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KickStarter Underworld Ascendant Pre-Release Thread

crakkie

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I remember Fryda was going into VO after Obsidian. It looks like she got successful with it.

I miss her oft-pornographic livejournal.
AwesomeButton
It's gone now.
5 years ago is the last we saw of it.
It lives on... only in her mammories
281023_426312770764360_2031179290_o.jpg


But her voiceover self-reinvention is at https://frydawolff.com/

Her demo reel is not half bad. I didn't realize she played retard-Ryder in Andromeda, and she's done a few commercials I recognize. It's a good idea to heavily network yourself in the SF/LA arenas, as we've seen before.
 

AwesomeButton

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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Boy this guy's shaven chest hair is so disgusting.

No big loss for me, this Wolff is far from my type :)
 

LESS T_T

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Codex 2014
Meaty interview with Paul Neurath: http://www.gameinformer.com/games/u...ndant-builds-on-the-immersive-sim-legacy.aspx

He talks about the evolution of immersive sim, the hub structure, character progression, player creativity, ...and player stat tracking and live service? ("Yes, live ops. Very much so. The Stygian Abyss is ever expanding with new areas to explore.")

Paul Neurath Discusses How Underworld Ascendant Builds On The Immersive Sim Legacy

Few game developers have a lineage as rich with innovation and quality as Paul Neurath. As a veteran whose game career extends all the way back to the 1980s, Neurath co-founded Looking Glass Studios and played a critical role in the creation of beloved franchises like Ultima Underworld, Thief, and System Shock. The studio also served as a hotbed of development talent, with great game minds like Warren Spector (Deus Ex), Harvey Smith (Dishonored), and Ken Levine (BioShock) helping bring these franchises to life before venturing out on their own.

In 2014, Neurath formed OtherSide Entertainment with the goal of returning to the immersive simulation genre he helped pioneer. The studio's first project is Underworld Ascendant, a return to the Ultima Underworld franchise in everything but name. After raising more than $800,000 during its Kickstarter initiative, the game was picked up by 505 Games and is scheduled to launch later this year. We sat down with Neurath at GDC to discuss how the game plans to build off the legacy he helped shape while working at Looking Glass.

Let's talk about the immersive sim genre. Obviously, people you have worked with like Harvey Smith have carried it forward with games like the Dishonored series. I'm assuming you've kept up with immersive sims over the years as they have evolved and grown in their many permutations. Where do you feel that genre is at right now and what do you see as the possibilities?
I'm actually slightly disappointed that it hasn't gone further. The immersive sim category has taken some steps forward, but given the 25 or so years span that the category has been around, it's not leaps and bounds. You see areas, like the BioShock series, really pushed the linear narrative development. Deus Ex and Dishonored push more the "I can play stealth-like, I can be a fighter, I can use magic" – the three-triad approach to different gameplay. Broadly speaking it's been more incremental than I would have anticipated. What I want to do and what the studio wants to do is really push it and experiment. When we talk Underworld Ascendant it's not a sequel. It's not a retro kind of game. There are fictional elements, some characters from the Ultima Underworld games, it's set in the same place – the Stygian Abyss. But in terms of gameplay, the thing we're most honoring, which is the legacy that those games were innovative and trying to break rules at the time. So we're doing the same thing now. We're trying to push and see what works and what doesn't work in the immersive sim space. That's something that has always motivated Warren and me – to break the rules and see what happens. The industry needs that.

What rules are you looking most forward to breaking? What have your experimentations yielded so far?
We want to go further in terms of letting the player author their own gameplay. Taking the guardrails off. We had some guardrails in games like Underworld, Thief, and those style of games. So we're more and more dismantling the guardrails and inviting the player to do whatever sort of wacky stuff they want to do. It's potentially dangerous, because the player can get to places that are kind of dead ends or get themselves into trouble, but we're all about player authorship and empowering the player. We've sent builds out to some of the backers and tried some of these things out and it's been encouraging. People try things. Sometimes they try things that don't work well at all, but partly we've designed for Underworld Ascendant, it's not a game where you're pushing to complete the quest as fast as possible or as many kills as possible. It's not an "optimize your approach" game. Instead, what we're doing is creating a reward system where you are rewarded for coming up with innovating solutions, creative solutions. It may be riskier or harder to solve a quest in a particular way, but we reward that. You get feats if you find out of the box solutions.

We're trying to experiment with different game styles that encourage and reward that creativity. And it's also about replay, which is not something we have done before. If you look at traditional immersive sims, they are linear, narrative, start-to-finish games. Underworld has an open structure in the sense that even though it was set in a physically constrained dungeon, which in the scheme of things wasn't a vast space, you could choose the different paths. You could go down to the next level and do this, take this quest. Or, no, I'm going to go up and do that other quest. It wasn't a literal linear but still it had a progression that was pretty clear.

One of the things we're changing and experimenting with is Underworld Ascendant has more of a node-based system, a hub and spoke where you go to the hub, the central town, that's where the civilization of what little there is in this dangerous spot. That's where people meet up. And that's where you go to get your quests and then go explore in the dangerous corners of the underworld. You essentially go through portals; we're not having you walk up and down a bunch of stairs and corridors. We did that in the original Ultima Underworld, and here we're moving to a model where you may go on a 15-minute quest, so we don't want to have players walking 10 or 15 minutes to get to that quest. You go through a portal, you're there. You do your thing, you come back. Then you can try it again and try it a different way. Each quest can evolve over time as the underworld progresses as a space. The underworld sort of goes from bad to worse, geologically and otherwise. The factions are fighting, and things get more and more dire. More deadly creatures start working their way up from the bowels of the earth and into the space. So if you come back to an area you haven't visited in a while, it's going to change. There's going to be new kinds of creatures and it will physically change, whether it's flooding or lava intrudes. So we really want to create that sense of a very dynamic space. You can go back and back again to areas doing different kinds of quests. That really was not a focus of ours in earlier games.

Are there narrative triggers that push that evolution?
Yes. There are narrative hooks. It's always a trick in these games because by nature the narrative stuff tends to be very linear. When System Shock moved to these breadcrumb narrative points that we'd spread around, even though it was a subtle change, the nice thing was it makes the player feel like they are discovering the story. They come into the area and they find a log, it gives them another piece of the puzzle. They find another piece, and another piece. They're putting the story together by their own exploration of the world. We definitely have that element in there. Here, because you're revisiting a lot of areas maybe two to four times, when you come back you'll find new narrative bits as the world state is evolving. We haven't done that before in gameplay, so this is new for us. We really haven't seen immersive sims go this route either. Games like Dishonored or BioShock, they are still built on the traditional approach of long narratives.

It's a level.
It's a level and you finish a level. We really wanted to get away from sort of level play. It allows a lot more flexibility and a lot more dynamics in the gameplay.

Are you hand-crafting these areas or using some procedural elements? How are you building this world out?
It's all hand-crafted. But then the elements can be permutated within. So, the designers can lay out a level or quest area and say, this section here will initially be closed off and you won't get to it. When a narrative event happens, or a world event happens, basically that gets opened up and now I can explore into a space that would have been locked down before. This area that was the equivalent of an underworld riverbed earlier, is now flooded 10 feet deep in water. Now there are water creatures in there and things have changed. And there is some randomization with the smaller, atomic elements. The exact position and make-up of the creatures, we can play with that.

How are you enabling that combinatorial creativity with your skill system?
In the original Ultima Underworld, it had one leg in the old-schools RPGs like D&D. You rolled for your strength and intelligence and such. We're getting rid of all that legacy stuff. There's no more old-school role-playing. There is still character progression, which is very important. But we're trying to do it in a way that feels more organic and natural. In the real world, it's not like you have strength and dexterity rolls and such. Or you're like a level two whatever spell. Instead, there is essentially a skill tree, ability tree. Abilities and skills that you learn in a kind of existential way. Let's say a player says, "I like to fight a lot – I like melee combat and I like to mix it up." The more you fight, you'll unlock more fighting skills. It's experience mastery. We wanted to get away from the grinding, so it's not the "I swing my sword, and on the 500th time of killing something, I now get a +1 on my sword swings." Instead, if I'm fighting a bunch, I will unlock new kinds of abilities. Most of these abilities aren't "I can do more damage." There're more like swashbuckler skills. Now I have a new skill where I can do a jump and roll or leap down on my opponent. Or I can do a wall run and get around the opponent. They tend to be more agility skills that you can combine in different ways. Like we've done magic systems in games like Underworld.

The same thing with magic – we don't really have magic missiles and fireballs that are just damage spells. Instead, we give you spells that let you manipulate the environment and things around you. Since its system-based gameplay, everything has physical properties. Wood can burn or be chopped. Metal can heat up. Or we have things like gravitate. You can gravitate inanimate objects and by having those types of spells it invites you to experiment and explore. When you can gravitate a chest, you can do things like drop it on top of enemies, and then the player thinks further and says, "The chest is made out of wood, what if it set it on fire and then drop it on an enemy?" Or they say, "I can gravitate five chests, link them together, and make a bridge, and then go across a chasm." Or "I can levitate a chest and use it like a surfboard to move across an area. So, we really want these mechanics that invite you to experiment. We know we're doing our job when players come up with solutions and the designer says "I didn't know you could ever do that. That's crazy!"

There's a lot of environmental stuff this works with, too. There are these plants that have properties and grow in the space, and they have these pods you can pull off, and they're super sticky, like Velcro. The game also has a variety of traps. We have this big blade trap spinning around, and one of the players on an earlier build took the pod and tossed it right into the junction where it was spinning and stuck it to stop it. We were like, "Wow, we didn’t' know you could do that."

This started back in the original Underworld. The vision was you're you basically, and your portal ported into this fantasy realm. The concept is if you were there, if you could think of something to do to tackle some challenges, and allow them to do it, whatever it is. We're not literally there yet. We're trying to push forward to that sense of freedom.

You're building these systems that allow a lot of creativity, and I think one of the interesting things when playing in a space like fantasy where there's a grammar – a way people have gotten used to playing – they understand rulesets like stealth, magic, and combat. How do you suggest to them ways to be creative?
It's a great question, and I think it was particularly with the early games like the first Underworld, the first System Shock, they were such new concepts at that point that a lot of people didn't really get it. They would play it like a traditional role-playing game and they didn't realize that there were a lot of creatures that were benign or even beneficial to you. Yes, you can engage them and fight them, but there's not much to be gained by slaughtering everything in sight. But that's what they're used to – everything in front of them, they have to kill it in traditionally role-playing fantasy sets. It was hard to message that back then. I think what we've learned and where we're making progress...Thief was a game that you didn't have a sword. You could fight, but you just weren't a very good fighter. I think that game, partly because it had good tutorials and good messaging, and that was part of it, but most players quickly realized getting into fights was not ideal. We made a very conscious choice to make you a very mediocre melee fighter. It compelled you to try and use your stealth abilities. Underworld is little different because if you want to be a Conan-like fighter, then we want you to be that. You don't need to use stealth. But there are stealth skills, and you can build up a stealth tree. It's more like a Deus Ex or Dishonored in that you can focus on different areas – a Thief-like stealth character, a fighter character, or a mage-style character. You're not going to pick a character class. You start out bare bones, you can barely survive. It's almost like a survival game at the beginning – the original Underworld was the same way. But you can develop skills and become very powerful. The only constraint is you can't master everything. In the arc of the game, if you learn a lot of deep skills on fighting, it means you're never going to be superb at magic or stealth. You want to be a jack of all trades, you can, but then you will be a master of none. So, the player has those choices that are constraining in that way. As in games like Thief and some modern games, we call it a tutorial but it's in game. It's characters giving you feedback and hinting at things – "Have you tried this before?"

The other thing is we do have a system where players can show the techniques that they are using off and share that with other players. We think players sharing with each other how they are solving problems is a really good way to educate them.

At the end of the day, it's about problem-solving. We're trying to empower the player to figure out how they want to overcome challenges and there is never one right way to do it. There are hundreds of ways you could do it because whatever solution you come up with, you earn what we call feats, and you get tangible rewards for coming up with it, but the more unique it is the more rewards you get.

What kind of rewards are we talking about here?
We haven't talked about it in depth; it's something we'll be talking about later. It's tangible game rewards. It's basically progression rewards. If you come up with a solution that no one else who has played this game has figured out this way to get past this, you get really sweet rewards for that. Plus, kudos from the community.

How do you design rewards for a system that potentially has a crazy amount of possibilities?
We're tracking how everyone is playing the game. We track every player and every quest, so we know how everything has been solved and we can use that.

What else excites you about coming back to this genre?
I love fantasy. I grew up on fantasy. When I was seven years old I read Lord of the Rings, so I've always been steeped in the fantasy genre for fiction. I played a ton of D&D. I was a dungeon master for a string of years; it probably hurt my GPA. I'm sure it did. And partly when we created the original Ultima Underworld, it was an opportunity to digitally recreate that experience of being in a pen and paper game. When you play in pen and paper, to me the rules don't matter as much. It's more the team figuring out how they are going to solve the challenges, so we wanted to create that context. So, it's great fun to be coming back to the fantasy genre. And with Ultima Underworld in particular, it's interesting because we did the original and the sequel, and then it went fallow for two decades.

We always wanted to do another one, but it was just a weird historical confluence. We started the games with Origin Systems, they were acquired by Electronic Arts, and fantasy wasn't really their thing. It wasn't high on their priority queue at the time. There were always these discussions "maybe we will do it, maybe we won't do it." They ended up doing Harry Potter. And they did Lord of the Rings. So once EA was in the picture, Underworld didn't really fit their portfolio in a nice way, so it went fallow for 20 years. The opportunity to come back and bring this franchise forward is pretty unique. And it's the team, too. We've got a phenomenal team. Joe Fielder is great, he's the project director. He did years on BioShock Infinite. One of the things Joe would probably say if he were here is one of the reasons we went for replayability is he spent a couple years, I think he wrote more narrative for BioShock Infinite than anyone else on the project, and within 25 hours of the game first being released, there were already bunches of players who had finished the game. It took three years of his life, and already in 25 hours people had digested all the content and moved on. And it's not really a game you replay, so it's done and you move on to the next game. That approach doesn't make as much sense in the modern day.

Are you viewing Underworld Ascension more in a live ops manner then?
Yes, live ops. Very much so. The Stygian Abyss is ever expanding with new areas to explore.

But going back to the reasons for going back to this, it's the teams at the end of the day. I'm very proud of the games that I've worked on and made. But the thing I'm most proud of is the teams and seeing the teams gel. I've always had an approach of pulling teams together from very diverse backgrounds. A few vets like myself, but also some people brand new in the game industry who are a couple years out of college. They don't know what they can't do, and they bring a lot of perspective. But you see the teams gel and get super passionate about what they're doing and that's the most rewarding thing. And then you see these people go on, whether it's Ken Levine or others and see what they accomplish. It's a lot of fun.
 

Infinitron

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https://www.othersideentertainment.com/forum/index.php?topic=1936.0

Goodness, there's been a lot of discussion this weekend!

Here's what I can say about some of the points I'm seeing:

1. Hubs and portals. We'll come back to this soon (we're aiming to tackle this in the next newsletter if we can), but for anyone interested in talking specifically about portals in the hub, we've started to talk about it here, on the describe the classic UW Feeling thread.

2. What's the DLC plan?
We'll have to elaborate more on this later as well, but know that the decision wasn't made "just to package off pre-made levels". Also, as a side note, I believe Backer-specific Digital Download rewards will be included as a DLC package that comes with your game. I'll have to confirm this at a later date...

3. Offline Game!
Yes, you can play offline. There are some online features that we haven't spoken about much yet, but those can ultimately be disabled.

This week (especially today and tomorrow), we're heads down working on making a PAX East build that's separate from the Alpha milestone we submitted on Friday to 505. Woohoo! Super exciting but also a little stressful, since we want to make a good impression. A lot of these press and influencers have never even heard of Ultima Underworld before... we'll be sharing pictures on our twitter and instagram, so keep an eye out for that!

Posts from that thread: https://www.othersideentertainment.com/forum/index.php?topic=1801.msg26304#msg26304

So just to point out what I'm noticing is coming up:

Transportation feeling EARNED is a big part of this concern around teleportation. It feels like cheating or skipping all the hard work to just easily access a place that you went through so much to unlock. On the other hand, gaining access to areas that are locked based on your progress is rewarding, because having the chance to explore in itself is a mark of progression.

For example, with the Grand Staircase:
Let's say we really did have a Grand Staircase, and it had multiple doors along the way that could lead to different areas. The further down you go, the more decrepit the staircase is, because it's more dangerous and less people have taken the time to fix it up. Some of the doors have been locked up for as long as the oldest person in Marcaul can remember, and it was sealed for safety reasons... but should you prove capable, there may be a way to open it.

If you're getting excited hearing about this, just imagine that the "Circle of Portals" is set up in the same way. The Abyss is ever changing and quite dangerous, and some of the people of Marcaul have discovered ways to quickly access those pockets of safety and managed to open a portal to it. However, this doesn't mean every portal will be available to you at once. You just dropped in here! The Lizard Men may not trust you to use their portals to certain areas just yet, unless you promise that you have a reason to be there... these portals are unstable, and are one-way-tickets into the Abyss. Coming back is a lot harder than going in...

Hmm, so going back to Flatfingers' post for a moment, we bring up the question of the "lived world" vs the "minigame world".

One coherent and lived world that has connected levels feels more "real" because the levels aren't so separate. However, I would say that each level doesn't have to be a 15 minute experience. We'll be filling each area (and each iteration of that area) with multiple areas and levels of content for you to explore. I believe the "15-minute quest" note was about how a player could directly execute on a quest in an area, and pop in and out within 15 minutes if they so desired. Or... you can take your time exploring. Maybe you'll find something else in the Abyss that catches your attention, and you'd like to stay around for that instead. Each area is still steeped in its own ecology and history, which I hope you'll take the time to explore the mechanics and design of. And one level doesn't have to mean "one area"... (My favorite level is still one that hasn't been revealed yet... otherwise I could use it as an example of two areas that are connected! That's the biggest hint you'll get from me...)

As for the portals, I apologize for the lack of clarity. I should say that the use of portals is necessary to reach certain areas because they're within a closed off pocket of the volcano. As of right now, I think the Lizard Men in our Alpha stages are wary of you using their portals, and will only allow you into the Abyss if you have business (a quest!) to do there. They'll let you use the portal, but have to close it shortly after to prevent anyone else from coming to Marcaul. The only way you can come back is if you complete your quest and meet back at a specific meeting point so they can open another quick portal for you to return.

There's more to it in relation to the narrative, which I would feel comfortable deferring to Joe on, but I hope this answers your question!

I don't want to crush or uplift your hopes in case I'm wrong, but we're also in the middle of revamping our quest system, so there may be room to change this...

I think a fair compromise would be to leave a portal unlocked to an area you've completed a quest in, unless a large environmental hazard has recently passed through. (Or if because of your Faction imbalance, it's dangerous to use that portal!)

(I myself would love to be able to visit parts of the Abyss and just enjoy the atmosphere without the pressure of a quest. Sometimes it's nice to just hang out and stumble across your own self-driven adventures...)
 

LESS T_T

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About the online system and player tracking mentioned in the recent interview: https://www.othersideentertainment.com/forum/index.php?topic=1934.msg26348#msg26348

Ok, so here's what I know of the online system:

Media, such as screenshots and gameplay footage, can be uploaded and shared with other players if they wish to see "across the universe" through the Memora system. This does not affect core gameplay, but can be used to look up other players' solutions to an area or quest you're having trouble with. (Also to allow people to showboat, yourself included.)

In terms of live ops, I think the standard procedure is to send player information back to the devs whenever the player returns to a specific state, such as Marcaul. That data can be stored locally on your computer until the next time you turn access back online, and then that data is sent to the devs. Examples of stats tracked could be "how many spells were used," "how long did it take you to complete this quest," and "how many times did you die in this level".

This data can be used to tweak the game if we notice a particular quest seems imbalanced, like a patch, OR can affect how we design other levels for future DLC.

So you should be able to have a full experience without using an online feature, especially if you prefer it that way.

I think in terms of the "immediate recall" options right now, you can push G to record up to the last 15 seconds of gameplay. That way, you can hit G right after you've done a successful or particularly incredible feat!

...and post it on Twitter?

I think it's customary (illegal not to?) to provide a pop-up once you reach that stage in the game when we can track data as to whether you'd like to opt in or not.

As for the details, I'm not even entirely clear on what we're sending. I think the baseline is where you invested your skills, some Feats you may have earned over the play session, and some small tracked items, like the spell example I gave. I think we were planning on having a "Progress Report" of some kind after a quest that would alert you as to how you played, and that data would ultimately be given to us as well. If there's a lot of interest, maybe we can add an optional comment box where you can add in any notes about your last excursion, if you think it's important? The only reason I hesitate is because comments may make it harder to parse all the data that comes in...
 

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
New and better teaser:



https://www.othersideentertainment.com/forum/index.php?topic=1940.0

Morning everyone!

This week's update is brought to you from my house, because I'm getting a little sick post-PAX and I was setting up and demoing at the Convention Center from Wednesday afternoon all the way through Sunday night! Here's what's been cooking:

So all of last week, we were pushing hard to make a stable PAX East build for the press and influencers to get their hands on, and it would double as a good playtest weekend for us. The level that the press were allowed to play will most likely be included and tweaked up for the Alpha backer build for you all, so it served a lot of purposes! Some of the feedback we received we knew we would have to work on; some people needed a gentle nudge on "how to be creative" or certain feedback from the game wasn't immediately responsive. One of these examples was our classic use of fire. One of the rooms presents you with the option to burn down several different objects, such as a basket, a crate, and a barrel. Many players noticed that the baskets lit up the quickest, but were frustrated when they also burnt out quicker than the crate and the barrel, and became a little frustrated. Some people also dangled wooden pieces over fire, waited 3 seconds, and then chucked the piece away thinking it wouldn't light up because it was taking too long. We'll most likely be tweaking some of the wood's responsiveness to fire as a result, so it's clearer when something is smoking and nearly completely on fire.

Some other interesting feedback came up with regards to how players expected the world to react. Most people, upon seeing a mana wisp for the first time, tried to shoot or kill it on sight. One girl, upon hearing the wisp's description as a creature that feeds on mana, decided that SHE should be able to eat the wisp to gain back mana. This was delightful to hear, and we're thinking of ways we can accommodate that. (Should there be a downside? Can you hold a wisp in your inventory, or do you just eat it immediately? etc). We also had a few people drag extremely heavy braziers and fire pits around because they recognized fire's usefulness, and wanted to carry their own source. (Torches were not provided in this build, but we were happy to see players amending their own workarounds.) This lead to some unintended encounters, such as players now armed with a 180 pound (82 kg) brazier, which they could roll onto unsuspecting skeletons and burn down their wooden scaffolding. I personally was pleased to see some truly hilarious situations that we're thinking of expanding upon. For example, I was impatiently rushing past a skeleton archer and flipped a lever to open a gate to the next room. As I began to move in front of the gate to pass under it, the archer shot an arrow at the lever, and the gate slammed shut right in front of me, as if to say "Oh no you don't!"

Overall, lots of great feedback from players and notes we took while watching the sessions. This week, we'll be incorporating some of those quick (and long-term) fixes, as well as preparing assets for our next big milestone: E3. But don't worry, there will be content to chew on between now and June, such as this month's newsletter, another Dev Diary, and the press articles that will be coming out later this week.

Phew! What a week it's been.
 

LESS T_T

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Codex 2014
Yeah, it is rough around the edges. Janky physics and all. Feels like an early 2000s game in both good and bad ways.

(2:56) Memora/Feat system at work. ("Imprinting Memora") Is the fps drop caused by uploading or syncing the online service, I wonder?
(7:23) Epic fail. He proved it indeed.

And seriously they need to work more on script and demonstration when record a walkthrough for PR material.
 

RoSoDude

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750
No no no, don't show my player character's hands limply flailing about (or keep my weapons equipped) when I'm holding stuff! Come on! I thought that was an obvious abstraction to keep from older games (Hell, even the LGS wannabes like Dishonored/Prey/Nu Deus Ex games got this, while that terrible THI4F reboot thing went the other way and animated damn near every first person interaction, which was a waste but still got the presentation right). The absence of arm models allows the player's imagination to fill in the gaps, while their presence just calls attention to how odd the whole affair really is (Imagine a 3rd person game where picking something up just causes it to float in front of you. Same principle).

Anyway, the systems look functional, though communication is weak. I couldn't tell from the enemy snarling whether they were idle, on alert, or hostile, which needs work. They focused mostly on Zelda box + switch puzzles and water arrow sneaking, so it's hard to comment further. Still no idea if the core gameplay loop will cohere at some point. It's been said that games in this genre only come together in the last stretch of development, at which point the devs can ascertain if the game is actually fun (this is one reason I've always assumed it's gone by the wayside since LGS closed their doors). This still leaves the door open to a tight, quality experience, but it's also why I've been skeptical of design departures from the old games, since they had a lot of this formula nailed down to near perfection (or as close as could be expected back then) and I'm not sold on the need to reinvent the wheel.
 
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Infinitron

I post news
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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
https://www.othersideentertainment.com/forum/index.php?topic=1945.0

We had a BUSY and BIG Friday last week, so for anyone who wants everything in one place, we have:

B-roll of the PAX demo *contains spoilers*
We'll still be touching up this level before it goes out to all of you for the Alpha Backer build, but if you'd rather be surprised, do not watch the video!

New screenshots

New Dev Diary

We're heads-down this week in the midst of all this buzz to tackle all of the feedback we've been getting (we understand you on the UI and fire VFX!) as well as plowing through the rest of this milestone. We've been putting more of our creatures and revamped quest system in, which will allow us to start brushing up on the narrative system we haven't placed into the limelight in awhile. All of our systems, environments, and mechanics have been designed to tie into the world's narrative, but we've been pretty quiet about how all of that works. We may be ready to talk more about Typhon soon...
 

Ash

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Joined
Oct 16, 2015
Messages
7,055
No no no, don't show my player character's hands limply flailing about (or keep my weapons equipped) when I'm holding stuff! Come on! I thought that was an obvious abstraction...

You'd think. Game isn't even designed by the old masters anyway.

I've stopped paying attention to this game for the most part. Faith is extremely low.

Zep Zepo I bow down before you :negative:
 
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Big Wrangle

Guest
Despite reading about the game I'm still confused about how the feats system works exactly. Being rewarded for doing some creative stuff is great but what if somebody comes with some slapstick solution that still works and they get no points because the system doesn't recognize it? Please correct me if I'm wrong and being a total retard.
 

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