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#276
thesnake777

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@ gleym thanks for the info
Im looking forward to this.

#277
Bhryaen

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Vikat wrote...
new screenshots up, apparently baldur's gate will be on mac too.. like i'd really care.

I have a PC, but I think this is great news. I first discovered BG when I had a Mac, suffered all the extra wait and difficulties because the Mac version was just an afterthought. If it comes out in Mac simultaneously this time, what a boon! hehehe

BGEE is way too exciting to think about...

Some more Trent Oster Tweets:

"Yes, @paul_leone there will be new areas in #bgee. I've modeled over half a dozen and we've added two level artists from the original team."

Over... a half dozen... new areas... (!!!) Well, he certainly sounds confident that they're putting together good areas that mesh with the game well... Notable that he himself is doing that area-modeling- or just directly overseeing it? Love it when he says "brought in original folks to do the work..." Instead of shouting, "Where are the original artists??" like I thought we'd be doing, it's just sort of happening, leaving me to wag my finger and just say... "Uh, yeah, do that."

"Yes, there will be some new text only dialogue for original characters in #baldursgate Enhanced Edition."

More dialogue... for in-party banter? for reactions to the environment? for stop-and-talk moments?

"The UI will be rebuilt. The backgrounds are going to be post-processed originals"

Whatever that ultimately means...

"We will play with the BG1 level cap, but not too high. The BG encounters do not scale for crazy high level."

Good- maybe now I don't have to mod/tweak it away. :devil:

"We're working with what #Bioware was able to provide us. When we have better audio, we are using it for #bgee"

So BGEnhancedE may (or may not) include enhanced audio- whatever that entails. Better dialogue sound? Sound effects? BG Soundtrack Remastered? That would also be quite fantastic as my BG-enthusiasm regards both the sights and sounds.

"Yes, it will be compatible multi-player cross-platform. We had a Mac, iPad and PC joined into a game together."

ALREADY working multiplayer- even across different platforms!!! Interesting... *ahem* *maintains composure* But is it still buggy?

"BG2 style weapon proficiencies in #bgee. Basically, assume BG2:ToB behavior, classes and kits."

BGTutu is the norm then! Not that we didn't know already, but here it is: the same startup options as BG2:ToB, plus whatever checkoffs for modded content that they're working into it. I do hope they keep the GUI fo BG1 for BG1. I'm assuming they are (against most people's preference, but still)...

"It might take us a while to sort the Torment stuff, but we are pursuing it."

PS:TEE sounds more intriguing than BGEE actually, and not because I prefer it. I can already mod plenty of improvement into BG to make it fun, but I've never been able to eye-stomach the PS:T environment. I've heard such great reviews for what you experience if you stick with PS:T, and it seems such a great natural next step after BGEE, BG3. Many people will be happy about that as well, though I wouldn't anticipate a Bioware forums section for it. hehe

#278
BelgarathMTH

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Belgarath, in character: {{jumps for joy, grabs Bhyraen for a chest bump, and turns around and around in lilttle circles while pumping fists}} Oh boy, oh boy, oh boyoboyoboyoboyoboy!

Out of character: I feel like a little Chihuahua in the middle of an excitement fit. Ha. "Wanna go out to the Sword Coast, boy? Huh, do ya? Do ya? Huh? {{wags tail, barks manically, turns around and around}} Yip, yip, yip! Arf, arf, yip, yip, yipyipyipyipyapyapyip! Whiiiiine! Bark! Bark! Yip!

#279
Gleym

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BelgarathMTH wrote...
 {{wags tail, barks manically, turns around and around}} Yip, yip, yip! Arf, arf, yip, yip, yipyipyipyipyapyapyip! Whiiiiine! Bark! Bark! Yip!


Aah!! A kobold! *Beats with stick*

In other news; them talking about taking on Torment as well made me squee with joy. After reading all the stuff Chris had to say about how they'd wanted to just keep building more and more but they ran out of time, I kinda wanna see how much more they'd expand it given what they already had.

Modifié par Gleym, 31 mars 2012 - 11:10 .


#280
Bhryaen

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Woh! New Oster Tweets of noteworthiness already:

"We're still going through the UI work. I'm hoping to keep the same look/feel as BG2, with a BG1 palette if time allows. #bgee"
So using the BG1 palette (GUI?) isn't assured but a goal... We've waited a decade- no rush here. Take your time, Trent! Make the wait worth it! Definitely don't want to hear a lot of "well, we didn't have enough time to do x, so..." Would be such a shame...


"The #bgee deal took over 14 months to put together. Very tough deal with all the involved companies"
Innerestin'...


"Look close at the characters in the bottom two OSX shots and tell me what you notice"
Referring to the MacOSX photos... hm... The new BGEE NPC? Anyone else see anything? His char is a dwarf in a green robe... same quarterstaff (though he didn't drop it already like most of us would hehe)... He doesn't seem to have a Tweet reply on this little challenge...

Image IPB

Image IPB


"Multiplayer will be fixed up and work on all platforms. Characters will transfer from #bgee to #BG2EE"
Fixed up. :) Hm, though I wonder if he's got anything special in mind for the BG-BG2 char xfer. Something to make it easier than file dropping (which isn't exactly difficult, but still...)?


"Don't worry too much about saving. We're committed to making #bgee a great buy."
:)


"I played a little of the new #bgee content this afternoon. I think the new adventure is going to be good fun."
Well, as long as he thinks so... :P Then again he DID say he likes BG1 more than BG2, so... looking forward to it! And that sure was fast, wasn't it? Bam bam new area. Sounds like they mean beezwax.


And last but not least...


"Gotta love what a little Open GL loving can add to a game. A touch of zoom and it makes the game feel so much better."
Zoom? Did he say "zoom?" You know, I think he said "zoom." ZOOM! One of my secret litmus tests for BGEE- passed! Wow, fantabulous resolution BG with zoom maybe on the mouse thumbwheel... Imagine the screenshots on the No Reload thread then hehehe

Now all he has to do is take that bloody old-style DnD beard off dwarf girls and he'll pass another test...

#281
BlackVader

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I'm pretty sure the "checkthe screenshots" comment is about the zoom-function. The UI in both shots is the same size, wich probably means they were both taken in the same resolution. However, looking at the size of the characters, the first shot looks like 640x480, while the second seems more like 1024x768

#282
Bhryaen

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BlackVader wrote...

I'm pretty sure the "checkthe screenshots" comment is about the zoom-function. The UI in both shots is the same size, wich probably means they were both taken in the same resolution. However, looking at the size of the characters, the first shot looks like 640x480, while the second seems more like 1024x768

True... the quote was only "a touch of" zoom... Maybe that's as good as the zoom gets...

#283
BlackVader

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Considering how much larger the average screen is nowadays compared to 1998, I'd say a 640x480 equivalent zoom is plenty. No matter how you look at it, zooming in even further wouldn't have any value as the graphics are simply not going to look pretty close up. And to be honest, the zoom will mostly be a novelty. Noone's gonna play like that because it lacks any kind of overview.

#284
fro7k

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Noone's gonna play like that because it lacks any kind of overview.


I've always liked the 640x480 scaling over 800x600.

#285
Bhryaen

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Just thinking about it and how contemporary gaming seems to be mostly about catering to markets, creativity subordinate to player telemetry readings... I'm hoping the Oster team is getting a good taste of the BG creativity experience whereby the team can just have great ideas and create first, counting on players appreciating and enjoying it, rather than seeking market approval first and, like a professional debator who takes whatever position is asked of them, does whatever the market tea leaves tell them. BG would never have been made that way, much less become the icon game it is. As Oster's team moves from this BGEE experience to producing a BG3, I do hope they truly do approach it the way BG was done: creativity first.

#286
Gleym

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A-freakin'-men.

#287
The Fred

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If the mass market does not want BG, nothing you can do to it will make them want it. They may as well put in all the things which "don't sell well" but which actually most of us, at least, really want.

#288
Bhryaen

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BlackVader wrote...
Considering how much larger the average screen is nowadays compared to 1998, I'd say a 640x480 equivalent zoom is plenty. No matter how you look at it, zooming in even further wouldn't have any value as the graphics are simply not going to look pretty close up. And to be honest, the zoom will mostly be a novelty. Noone's gonna play like that because it lacks any kind of overview.

Oh, I wouldn't want zoom in order to be close in while walking through dangerous territory... I'm the sort of player who likes to stop and smell the roses. I don't know who the artists are behind the scenes who produce the beautiful and fantastical areas we traverse and in which we do combat- and the vast majority of us ultimately know only names like Oster's- but I often find myself smiling and giving an appreciative (but unseen) nod to the unknown artist(s) when I see some greatly-designed area. Sometimes it's better to pan out to take in the whole area, but other times it's great to zoom in close to see the party walking through, say, the flower patches west of the High Hedge. It's one thing that adds to the immersion aspect for me, the ambiance of one's environment... I'm not sure just how much better resolution BGEE will have than BG, but even a bit pixelated I'd like to get in close to my char or zoom in on one of the many, many monsters for once. Just a glance at some of the screenshots on the No Reload thread will give a clue as to how these little enlarged scenes can add to a game's character.

#289
Bhryaen

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On the topic of my earlier comment though, take for instance the matter of dwarves in DAO. This is what had me thinking... Apparently the telemetry figures collected from monitoring by the Bioware online system revealed that dwarves are played by only 5% of players. This is what Gaider had to say of this directly:

David Gaider wrote...

Russalka wrote...
But how much will this knowledge shape any games developed in the future?


Hard to say. Just because, say, only 5% of players ever played a dwarven origin does that mean we shouldn't do one again? Does that mean we couldn't perhaps do them better, make it more appealing? It's a bit of a chicken-and-egg argument. Looking at the data, however, I would think it'd be reasonable to say our efforts would have been more rewarded had we done, say, only one dwarven origin and did another human origin instead (ignoring the hindsight aspect entirely, of course). Such figures are beneficial only in terms of not talking about what the players will do or not do based on assumptions (a lot more players played the same-sex romances than we had originally assumed, for instance), while at the same time recognizing that it shouldn't form the entirety of the basis for our decisions.

The key phrase that jumps out to me here is "more rewarding." Rewarding how? Financially? DAO was apparently wildly successful, no? Would more people have played it if there were a second human origin story? Is quantity better than quality? Does he really regret having those two great dwarven origin stories in DAO just because so few appreciate them? I mean, so what if people don't appreciate it en masse: he turned out a great game! That's enough in itself, no? And he didn't suffer in the marketplace, so what's the problem? A need to be lauded by those who prefer the mediocre? I really don't get it.

Another aspect of the telemetry was that, while apparently the vast majority play only human male warriors, at the same time the vast majority never finish a game. What if that same group that would never play dwarves (or elves) also happens to be the one which simply buys the game and goes nowhere with it? *snort* So why bother catering to them? This should tell you that you can do anything you want: the humanophiles will still do their humans-only bit (as will the minority who does their elves- or dwarves-only bit) regardless of producing a game full of elf, dwarf, halfling, half-orc, tiefling, etc. content... and they'll be just as happy! Or bored. That's their way of playing. No need to cater to them at all, and if you do, you risk making a game that people just pick up for a while with a human and get tired of quickly. *cough* DA2 *cough* Just make a great game in general. People like to play new games, so make a great one, not a telemetric one. I'm curious to see any telemetry on NWN2 players- in a game that has perhaps the largest selection of player races available. But that wouldn't say thing about the appeal of the gameplay of NWN2.

And this isn't to say a game that favors humans is necessarily bad. It's just to say that developing a game based on telemetry that favors humans is necessarily bad. It's no longer a matter of the creative team doing, say, what it wants, what just works brilliantly, what inspires them, what gets them rolling in their seats with laughter together, what just can't help but be endearing, what it feels like as a creative team with the imagination doors wide open. Instead they become creative panderers. And they do their schtick, and DA2 sells more or less well. But there seems even more reason- if pandering is their thing- to pander to that small minority of players who vocally laud games we like (and thus give the free adverts as such, alas), the ones who actually play them in depth and explore all the options, the ones who really dig what they do, the ones they'd play DnD with themselves.

I'm hoping not to veer off into a discussion on races or DAO here at all, mind you: the point is with how developers can approach their venture. The Oster team is now independent of Bioware as they develop BGEE (other than working with old Bioware material, employing numerous former-Bioware personnel, and whatever agreements were made with Bioware to get the thing legal- if any) and of the Gaider team and their orientation. They're in that great position of no longer having a corporate overseer (more or less) and able to get giddy and feel their oats as they please, poke fun at themselves, try new things just because they're excellent. Not that Oster is a starving artist with his regular visits to the beach and his fortunes from Bioware association. But the paradigm of big business marketing is no longer looming- and presumably still irks those who left Bioware. So there's a lot of fresh air within which to make a BG3 really however they want- and without even catering to folks like us, though ultimately if they're anything like us, they'd naturally be doing just the sort of thing in BG3 we'd want anyway.

What BG- and particularly BG1- looks like to me was a game that had zero telemetry information going into it, based entirely on producing a fun, creative game from the "scratch" of imagination. They were coming hard off of pnp DnD, struggling to convert that to a cRPG format in some amazing form, while using all the usual dungeon master inventiveness to produce the story and encounters we see, adding more to the relationships and party dialogue in BG2. I think they knew what a good story looked and felt like, and that alone was how they proceeded, figuring that that was the only way forward before they could be content to release the product. Of course, I'm assuming a lot about them, not knowing in the least what they really did experience making the BG series... and in some aspects it was quite gruelling apparently. But it was worth it! The approach worked well enough to have strong fans over a decade later and a game that is part of the bedrock of cRPG consciousness. Not too shabby for such rudimentary methods lacking in proper statistical sampling and analysis.

And I know all this because of how many games I've developed myself (lol... yeah...) I also invented hopscotch and tic-tac-toe... clearly wildly successful.

The only extra element worth mentioning is that, due to appeals to a "wider" audience in newer games, the creation of a very gender-equal game in DAO was a great move, with main characters being women and storylines regarding women's issues. But then again this was already pioneered in BG from the get-go with all the female NPC companions and romances. And really that approach is best to life generally, just coming out in the games produced...

Modifié par Bhryaen, 03 avril 2012 - 12:42 .


#290
Gleym

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The Fred wrote...

If the mass market does not want BG, nothing you can do to it will make them want it. They may as well put in all the things which "don't sell well" but which actually most of us, at least, really want.


'Cept that Baldur's Gate was always a smash hit success. Fact of the matter is that I'm pretty certain that most, if not all, of BG's original purchase fans will by the Enhanced Edition. Now add to that ten years of word-of-mouth and encouragement for people to purchase the game, resulting in even more fans that will buy it, and you have some pretty good odds that the game will be a success. Why do you think people continue to buy the games over on GOG.com, after all? It's 'cause they're good, and there is a market for it. Just because it's not the mass meathead Shooter/Sports market, doesn't mean it still isn't a sizeable chunk thereof.

#291
Mathuzzz

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Just read some news on twitter. They are adding new music to enrich BG1. I hope they will keep original music as it is, because it is.....how should I say this.....the best fantasy themed music I have ever heard in game/movie.

Who is this Michael Hoenig? I have read, that he is german composer, but I have never heard or found his other work. Also, Baldur´s Gate is his ONLY video game soundtrack. How did Bioware get somebody who have never made video game soundtrack to their game and he creates something like this. I believe that mainly the MUSIC also with voice acting and ambience is the largest nostalgia reason and reason why so many fans return to this game regularly.

#292
meteor0L

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Gleym wrote...

The Fred wrote...

If the mass market does not want BG, nothing you can do to it will make them want it. They may as well put in all the things which "don't sell well" but which actually most of us, at least, really want.


'Cept that Baldur's Gate was always a smash hit success. Fact of the matter is that I'm pretty certain that most, if not all, of BG's original purchase fans will by the Enhanced Edition. Now add to that ten years of word-of-mouth and encouragement for people to purchase the game, resulting in even more fans that will buy it, and you have some pretty good odds that the game will be a success. Why do you think people continue to buy the games over on GOG.com, after all? It's 'cause they're good, and there is a market for it. Just because it's not the mass meathead Shooter/Sports market, doesn't mean it still isn't a sizeable chunk thereof.


that maybe true, but "success" nowadays means something different than success 10 years ago. just look at games like COD or Battlefield, they sell 10 million copies of one game. if you can trust wiki, the baldurs gate series sold 5 million copies of all games combined (and it was re-released serveral times)

i read an interview with some bioware guy (~ the time of the da2 release), and he said bioware couldn't release a game like baldurs gate again, because it wouldn't sell often enough to be an success for a huge company like bioware.

even if many of the old fans and some new ones buy the game, i will doubt it will be a huge success like other games that are released nowadays. and i don't really think that most, if not all of BG's original fans will buy the enhanced edition. dedicated core fans will buy it for sure. not everyone who bought the game 10 years ago will buy it again, i think it will be like half of them, not more.
but since they don't have to create a "new" game, it will probably be a financial success.

who knows what will happen? lets hope it has an huge impact and shows everyone those oldschool rpgs are still loved by the masses, maybe other companies will start creating such games again. sadly i doubt that will happen.

#293
Bhryaen

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Mathuzzz wrote...
Just read some news on twitter. They are adding new music to enrich BG1. I hope they will keep original music as it is, because it is.....how should I say this.....the best fantasy themed music I have ever heard in game/movie.

The tweets in question being the following:

"Listening to a draft of some of the new #bgee music for the new content."
"Both the new composer and I are big fans of the original work. Micheal Hoenig and Inon Zur are amazing."


So it would appear that the new BGEE music is only being composed for the new BGEE content. Rest assured that the Oster team isn't going to remove or replace any of the original compositions. Here's how he just responded to a suggestion that we (as with a popular BG mod already in use) remove the "Gather your party and venture forth" statement with every area exit...

"'You must gather your party before venturing forth' is canon man, CANON we'll try to fix the repeating, but it stays in"

Puts his foot down. hehehe Good stuff. :happy:

The music is just as "CANON" as those lesser details...

Mathuzzz wrote...
Who is this Michael Hoenig? I have read, that he is german composer, but I have never heard or found his other work. Also, Baldur´s Gate is his ONLY video game soundtrack. How did Bioware get somebody who have never made video game soundtrack to their game and he creates something like this...

Never heard of him myself. Here's what Hoenig music YouTube offers on him, very similar to Tangerine Dream (and nothing like BG)- synthesizer instrumentals:

Departure from the Northern Wasteland
Bones on the Beach
Hanging Garden Transfer
Forgotten Thoughts

He's credited for pretty much every BG theme score. Inon Zur seems to be credited for the music of DAO (and DA2) and Fallout3, among other things.

Modifié par Bhryaen, 03 avril 2012 - 09:06 .


#294
Mathuzzz

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Bhryaen wrote...

Never heard of him myself. Here's what Hoenig music YouTube offers on him, very similar to Tangerine Dream (and nothing like BG)- synthesizer instrumentals

These songs are pretty old, from what I´ve read. They sound to me like Unreal 1 a little bit. Maybe Trent will tell us more about him.

#295
Mathuzzz

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meteor0L wrote...

but "success" nowadays means something different than success 10 years ago. just look at games like COD or Battlefield, they sell 10 million copies of one game.

Yes, those COD and Battlefield numbers are frightening, but that doesn´t mean, that you are losing if you don´t sell that much. There are always like 5-10 franchises in a decade, which sell these 5-10 millions copies of one game and the companies behind them are becoming a bit greedy, but rest of the companies are usually happy once they cross the 1 million. You cannot compare to Activision with their Call of Duty franchise. Development time of that game is always just a few months with costs like some indie game, they earn insane amount of money.

I would say, that Baldur´s Gate like game would be success, but once Bioware tasted what is it to sell millions with their Dragon Age and Mass Effect games, they won´t go back to the "just ordinary success phase". Or at least EA wouldn´t allow them to do so.

Dragon Age 1 was the closest Bioware ever got to the Baldur´s Gate like game and I believe that it was released just because it was in development before EA bought Bioware. EA used it to squeeze some old Baldur´s Gate fans with primitive marketing move and moved on to create games for their action oriented market.

Modifié par Mathuzzz, 03 avril 2012 - 11:11 .


#296
Gleym

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Yeah. Too bad for them, of course, since those practices have pretty much guaranteed that we'll be abandoning Bioware to its fate. It's funny, really, that people claim that games like Ultima, Baldur's Gate and so forth died out because they became 'outdated'. That wasn't it at all; EA bought out the Ultima franchise and ran it into the ground by changing everything about it that made it a success, just like they did with DAO, and in both cases the original consumer base jumped ship, resulting in a colossal failure. If games like Baldur's Gate were simply allowed to thrive in their natural habitat, not trying to complete with the 'jocks' of the gaming industry, then they will be great successes with people that appreciate them. There's a REASON why DA2's sales practically shot through to the planet's core; the CoD fanbase doesn't play RPGs, and trying to make a game that will sell to those people will not BE an RPG, and thus, as we saw with DA2, the original consumer base was alienated and pissed.

RPGs are successful amongst RPG fans, Shooters are successful amongst Shooter fans. Just because the Shooter fanbase happens to be LARGER, doesn't mean that, as a business practice, you should thus try to market your RPG towards that larger group, because your RPG will fail.

And this is why I believe BGEE will be just fine. Because it's an RPG for people who love RPGs.. rather, it is one of THE RPGs that people love. It will sell with the people it's supposed to sell with, and will thus be a big success where it matters - in the RPG market.

#297
Bondari the Reloader

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Bhryaen wrote...

The only extra element worth mentioning is that, due to appeals to a "wider" audience in newer games, the creation of a very gender-equal game in DAO was a great move, with main characters being women and storylines regarding women's issues. But then again this was already pioneered in BG from the get-go with all the female NPC companions and romances. And really that approach is best to life generally, just coming out in the games produced...


I've always loved the fact that women played some vital roles in the BG franchise. Imoen is one of my favorite video game characters ever, and growing up I actually used to wish she was my real sister. Jahiera's attitude may get on my nerves, but she has a definite presence and spirit. In BG2, Aerie and Nalia have many similar ideals, but they're still separate, distinct characters.

That said, BG caters more to male charcters than female characters. Look at the romances. If you play a male you can choose from Aerie, Jahiera, and Viconia, but if you're a woman you get... Anomen, a character I find extremely annoying and usually don't bother to take with me. (Yes, I know there are mods, but who knows if any of them will be included in the EE.) Compare that with DA:O where the options are equal for both genders and your gender can potentially influence the story.

That's one reason I'm intrigued by this new male character and whether he could possibly be romanceable, not because every character should be romanceable, but because it would be nice for female PCs to actually have a choice other than between Anomen or spinsterhood.

#298
Bhryaen

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Mathuzzz wrote...

Bhryaen wrote...
Never heard of him myself. Here's what Hoenig music YouTube offers on him, very similar to Tangerine Dream (and nothing like BG)- synthesizer instrumentals

These songs are pretty old, from what I´ve read. They sound to me like Unreal 1 a little bit. Maybe Trent will tell us more about him.

Never heard of Unreal 1 :P... Oh, ugh, a 1st person shooter...

By the wiki it seems Hoenig was indeed briefly in Tangerine Dream back in his early years- ie., the 70s: BG was clearly much later in his life), and it also seems his "pretty old" music is pretty much his only music other than a collaborative album and a late 80s album, plus the regular, scattered works he did for mostly-obscure movies throughout the 80s and 90s. The only films and TV for which he produced that I recognize are "Max Headroom" (which I never got into despite it being contemporary to my youth), "9 1/2 Weeks," and the smash blockbuster hit of the era, "The Blob" remake. heh... So BG was Hoenig's big come-back! hehe... And such a gem to drop into his life work... that mostly only us BG enthusiasts even know about...

From wiki:
"As the editor of the underground magazine LOVE in the late sixties, Hoenig was part of the burgeoning progressive rock scene in Berlin..."
That's our Hoenig! lol

Modifié par Bhryaen, 03 avril 2012 - 09:32 .


#299
Bhryaen

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Uh oh, looks like I spoke too soon about Oster not being a "starving artist..."

Oster: "I worry daily about our budget. Every month of salary we burn I just add another year to my retirement age. I'll live to 114 right?..."
Among other responses: "@TrentOster Just make sure to get your product out there and we'll take care of your pension :) promise!"
Oster: "I don't think I'm capable of retiring ;-) I wake up in the morning anxious to get going on my current project."

Man, oh, man, I'd love a job like that I wake up for every day... More living vicariously, I suppose...

Oster adds: "We just finished our office moves to accommodate our new writer and we bought a boardroom table" with this photo:http://p.twimg.com/ApmhGqwCQAAC8C2.jpg:large
lol Megamillionaires they're not... Wait, where do the corporate stockholders sit?

In other developments...

"Wow. We are the #4 Most anticipated game on shacknews. http://www.shacknews.com/ Woot."
Naw... really? That ranking'll surely be rising the more people learn of it and the closer it comes to release...

"There will be new equipment in #bgee we're constrained to existing character animations, but hope to add equipment for neglected classes"
Finally a katana for people specialize in starting from Candlekeep!... maybe...

"The new content will be a mix, some new areas integrated into the game and some new areas for a new expansion/adventure... We haven't announced how many new areas. Yesterday we reviewed some plans and I have no idea how we are going build that much art "
lol Gotta love having this window into the shop floor...:D Wait! I'll quit my job and come help!

Actually he did mention (not announce) that there are so far more than a half-dozen new areas... So there'll be both extra areas tucked in as well as a sort of TotSC+ extra expansion. Vampire Island as well! Nononono... Actually what I'd like more than lots of new areas would be adding encounters to numerous oddly dead spots in the original areas- particularly in the southwest but other places as well- where there's great scenery that just begs to have something happen there but just ends up being some large open section I nevertheless always feel compelled to clear anyway. Hm, I wonder if they're going to use the same black-blotch world in BGEE or maybe have a check-off option for clearing it...

Modifié par Bhryaen, 04 avril 2012 - 04:37 .


#300
Gleym

Gleym
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If I keep squee'ing any more over the news for this game, I think my head'll pop.