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Tyranny Pre-Release Thread

Mozg

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The problem with Daggerfall/Morrowind keywords was that it put the same words in many NPC mouths and displaced almost all conventional dialog.

Hyperlinking your background stuff from your dialog tree writing lets you skip all the pseudo-amnesiac exposition (hell - you could even do character-based hyperlinks where a noble background PC knows who some random courtier is, but not other PCs) without losing anything except maybe some Alpha-Protocol-esque urgency that almost no other games have even attempted anyway.
 

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

Chris Avellone had a significant impact on Tyranny before he left Obsidian
According to Avellone's earlier comment on why he left the company, Obsidian is contractually obligated by Paradox to claim Avellone performed a larger role in the development of Tyranny than he actually did.

In this case, it's the game journo who is abiding by the contract. I'm not sure I'd call what Brian said "significant".
 

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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
It reminds me of leveling up in Ultima IX. It seems like it's supposed to be a ritual to remove the Edict, to stop Kyros from nuking the place. But it seems like something that happens involuntarily - something that's been implanted in you?
 

Sannom

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The combat looks slow and HP spongey in the video I'm watching, although it's possible (heck, likely) that the player is a noob who isn't using his abilities correctly to inflict maximum damage.
In the Rebels part of the Siege video, the Disfavored took a much longer time to kill than the Scarlet Chorus, which I guess makes sense considering that one is an elite army equipped with some good armor whereas the other is a collection of raiders and reavers with minimal equipment.
 

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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
The combat looks slow and HP spongey in the video I'm watching, although it's possible (heck, likely) that the player is a noob who isn't using his abilities correctly to inflict maximum damage.
In the Rebels part of the Siege video, the Disfavored took a much longer time to kill than the Scarlet Chorus, which I guess makes sense considering that one is an elite army equipped with some good armor whereas the other is a collection of raiders and reavers with minimal equipment.

Yes, the combat pace does improve after that part.

BTW, here are the names of the companions:

mGIyf4o.jpg
8MaITsV.jpg
lgspsMv.jpg

Barik, Lantry, Verse
 

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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
This preview explains how the three demos worked: http://justforcrits.com/first-impression-tyranny/



Last week, I got to go hands-on with the newest CRPG from Obsidian, Tyranny. Tyranny takes place in a world in which the great evil (your usual opponent in an old-school RPG) has already won the fight between good and evil. Lord Kyros, an evil tyrant, has taken over the world – with your character’s help, nonetheless. Now, you must find your way through the world by either being an evil thug, a redemption story, or possibly something in between.

The demo I played through at E3 went something like this: Lord Kyros has issued an edict (a super-powerful magical compulsion spell) that a group of rebels must be removed from a fortress. You, as his fatebinder, must complete the edict. In my playthrough, I was allied with the Scarlet Chorus, one of many factions in Tyranny.

Factions play an integral role in the game and, yes, often you are forced to choose one or the other. This means, according to Obsidian, that in a given playthrough you may miss half of the content in the game by going one way or the other. To compensate, Tyranny is aiming for a 20-30 hour completion time, rather than their previous game (Pillars of Eternity)’s enormous 60-80 hour completion time. Tyranny is a game intended to be played from beginning to end more than once.

At any rate, I was with the Scarlet Chorus, and early in the demo came up against another of Lord Kyros’ armies, the Disfavored (I would find out later that if I had picked an archer to play in the demo, rather than a mage, I would have been fighting for the Disfavored). A dialogue encounter resulted in avoiding direct combat with the Disfavored – instead, my mage and his three loyal companions plunged straight into the fortress to root out the rebels holding it (who I also could have been playing in support of, if I had chosen the fighter class at the beginning of the demo).

Once inside, more dialogue: a pre-fight conversation between my character and the rebel leader that resulted in one of the rebel mages abandoning their cause and fleeing. Affecting the composition of fights in this fashion is a feature of Tyranny; sometimes, you may even be able to avoid fighting altogether.

Finally, though, the fight got under way, and it was pretty typical CRPG, isometric fightiness. If you’ve ever laid hands on Pillars of Eternity, you’ll know exactly what the fight was like. Tyranny does bring some improvements – there are now combos, which are essentially synergies between your fatebinder and your party members, that you can trigger to great effect. Otherwise, things were pretty standard, though.

The fight ended with the rebels defeated and the edict fulfilled, relinquishing its hold over both the Scarlet Chorus and the Disfavored. Then, the demo ended.

All in all, I’m still relatively high on Tyranny – I love the premise and had a lot of fun with Pillars of Eternity, so there is no reason to suppose that Tyranny will be any different. I might even finish it in a timely manner! However, the demo provided at E3 was a bit lackluster, if I’m honest. There was no real sense of the changes in the world that take place as a result of your faction choices, though a dev on hand did provide some clarification: faction choices affect not only the world, but also your skillset. Being loved (or hated!) with a particular faction can grant special abilities.

Tyranny is due out later this year on Steam.
 

Roqua

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YES!
Wow, its coming out this year? That is awesome. Tim Cain again proves he is superior than everyone else by leaps and bounds.
 

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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
Polygon:



http://nzgamer.com/previews/1287/tyranny-hands-on.html

Armoured enemies seems to a bigger deal this time around, with their gear soaking up considerable damage. Because the universe they’ve built is so militaristic, a lot of the enemies are appropriately geared up too. This means you’ll have your melee damage dealers using armour sundering abilities to soften up their targets, before you commit to landing heavier attacks on them.
 
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Sannom

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That explains why the Disfavored were so tough in the first part of the Siege video.
 

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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
Just noticed this:

lc5gJ1f.jpg


Looks like this game is going to have some sort of time-based thing.
 

Gremius

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This game music is like malicious revenge for everyone who complained PoE music being bland.

"You didn't liked PoE music? Then you'll get much worse this time! Enjoy!"
-Justin Bell
 

Rev

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PoE: where the butthurt is so high people will complain even about the music.
It will be glorious when someone will finally criticize the font style or the selection circles for being too bland.
 

Gremius

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PoE music was fine.
Compared to this, yes it was great. Compared to older games? It was only okay.

PoE: where the butthurt is so high people will complain even about the music.
It will be glorious when someone will finally criticize the font style or the selection circles for being too bland.
I'm a huge musicfag here. Music is really important for me and it hurt to hear all those dull, bland ambients everywhere without even a simple tune, characteristic theme, which often build atmoshphere of old games.
 

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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
Moar previews: http://www.gamepressure.com/e.asp?ID=836

Tyranny Hands-on – new RPG from the creators of Pillars of Eternity
A new classic RPG is in development at Obsidian, and at first glance it looks like a cork that’s going to be plugged into the hole between the first and the second part of Pillars of Eternity. The devil, however, is in the detail.

Pillars of Eternity is a remarkable RPG which managed to refresh the mainstay of the genre. Obsidian have decided to keep striking the hot iron by making another game, based on the same principles. And it’s hardly a surprise – the developers have all the tools at hand; all they had to do was to stitch all the parts together and boom! – here’s another game. But this is only partially true in case of Tyranny:people from Obsidian didn’t take the easiest route, and they have introduced some elements which distinguish this game from their previous title.

The premise of this project is very interesting: the events take place in a land called Tiers, the main difference between other typical fantasy worlds being that here, the Evil had already won. The protagonist isn’t a good candidate for a saint – the players will control an officer of the army which conquered Tiers, and according to the devs, he’s going to be a no-good scoundrel. The players can keep his nasty character in check to some degree, but there’s no place for chivalric deeds of a knight in shining armor. Analogically to Pillars of Eternity, the players will create an avatar at the beginning, and the team will be assembled throughout the game.

Enacting a rather villainous hero may not be the most original idea of the decade, but whenever such idea has been utilized, it was approached in a lighthearted manner (see Dungeon Keeper or Overlord). In case of Tyranny, however, we’re dealing with a serious and gloomy story, a negative Mass Effect of sorts; no matter whether Shepard was an idealist or a renegade – he (or she) always saved the Galaxy. Meanwhile, the protagonist of Tyranny is a bastard through and through.

The devs allowed me to play through a short level in which a rebels’ stronghold was being stormed. The resistance is among the factions that the players will be able to cooperate with (or fight them – the choice, and the consequences, are yours). Apart from that, there were two more factions participating in the attack, and the protagonist’s role during the siege depends on the faction that the player had sided with. My target were the rebel mages who were maintaining a magical barrier protecting the castle’s walls. As you might have guessed, I had to kill them.

A skirmish with a unit of rebel soldiers broke out at the very beginning. The fighting is very similar toPillars of Eternity, hence we have real-time combat with active pause. The tactics of the whole team can be pre-defined, but – as always – controlling them individually on the fly proves most effective. The way the abilities work also reminds me of the solutions from the previous game by Obsidian: there are offensive, defensive, and buffing skills. Some of them affect individuals, others have an area of effect. It’s hard to estimate how many skills will be available in the final build, but there seems to be plenty of them already – and I was told that I’d seen just a part of it.

Group skills are yet another novelty in the combat system – these are certain skills that the members of the party use together with the main character. For example, one of them can knock down an opponent who is then finished off by the protagonist. Such sequences are, obviously, dependant on the chosen skills, as well as on the opinion that the team members have about the protagonist. That’s nothing new, of course, but such dependencies are always a welcomed addition to the classic RPG convention.

The overhauled interface, which is now much more legible, is also an advantage. There are contextual text quests, which are completed solely using dialogues. Usually their point is to test the protagonist’s skill and abilities levels. Such trials often appear during dialogues with NPCs – having a sufficiently high level of a given skill will unlock additional dialogue options. I’ve learned that such occurrences are supposed to be much more frequent than in Pillars of Eternity.

Since we’re talking about skills – let’s talk character development. This time, the protagonist is classless – using skills often will increase their efficiency, similarly to the solution known from The Elder Scrolls series. Along with the development of certain attributes we unlock skills and spells. There will also be the possibility to create your own spells, but there’s not much information on this element so far. The items carried by the team are also going to be important.

Tyranny will be shorter than Pillars of Eternity – finishing it should take around 25 hours, but the devs want to encourage multiple playthroughs by implementing a lot of choices. Even during my brief session, I had to make a couple of decisions, which would influenced further events. Although Pillarshave also confronted players with such choices, it was much more linear; this game is supposed to be significantly more flexible. Obsidian are consequent in terms of romances in their games: much like inPillars – and it was hardly a bad decision – there’s no room for butterflies in the stomach of this officer.

Tyranny seems to have more gloomy aesthetics, too. The spells are about the only colorful thing here – the rest of the game world is pretty sulky and far from a fairy-tale. Which is of course justified, considering the history of the land conquered by the forces of Evil. There are around eighty locations in the game, and many of them have a strong post-apocalyptic vibe. It all makes a nice impression, butTyranny is not really a leap forward in terms of graphics. The visual layer has just been upgraded a bit.

At first glance, Tyranny looks like an appetizer, taking place somewhere between the first and the second Pillars of Eternity. Even if it would turn out this way, this game still has a chance of becoming a very solid entry in Obsidian’s gameography – you can really feel that these guys know what classic RPGs were about, and they’re able to skillfully play with those conventions. The premise may be close to their previous titles, but the details can make this game a totally different experience. If you are still unconvinced, there’s still some waiting ahead. While the game is supposed to be released this year, we weren’t able to convince Obsidian to reveal a more specific date.
 
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