause tho... Looks bland as fuk.
I would not say that. The Giant actually looks the right scale for a change. Looks to me better then all the medium dragons from PoE.Real-time with pause tho... Looks bland as fuk.
I would not say that. The Giant actually looks the right scale for a change. Looks to me better then all the medium dragons from PoE.Real-time with pause tho... Looks bland as fuk.
I thought fantasy was not MCA's happy place.
I thought fantasy was not MCA's happy place.
He hates elves and swords. He's had no problem working on fantasy games before, like the Icewind Dales, Dark Alliances, Mask of the Betrayer.
Nice, in three years maybe I have something to play besides the new whatever dragon age by EA biowhateverPossible Kickstarter in June, huh? That's soon. Hopefully they don't launch in the middle of E3 or something.
They said the finished game is 1 year away. Probably end of 2018 as a realistic release date.Nice, in three years maybe I have something to play besides the new whatever dragon age by EA biowhateverPossible Kickstarter in June, huh? That's soon. Hopefully they don't launch in the middle of E3 or something.
I thought fantasy was not MCA's happy place.
He hates elves and swords. He's had no problem working on fantasy games before, like the Icewind Dales, Dark Alliances, Mask of the Betrayer.
I know, but to be honest Pathfinder seems so standard and basic that Forgotten Realms start to look quite original by comparison. I'm afraid even Avellone's talent might find it too barren to come up with interesting subverted tropes or something. Am I missing something here?
On the other hand, good work always seems to come from limitations. Maybe the limitation of cookie cutter fantasy will produce a masterpiece?
Lisa Stevens [Paizo CEO] says Chris Avellone was trying to talk her into a Pathfinder CRPG since he was with Obsidian. He arranged a meeting with who would be Owlcat at GenCon 2016. They presented a "vertical slice" demo in March for Paizo to play. Paizo staff is super excited, especially with how the flavour of Golarion comes through.
Creative director Aleksandr Mishulin was inspired by AD&D to make games. He has done so for 18 years.
Combat will have multiple modes: Core Rules (similar to tabletop Pathfinder but real time, not turn based), adapted rules (less deadly for less experienced, crits deadliness reduced), story mode (really simple combat), Iron man (tougher monsters, just one save that overwrites itself so accept your mistakes), and custom (for example, core rules with reduced crits).
Story: Chris Avellone said Lisa Stevens drove home the point that Kingmaker is near and dear to her heart, having run it multiple times. He understood this to mean "Don't -bleet- this up"."
The story is adapted from the AP but with new narrative elements
The aim for exploration is to make the player feel in control. One major way it will be different from other CRPGs is camp, where you have to choose a safe place, assign hunting and guard duties, and interact with the NPCs
Kingdom building: A new system based on the tabletop version but without so many micro decisions. The buildings you make impact the Kingdom's alignment and the alignment affects how other kingdoms and visitors interact with it.
On a character level, your decisions affect your alignment, and your alignment affects how NPCs interact with you, including your party companions who all have their own agendas.
Pathfinder: Kingmaker will be funded via Kickstarter, launching soon. The hope is to release Summer 2018.
Mass combat will only be in the game if the Kickstarter campaign spectacularly over funds. It requires that many original assets.
Character generation: you can play any Core Rulebook race, and any Core Rulebook class plus the alchemist and inquisitor.
Re: The OGL
They haven't solved all of the OGL issues, but they've found work around for any that would prevent making a video game. The foremost authorities on the OGL all work for Paizo.
story mode (really simple combat)
I thought you ran engineers as pistoleros, using traps where pistols became inadequate. Or so your guide went. Any damn weapon is viable in H&S though, innit."Combat will have multiple modes: Core Rules (similar to tabletop Pathfinder but real time, not turn based), adapted rules (less deadly for less experienced, crits deadliness reduced), story mode (really simple combat), Iron man (tougher monsters, just one save that overwrites itself so accept your mistakes), and custom (for example, core rules with reduced crits)."
This is the good old Silent Storm Sentinels and Hammer Sickle optional difficulty. It can have serious impact on gameplay, as in you can play different builds for different diff.
Example: pistoleros. I love using pistols in S2/3 HS. Problem is, it's only viable at less than max HP bloat for enemy, because you can not cut them down fast enough. Even with crit builds, pistol's versality can not offset the highest HP bloat. So you save this build for less than 300%HP for enemy. and use SMG/MG for those montrosities.
So it can be a good gameplay experience.
the problem is,so far everything looks so lacking and generic. But who knows, it might be a,surprise hit
obviously duh, MCA is talented, but if the rest of the team are untalented (say,what you want about PoE, obsidian artists are great. The background was pretty) hacks it will just bog everything down.the problem is,so far everything looks so lacking and generic. But who knows, it might be a,surprise hit
MCA isn't an artist; we've seen very little writing as of yet.
Graphics matter the least. PoE was a shiny turd, kotc was better in anything that mattered. So was BG.obviously duh, MCA is talented, but if the rest of the team are untalented (say,what you want about PoE, obsidian artists are great. The background was pretty) hacks it will just bog everything down.the problem is,so far everything looks so lacking and generic. But who knows, it might be a,surprise hit
MCA isn't an artist; we've seen very little writing as of yet.
You need a solid team of relatively equal talent in their field to make a masterpiece, or at least half of the team that hold key aspect of the game.
So far, the art has beem pretty lacking and its not about technical graphics, it is about the personality in it.
I thought you ran engineers as pistoleros, using traps where pistols became inadequate. Or so your guide went. Any damn weapon is viable in H&S though, innit."Combat will have multiple modes: Core Rules (similar to tabletop Pathfinder but real time, not turn based), adapted rules (less deadly for less experienced, crits deadliness reduced), story mode (really simple combat), Iron man (tougher monsters, just one save that overwrites itself so accept your mistakes), and custom (for example, core rules with reduced crits)."
This is the good old Silent Storm Sentinels and Hammer Sickle optional difficulty. It can have serious impact on gameplay, as in you can play different builds for different diff.
Example: pistoleros. I love using pistols in S2/3 HS. Problem is, it's only viable at less than max HP bloat for enemy, because you can not cut them down fast enough. Even with crit builds, pistol's versality can not offset the highest HP bloat. So you save this build for less than 300%HP for enemy. and use SMG/MG for those montrosities.
So it can be a good gameplay experience.
So far, the art has beem pretty lacking and its not about technical graphics, it is about the personality in it.