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Tyranny Pre-Release Thread

Theldaran

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The dungeon's layout looks terrible, and yes, more like Diablo (1) than Baldur's Gate.
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
The dungeon's layout looks terrible, and yes, more like Diablo (1) than Baldur's Gate.
You understood that from the one indoor picture which we don't even know if it depicts a dungeon or any other kind of internal area?
 

Lacrymas

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Now that you mention it, yes. Though it's hard to tell from a single screenshot. It looks pretty random and procedurally generated. Speaking of dungeons, I don't know why devs think that dungeons should be corridors with only monsters in them. The PoE megadungeon was insanely boring, with nothing of note for huge swaths of time. A dungeon can be full of quests and interesting locales, not just a series of fights.
 

Theldaran

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You understood that from the one indoor picture which we don't even know if it depicts a dungeon or any other kind of internal area?
Well, you're right about it being a crappy demo, meaning that the actual game may be better as this isn't gameplay. But I see fighting, magics, and what I believe to be enemies, so I just assumed it was the crappiest dungeon I've seen.
 

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These screenshots are probably for game journos to attach to their Tyranny E3 previews, which will be published in the next few days or so. I still can't see them on the website myself. Very weird.
 

LESS T_T

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Hey, 36 minutes gameplay video:



With preview/interivew: http://www.pcgamesn.com/tyranny/tyranny-interview

RPGs never really did get the hang of evil, for all the heaven-and-hell DVD covers of the last decade. The genre has traditionally defaulted to Chaotic Evil, in D&D terms - the cartoon kind that cackles and foams at the mouth, represented by a dialogue option that boils down to “kill ‘em all”.

Real-world evil, of course, isn’t much like that. It’s subtler, more insidious. It’s often delegated, brought about by some distant authority - or tolerated in the name of stability and the status quo.

In Tyranny, you’re no farmer’s child thrust into a grand adventure - you’re a figure of authority in the army of Kyros, new overlord of a conquered realm. You begin the game with blood on your hands, having ended a war but caused a load of suffering to do it.

As Fatebinder - weaving together the roles of cop, judge, jury and executioner, a victory for public spending if nothing else - you’re expected to resolve disputes between the empire’s uneasy factions in whatever way you see fit.

“I just loved the idea that at the start of the game you have someone who actually has authority in the world,” says game director Brian Heins. “You have respect and people listen to you.”

Like Planescape: Torment and Knights of the Old Republic 2 - an anti-Jedi Star Wars game, let’s not forget - Tyranny feels like it was conceived by developers who’ve become frustrated by vanilla RPGs, even as they’ve designed them. Sure enough, it’s an idea that’s been kicking about at Obsidian for a long while.

“This iteration has a few different permutations,” muses Heins. “At one point it was going to be a launch title for the current generation of consoles - that game was cancelled. We then retooled the idea and refocused on this world where evil has won. As you progress through the game you get to choose whether to continue that suffering or try to change it and rebel against it.”

Obsidian, who for years seemed to scrape by on whatever publisher-approved projects would keep the lights on, now appear rejuvenated by the success of Pillars of Eternity. Tyranny builds on both the engine and lessons of the Kickstarter smash.

tyranny%20interview%201_0.png


“They’d already solved a lot of those problems about how to render those environments, how to make these monsters, so we were freed up,” remembers Heins. “It was like, ‘Hey, let’s just focus on making this a different type of RPG.’”

Conversation and combat, the meat and potatoes of Tyranny, are immediately familiar from Pillars. Chat boxes contain not just dialogue but literary flourishes and descriptive asides - the behavioural cues that help guide your choices. Frequently there are four or five response options, some tied to specific stats or past decisions and allegiances.

When negotiation does break down, the fighting is as involved and intricate as ever. The violent exchanges I had with the Disfavored - one elite legion within Kyros’ diverse and squabbling army - felt lengthy and gruelling, especially since they necessitated plenty of pausing via the space bar to issue orders and fire off spells. Magical abilities are still very much at play in this realm, and Obsidian have introduced combos - powers that require the cooperation of two specific party members to pull off.

Companions are picked up Pillars-style out in the world, and combos help narrow the gulf between the decisions you make about your characters and the ones you make during combat. They’re triggered like spells and other cooldown abilities - but the combos you have available are defined by which companions you have and how you treat them.

tyranny%20interview%203.png


“As you build companion reputation, that unlocks different combo moves,” explains Heins. “If you make a companion fear you, you unlock a different combo as opposed to making them love you.”

Where Tyranny fundamentally differs from its predecessor is in the handling of XP. Weapons, magic and support skills each have their own experience pool; swing a sword, and you’ll gradually fill the one-handed weapons bar until that skill levels up. The ranks you acquire in skills then contribute to your character’s overall level.

It’s an organic system that sounds more Elder Scrolls than Baldur’s Gate, and has a host of knock-on implications.

“Pillars was obviously a very class-based game and you had very defined roles, and that’s great if you want to be a fighter, a mage or a thief,” says Heins. “In a skill-based system, if you want to live in the cracks between those classes and want a more hybrid character you can actually do that.”

tyranny%20interview%204.png


It’s also a solution to that age-old RPG problem of getting 20 hours in, only to realise you’ve built your brickhouse fighter on the wrong foundations.

“We wanted to make sure all the attributes and skill choices are valuable to you as a character and if you decide halfway through that you want to try another thing, that's still a viable option,” Heins elaborates.

These are the sort of innovations that reveal themselves after many hours in Tyranny’s company; the initial draw, of course, is evil without the “moustache-twiddling”.

“I didn’t want the mindless psychopaths who just kill everyone to be the only thing that evil is in this game,” says Heins. “Everyone is the hero of their own story. All of our evil characters are acting rationally, they are making the right decisions and doing the correct and moral thing to do.”

Even Kyros, conquering killer, evil overlord and your boss, believes he is bringing order to the world. In his mind, everyone will be happier if they know their place and follow the law. Anyone who can’t should be removed from society, so that everyone else can be happy.

tyranny%20interview%205.png


“That’s a modern idea of free will and freedom and democracy,” notes Heins. “That’s endemic of what we believe, but in a more brutal, Bronze Age way.”

In our E3 demo, it became apparent that you can side against the empire, protecting the underpowered resistance against Kyros. But unlike the farmer’s child, you already have an investment in this new order that has given you a powerful job.

“If you want to be the good character, what’s the price of being good in this world?,” asks Heins. “In a lot of RPGs, the good choices are the easy ones to make. For this game, making the good choice will have a lot of people hate you. So are you willing to pay that price to make that decision?”
 

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http://www.pcgamesn.com/tyranny/chris-avellone-tyranny

Chris Avellone had a singificant impact on Tyranny before he left Obsidian

Obsidian lost Pillars of Eternity narrative designer and games industry veteran Chris Avellone mid last year, as he departed the company to work on other projects. However, before he went he was involved with their latest sprawling RPG, Tyranny.

“He was on early production on Tyranny,” reveals game director Brian Heins. “Some of the concepts of this IP were constructed by Chris, some of the characters have the same names he gave them and the same ideas.

“For me one of the reasons I came to Obsidian was to work with Chris Avellone so on a personal level it's disappointing because I'd love to keep working with him and possibly in the future we'll have that opportunity again.”

Of course, it did have an impact when he departed. “With Obsidian there was a shift and change when he left but with the games coming out there's a lot of opportunity for people to step up and show what they're doing.”

The folks are Obsidian wish him the best of luck though. “Him moving on - he's ready for other challenges and it's great to see the things he's working on. Prey [was] announced and it looks fantastic, it's new horizons for him.”

We’ll get to see how Tyranny has shaped up later this year. For more on Avellone, here’s our big interview with the man himself and how to write an RPG - from characters, to quests, to options.

Chris Avellone Do you disavow?
 

Starwars

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Cooldowns... blech.

There is pretty much nothing about the gameplay of it that gets me excited unfortunately. And the example showcased is also somewhat lackluster in that... well, it really looks like you're playing through pretty much the same shit when it comes to the combat. The structure feels the same.

That said, I do like the writing and if there is more to the choices & consequences (Heins mentions quests opening and closing depending on what you do in the siege example) then I can easily see myself enjoying that aspect at least. Still, an Alpha Protocol approach, where you mainly saw the same mission from a slightly different angle but where the gameplay of it was pretty much identical, doesn't interest me much.... It really has to *feel* different to play.
 

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http://cogconnected.com/preview/tyranny-e3-2016-preview/



Tyranny E3 2016 Preview – That Old Obsidian Charm

Obsidian Entertainment has come a long way. After cutting their teeth on well established franchises – Knights of the Old Republic, Fallout – (and improving on them, according to many) Obsidian is making a name for themselves as a consistently excellent unique RPG developer. After last year’s well received Pillars of Eternity, they’re back at it with a new IP – Tyranny. After taking in the Tyranny E3 2016 demo, I can confirm that the Obsidian charm is fully intact.

In the world of Tyranny, the epic battle between good and evil has already been waged. Evil was victorious. Whether you follow the path of darkness or attempt to return the lands to the light is up to you. The high fantasy setting looks to be crazy detailed – the spiel I got was chock full of factions, characters, and places that each seemed to have deep and well written backstories. The demo emphasized the impact of choice in the progression of the story – it sounds like outcomes can be vastly different based on how you treat others within the game. In the demo I played, after conquering a base I decided to turn on my allies and accuse them of various high fantasy mischief. They objected rather vehemently, though I was able to talk myself out of further trouble. It seems there’s a deep and nuanced karma and reputation system at play here, and your treatment of each character and faction in the game drastically changes how things play out.

If you’ve played Pillars of Eternity, you have a general idea of what Tyranny is at its core. It’s an old school, isometric perspective RPG with a whole bunch of modern systems baked in. The real-time with pause combat that Obsidian has become known for is present, providing both the tactical options you want and the chaos you crave, while a dynamic fog of war places you in the shoes of the heroes rather than a position of omniscience. AI characters are able to manage themselves, but I was told there will be a robust AI management system in the final release to help you keep allies in order. The most interesting wrinkle in combat stems from working together, and is deeply intertwined with the game’s story.

Relationships with other characters deeply affect combat. If you take the time to develop a relationship with a companion, you’re likely to unlock powerful combo skills in battle. In the build I played these skills absolutely wrecked shop, taking down powerful enemies in a hurry. The great news is, the writing in the section I played was absolutely worth digging into; witty fantasy puns aplomb, while avoiding taking things into cringeworthy territory.



Interestingly, Tyranny does not utilize a class based system. Instead, skills are improved by doing in much the same way as games like Skyrim. For example, I disarmed a trap during the demo, and one of my allies improved a skill just by watching me do so. I like these kinds of systems because you’ll rarely feel like you’ve levelled yourself into a corner. Another solid design decision in my books.

The short time I had with the Tyranny E3 2016 demo whetted my whistle, but I’m still feeling parched for more. The combat seems deep and engaging, and the branching story has me more than intrigued. Can Obsidian deliver an RPG masterpiece? Only time will tell, but my brief look at E3 2016 has me highly optimistic.
 
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vivec

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Hey, 36 minutes gameplay video:



Looks like generic crap with all the issues of PoE in it. Why are the stupid engagements and ability/attack cooldowns back? That was an unforgivable aspect of PoE.
 

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PC Gamer's article is combat-focused: http://www.pcgamer.com/tyranny-crushing-rebellions-with-slick-improved-combat/

Tyranny: crushing rebellions with slick, improved combat
The spiritual successor to Pillars of Eternity shows elegant improvements.

Weeks before I step into Paradox' E3 booth, I receive a questionnaire asking me to define the evil bastard I'd like play in their new RPG. It's an unusual step, and one designed to show the diverse ways you can be a dick in Tyranny, a game all about surviving in the employ of a horrible empire.

Rebels have taken over a fortress, an must be crushed, but the situation is complicated. Two different armies have been dispatched to do the deed, and they hate each other. What's more, the evil lord of the land, Kyros, is so keen to get this over with that he's issued an edict, which acts like a curse in this world. If the rebel situation isn't dealt with by nightfall everyone involved in resolving the problem will die. Expect more stick than carrot from your superiors.

Tyranny looks beautiful thanks to more of the gorgeous high-res background art that made Pillars of Eternity a pleasure to explore. Characters are 3D models once again, and seem to mesh even more convincingly with the background aesthetic. Even the softly glowing magic barrier rebel mages are using to keep us out of the castle looks good. Tyranny, like Pillars before it, proves that the top-down RPG can still look sumptuous to modern audiences.

After some squabbling with representatives of my reluctant allied armies, I take my party of four north to find a way over the wall. Here I encounter a focal point, which gives you a little detail in text and allows you to take specialised environmental actions, in this case the ability to climb up a cracked wall to make it into the keep. The mages are soon dealt with, and the magic surrounding the gate diffuses with a satisfying pop.

I was working with a party of four—fewer than Pillars' six-person standard—which gives my party greater focus, and makes the roles of each member more important. Realtime-with-pause party combat returns, but this time in a much more readable form. Pillars had a decent tactical combat system, but forced players to go digging to discover important combat mechanics. Tyranny is much clearer. Once you've queued up a warrior's shield bash a circular timer above their head lets you know exactly when the move will be executed. The free disengagement hits adventurers get when an enemy moves out of combat are now clearly signposted and the UI has been revamped to make character skills easier to access.

Once again, different classes' skills and spells interweave with other party members' abilities. Tanks can taunt to refocus nearby enemies on him, allowing for rogue types to land their specialist high-damage flanking attacks. This time characters can act with even greater synergy using co-op attacks. In my party my rogue can activate a skill that trips an enemy, causing my warrior to automatically run over and punch the downed enemy in the chest. The blow is savage enough to cause bleeding damage, but it's also a fine way to interrupt a spellcaster. Interrupts again form an important part of the combat system. Shield-bashing and chest-punching mages is a fun way to take them out of the fight.

In my final confrontation with the rebels I get into a slanging match in the castle keep. As in Pillars, if you've levelled certain attributes you'll gain access to extra conversational gambits that can change a combat encounter, or circumvent it entirely. In this case I leverage my moxie to threaten the enemy. Obsidian says that you'll get better rewards for talking your way around problems in Tyranny. If, for example, your threat causes an archer to give up and flee the field, you'll gain experience as though you'd defeated him in combat. This makes conversational victories more satisfying, and means that the bloodiest route through a scenario won't necessarily give you an XP advantage.

At the end of the demo I'm given a number of choices, including the option to seemingly ignore the overlord's edict entirely. There's no time to see how that plays out, sadly. In this short segment it's impossible to tell if Tyranny has the narrative breadth of Pillars of Eternity, but the changes to combat alone are excellent, and a sign that Obsidian is doing a good job of perfecting the formula.
 

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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
C&C stuff: http://www.pcworld.com/article/3087...-the-world-in-this-branching-bad-guy-rpg.html

Tyranny is the first isometric CRPG I might play twice back-to-back. There are others I’ve gone back to and replayed after a number of years—Baldur’s Gate, Planescape: Torment—but always in pursuit of reliving earlier memories.

Not Tyranny. Here, it’ll be to see how different the game is on a second run.

Or at least that’s the impression I had after a brief (maybe thirty minutes) hands-on demo last week during E3. From the start, Obsidian made it clear my experience wouldn’t necessarily be the same as every other person at E3. They’d actually brought threedemos to the show.

Not three separate sections, though. Rather, this was the same battle—over a citadel known as Ascension Hall—but with different allegiances. Your protagonist in Tyranny, an agent of the law known as a Fatebinder, is part of and yet separate from every faction in the game. As such, you can go into the battle for Ascension Hall aligned with any of three groups: The Rebels, the Scarlet Chorus, or the Disfavored.

I was paired with the Rebels, who are actually in possession of the citadel at the demo’s start—besieged by both the Scarlet Chorus and the Disfavored. Through some political machinations I’d managed to spark some infighting amongst the Chorus and Disfavored, but they’d finally gotten their wits about them and were about to launch an all-out assault.

I could just as easily have been aligned with the Chorus or the Disfavored, each of which has its own reasons for assaulting Ascension Hall—or rather, the same reason but in conflict with each other. Each leader wants the glory from capturing the citadel and returning it to the supreme leader Kyros.

This level of gray-morality faction politicking seems in line with Obsidian’s work on Alpha Protocol or Fallout: New Vegas and it’s got me excited at the possibilities. For all that I loved Pillars of Eternity, your allegiances rarely came into play outside of a general good/evil karma system and a few key quests.

But here, even the number of inflection points I saw in a twelve minute demo were staggering. Not only can you play the battle for Ascension Hall from three perspectives, but you can then choose to betray your chosen faction halfway through. And as this story beat is only a few hours into Tyranny, it seems as though it will have dire ramifications for the rest of the game regardless of your choice.

I certainly hope so. I’d love to play another RPG that’s content to let me miss out on parts of the story because of choices I made—like The Witcher 2. A game that’s actually worth replaying. What I’ve seen of Tyranny has me thinking it’s that sort of game, but of course we won’t know for sure until it releases later this year.

It’s also worth pointing out how much environments can change in Tyranny. When Obsidian announced the game at GDC it showed off how cities will differ depending on questions you answer during character creation—in their example, one permutation meant half of a city had fallen into the void.

What I didn’t realize is that system actively extends into the game. As we saw in thePillars of Eternity expansions, Obsidian’s engine is capable of some spectacular in-game cinematics—like relighting the White Forge. Tyranny looks like it will take full advantage of those capabilities, as evidenced by the Disfavored blowing up an entire wall of the citadel. “Will it be like that for the rest of the game?” I asked, and Obsidian confirmed yes, it will be. It's hard to know whether it’s avoidable if playing as a different faction, but it was a huge moment in my hands-on time.
 
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Combat engagements confirmed.

It's nice that they make things clearer, PoE was unnecessarily foggy regarding certain combat elements, mostly compensated by being easy enough you don't need to worry about things like recovery time.
 

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Looks like faction-switching isn't always guaranteed to work: http://www.usgamer.net/articles/i-cant-wait-to-turn-on-my-allies-in-tyranny-preview

The scenario I saw at E3 2016 was the last case. After taking a brief survey, I was cast as a member of a rebel group fighting a desperate battle against two of Kyros' armies: the Scarlet Chorus and the Disfavored. What followed was fairly standard RPG fare as I handled a few groups of enemies alongside my party, then confronted one of the enemy leaders.

It was there that I was confronted with what I considered the rather amusing option to turn on my allies. In a normal run, I doubt I would ever do such a thing; but as I was in the middle of a demo, I figured, "Why not?" I renounced the rebels, at which point Kyros' forces decided I couldn't be trusted and attacked anyway.

Sadly, I didn't get to deal with the fallout of my rather rash decision. Nevertheless, I was assured that there would be some major consequences to turning on my allies. In fact, according to director Brian Heins, renouncing your allegiance to the rebels will kick off an entirely different quest line. Now that's something I'd like to see.
 

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http://techraptor.net/content/e3-2016-tyranny-first-impressions

One of the neater, small things to me was that when certain names, factions, places, etc. were referenced in dialogue, you could hover over them to get more info. So, hovering over “Kyros” would tell you that he’s the all powerful emperor in charge of everything who you serve (or rebel against if you so choose).

I believe Eric Fenstermaker talked about how he could have shaved off exposition in PoE by doing this.
 

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http://fextralife.com/tyranny-when-evil-wins/

Improvements and Refinements
Tyranny is running on the same in engine that Pillars of Eternity runs on but with some noticeable differences and improvements. First, the UI has been given an upgrade and nowprovides much more information about units on the screen than it did before, providing their stats and information upon mouse-over. You can now also lock this mouse-over to the screen so that it remains there when you mouse-over anything, sort of like a quick reference while in combat.

The UI seems much more user friendly in general and looks suspiciously designed for compatability with consoles. This is very interesting and leads me to believe that there may be a console port of the game some time next year. When we asked about a possible console port, Tyranny Producer Matthew Singh gave a slight smile and said that they had looked into it, but couldn’t talk about it. It will be very interesting to see if there are any developments along this front as this is the type of game t hat could find a following on consoles, similar to Divinity Original Sin.

Abilities now no longer have a fixed number of uses per encounter, but instead have cooldowns. This really is a great change for the players. As those familiar with Pillars of Eternity will tell you, it was difficult to manage your abilities and frustrating when you ran out of ones you really needed. This will also keep the combat interesting in longer fights. Previously, in longer battles of attrition, you would likely blow most or all your abilities before the encounter was complete, making the last portions of battle more about auto attacking and less about using your interesting and carefully planned abilities. Now you can enter an encounter with a full arsenal and can plan your attack from start to finish in a gratifying fashion.
 

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You can also betray without combat: http://cogconnected.com/preview/tyranny-e3-2016-preview/

In the demo I played, after conquering a base I decided to turn on my allies and accuse them of various high fantasy mischief. They objected rather vehemently, though I was able to talk myself out of further trouble. It seems there’s a deep and nuanced karma and reputation system at play here, and your treatment of each character and faction in the game drastically changes how things play out.

Improve-by-use works across the entire party, rather than per-character? Or maybe in addition to. This demands more clarification:

Interestingly, Tyranny does not utilize a class based system. Instead, skills are improved by doing in much the same way as games like Skyrim. For example, I disarmed a trap during the demo, and one of my allies improved a skill just by watching me do so.
 
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