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Pillars of Eternity trailer from Obsidian (formerly Project Eternity)


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#76
In Exile

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CrustyBot wrote...
Have you ever played an Obsidian game before? Or the games that Pillars of Eternity are attempting to emulate?


If someone played, say, NWN2 (OC or Mask of the Betrayer) or Alpha Protocol, it wouldn't be unreasonable at all to expect a romance. I'd say even if someone played KoTOR 2 it wouldn't be unreasonable to expect a romance. And certainly if we say that PE is attempting to emulate BG2... 

I imagine you're talking about companionship other than romances, but I it occured to me that historically Obsidian has been very much on the "have romances" side of things, even if they were forced to by the powers that be. 

#77
Fast Jimmy

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Filament wrote...

I dunno. Sure, I had low expectations and all, but I didn't expect it to be that bad.


:blink:

It was heralded as being an Infinity-Engine-esque game, with the help of today's technology. Imagine Fallout 2. By that standard, this game looks AMAZING. 

The comments people are making in this thread about the game's graphics are making me cringe. The entire point of the game was to say "this design model in AAA gaming focuses on all the wrong things." The "hype" about this game is its minimalist nature, with a focus on gameplay mechanics, story, volume of content and character options. 

Saying "there isn't enough attack recoil" or "OMG, they recycled attack animations" is the exact opposite of what the developers were going for, or what the fans who support it are excited about. 

I'm just scratching my head about it, honestly.

#78
In Exile

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Fast Jimmy wrote...
True, but I didn't say "indie devs making games funded by Kickstarter." I just said these types of games.

And yes, there may only be 76,000 backers, but any news about Project Eternity (now Pillars of Eternity) has resulted in tons of hits and activity, at least as much as AAA games. That may be due to its unique roots and path, but still... there is just as many eyes on this game as there is, say, The Witcher 3, from my perspective. That might not translate directly to large sales, but it certainly won't be from lack of publicity.


Apologies for the delayed response - the forum ate my post yesterday and I didn't have the heart to come back at this for a bit. 

My point is just this: that Obsidian is in a unique position as a development studio (with their own AAA hits and with respect to the regard that "hardcore" isometric RPG fans have for them from their Black Isle Days) that it would be hard for studios - even backed by an AAA publisher - to really generate the same level of hype/intrigue for a product. 

Another studio would have been in a much riskier position to get the game off the ground. 

The comments people are making in this thread about the game's graphics are making me cringe. The entire point of the game was to say "this design model in AAA gaming focuses on all the wrong things." The "hype" about this game is its minimalist nature, with a focus on gameplay mechanics, story, volume of content and character options. 

Saying "there isn't enough attack recoil" or "OMG, they recycled attack animations" is the exact opposite of what the developers were going for, or what the fans who support it are excited about. 


But it's the reality of what a number of gamers want. In a sense, it's absolutely the expected reaction, because Obsidian is catering to a dedicated market. Whatever you might say for the ills of this current generation of AAA development, the plain reality of it is that the actual number of units moved is far greater than the olden days. 

Modifié par In Exile, 12 décembre 2013 - 04:03 .


#79
Fast Jimmy

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In Exile wrote...

Apologies for the delayed response - the forum ate my post yesterday and I didn't have the heart to come back at this for a bit. 

My point is just this: that Obsidian is in a unique position as a development studio (with their own AAA hits and with respect to the regard that "hardcore" isometric RPG fans have for them from their Black Isle Days) that it would be hard for studios - even backed by an AAA publisher - to really generate the same level of hype/intrigue for a product. 

Another studio would have been in a much riskier position to get the game off the ground.


True. However, that could easily change with different distribution models. By never putting a game on retail shelves and aiming for a niche market, a game developer can generate steady revenue by avoiding the publisher/retailer relationship entirely and not need to draw in huge backers or subsequent buyers to turn a reasonable profit. They likely won't be on the cover of Forbes anytime soon, either... but I find it surprising that more developers (and publishers) aren't looking at more micro-dev cycles and products that could help flesh out the larger "boom or bust" AAA games in their portfolios. 

But it's the reality of what a number of gamers want. In a sense, it's absolutely the expected reaction, because Obsidian is catering to a dedicated market. Whatever you might say for the ills of this current generation of AAA development, the plain reality of it is that the actual number of units moved is far greater than the olden days. 


"Want" is a very relative term. Maybe "conditioned to expect" may be a better one. It's like watching a movie in black and white or with subtitles... oftentimes, really great movies become so you don't even notice such things anymore, despite that being the "expected norm" in today's entertainment. 

Sure, in order to pull in someone who is a passive consumer, things like flashy graphics and intense action are easy to hook and engage with. But an active consumer, that knows what they want and are engaged already in looking for it? That's the market for games like this. Someone who says "I am looking for a game that does X, Y and Z and my needs aren't being met." You won't ever hear someone say "man, they aren't making really polished looking FPS with lots of explosions to meet my tastes." You will hear someone say that choices and options were much more accomodating and had more story, dialouge and content in some of the great classics. Those classics didn't break over a million in the vast majority of examples - so one would (or, perhaps, SHOULD) not expect remakes made in their image to sell much more than that, either.

It ultimately comes down to "are sales the sole determiner in the quality of a game?" I'd say no, not at all. A game today might not sell as well because it doesn't follow norms in the gaming industry to try and capture the largest audience... but that doesn't mean its not a better game. I'd say with a large degree of certainty that a game like Planescape Torment will still be talked about ten years from now, while a game like Call of Duty: Ghosts won't even be on people's lips again come 2014. Yet Ghosts sold exponentially more and had better graphics quality, higher produciton values, voiced characters, realistic physics... yet Planescape Torment will still be heralded as a masterpiece twenty years after it was made, despite it being an isometric, low pixel count game with questionable combat.

And there's something to be said about that.

Modifié par Fast Jimmy, 12 décembre 2013 - 04:20 .


#80
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Fast Jimmy wrote...

It was heralded as being an Infinity-Engine-esque game, with the help of today's technology. Imagine Fallout 2. By that standard, this game looks AMAZING.

Well, by the standards 15 years ago, sure...

Actually, I take that back. Ocarina of Time had damage recoil.

The comments people are making in this thread about the game's graphics are making me cringe. The entire point of the game was to say "this design model in AAA gaming focuses on all the wrong things." The "hype" about this game is its minimalist nature, with a focus on gameplay mechanics, story, volume of content and character options. 

Saying "there isn't enough attack recoil" or "OMG, they recycled attack animations" is the exact opposite of what the developers were going for, or what the fans who support it are excited about. 

I'm just scratching my head about it, honestly.

I said there isn't any attack recoil. :innocent:

It's fine to look forward to the game for other reasons, and I can do that too, just without glossing over the things that don't tickle my fancy.

And you probably shouldn't be surprised to see complaints about the graphics when so many people are gushing about how beautiful the thing is. Naturally you're going to get some people scratching their heads about what those people must be smoking.

#81
Brockololly

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Filament wrote...]
I said there isn't any attack recoil. :innocent:

It's fine to look forward to the game for other reasons, and I can do that too, just without glossing over the things that don't tickle my fancy.


Josh Sawyer has mentioned that the animations are little more than placeholder alpha animations at this point.  They do look a bit stiff but I think they stick out more in the trailer since they're zoomed in as much as they are. Which you likely wouldn't notice playing a more normal zoomed out view in game.

#82
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 ^ Ah, that's good to hear. ^_^

#83
Addai

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What are people talking about? The game is beautiful. And how much recoil do you need? I'm picturing those MMO's where people are flinging back and forth across the screen. No, thank you.

#84
Morbo

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Hmmmm not bad, not bad at all! There's worse places I could've spent those $160.

And yeah, the game looks beautiful. Just look at those purdy backgrounds!
Unless of course you're one of those people who thinks only the latest cryengine or frostbite engine can produce beautiful games, then look elsewhere.

#85
Seagloom

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The beauty is primarily in the environments. PoE's backdrops in particular look more detailed than Infinity Engine fare with a greater color palette. Personally, I've always had a fondness for 2D or "2.5D" over pure 3D graphics. When games with that aesthetic are done right, they look like paintings in motion. Simply beautiful IMO. They also tend to age gracefully.

I wasn't expecting much from animation, as these games rarely showed enemies reeling from every blow or impressive attack variation. As long as animations are at least as smooth as in ToEE, I'll be satisfied. Not that I'd mind KotOR style sword dancing, or flying ragdolls blown away by magic. I just don't see it as a necessity.

Modifié par Seagloom, 12 décembre 2013 - 12:15 .


#86
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Fast Jimmy wrote...

Filament wrote...

I dunno. Sure, I had low expectations and all, but I didn't expect it to be that bad.


:blink:

It was heralded as being an Infinity-Engine-esque game, with the help of today's technology. Imagine Fallout 2. By that standard, this game looks AMAZING. 

The comments people are making in this thread about the game's graphics are making me cringe. The entire point of the game was to say "this design model in AAA gaming focuses on all the wrong things." The "hype" about this game is its minimalist nature, with a focus on gameplay mechanics, story, volume of content and character options. 

Saying "there isn't enough attack recoil" or "OMG, they recycled attack animations" is the exact opposite of what the developers were going for, or what the fans who support it are excited about. 

I'm just scratching my head about it, honestly.


I don't see what's wrong with the graphics, the game looks beautiful, not in the 'realistic' "omg do you see the pores on his skin" kind of way, but in the sort of artistic beauty you would find in Planescape: Torment or Icewind Dale.

#87
Jozape

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I love the way the game looks, but I'll call the animation complaint legitimate. The animations really stick out among the rest of the highly detailed visuals. I will probably look past the flaws easily as I have for games like Ultima 7 and Wasteland, but we each have our own thresholds. Be honest, how many of you here think Ultima 4 graphics are sufficient? I could easily pick up Ultima 7, but Ultima 4 is where I start to have a lesser experience, even though I have completed it multiple times!

#88
HoonDing

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Pity the setting is a generic Forgotten Realms knockoff.

#89
Seagloom

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Generic fantasy, maybe. Forgotten Realms, I'm not so sure. For one, guns are a lot more commonplace whereas they're exceedingly rare in FR.

#90
HoonDing

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I think there was something of the world map being deliberately based on Dalelands, but maybe I'm wrong.

#91
Seagloom

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That could be possible. I haven't paid extremely close attention to lore updates. Trying to save some mystery for when the game is actually out. All I know is PoE seems slightly more industrialized than the standard high fantasy fare of FR.

#92
bussinrounds

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To be honest, in RtwP games everything is so chaotic once you unpause, I can't even enjoy the animations anyway, the way I can in TB games.

#93
Nerevar-as

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simfamSP wrote...

Fast Jimmy wrote...

Filament wrote...

I dunno. Sure, I had low expectations and all, but I didn't expect it to be that bad.


:blink:

It was heralded as being an Infinity-Engine-esque game, with the help of today's technology. Imagine Fallout 2. By that standard, this game looks AMAZING. 

The comments people are making in this thread about the game's graphics are making me cringe. The entire point of the game was to say "this design model in AAA gaming focuses on all the wrong things." The "hype" about this game is its minimalist nature, with a focus on gameplay mechanics, story, volume of content and character options. 

Saying "there isn't enough attack recoil" or "OMG, they recycled attack animations" is the exact opposite of what the developers were going for, or what the fans who support it are excited about. 

I'm just scratching my head about it, honestly.


I don't see what's wrong with the graphics, the game looks beautiful, not in the 'realistic' "omg do you see the pores on his skin" kind of way, but in the sort of artistic beauty you would find in Planescape: Torment or Icewind Dale.


Not 3D, no complex textures, no zoom, fixed camera, black and white   (sorry, different media),... there´s a reason the game was kickstarted, but it´s still painful to see people complain because the special effects are dated, and not even realizing the quality of what they are refusing to watch/play. More the pity to them I guess.

#94
Han Shot First

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Angrywolves wrote...

A black woman. Interesting. I wonder how many races there are in the game and how they will interact.



According to the wiki the playable races are humans, elves, dwarves, orlans (halfling-like creatures), aumaua (giant semi-aquatic humanoids), and godlike (similar to tieflings or genasi).

As far as the varieties of humans go, three ethnicities have been confirmed...

Image IPB

Image IPB

Image IPB


The woman you mentioned from the trailer appears to be one of the godlike, since she had partially feathered skin.

#95
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partially feathered skin.


Let me go into my BioWare-love mode and say that she's kinda hot xD

I'll leave now...after I get my feather samples for my chemistry post.

#96
Angrywolves

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feathers? I didn't notice.
Oh well, maybe there should be romances.She looks kinda hot.
Only kidding.I am ok with no romances.

#97
UltimaBACON

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Despite Chris Avellone's stated indifference toward romances, I found what passes for romance in Obsidian's games, understated as it typically is, to be much more compelling than any of BioWare's romances.

#98
Angrywolves

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This game is different as it is an Obsidian only game they made through kickstarter.
So what they may have had, such as romances in other games, may not apply.
I don't expect there to be any romances in this game, and I am fine with that.

#99
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Angrywolves wrote...

feathers? I didn't notice.
Oh well, maybe there should be romances.She looks kinda hot.
Only kidding.I am ok with no romances.


I was joking btw...

I hope you know that... right?

RIGHT?

#100
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UltimaBACON wrote...

Despite Chris Avellone's stated indifference toward romances, I found what passes for romance in Obsidian's games, understated as it typically is, to be much more compelling than any of BioWare's romances.


I haven't found that at all, tbh. I prefer BioWare's romances. I find myself caring a lot more for them. Perhaps they aren't as "deep" but depth doesn't automatically mean "better." That's why I prefer the ME romance archs. No one from the original cast really says I love you until the end. It felt quite rushed and tacky when Annah from PST was all like "YOU AIN'T TOUCHING MY MAN, ****." But to be fair, everything else in that game is superb, the romances aren't as interesting as the relationships between companions.

As long as they give us another Kreia I'm fine. That woman is no doubt the best companion in a video game ever. The depth that went into her is amazing. I've read novels with characters who aren't as well characterized. The symbiosis you share, the relationship, the sheer talent of script behind that one character makes for every fault in KOTOR2. The way it flows beautifully with the game and dialogue, the way...

Argh! I can just talk about her forever. And it's great how you can love her, and she loves you but in a much deeper sense than any romance could ever fulfil.

That woman makes KOTOR2.

Modifié par simfamSP, 13 décembre 2013 - 01:37 .