Posts Tagged ‘Obsidian’

Thy Name Is Douchebag: 13 Mins Of South Park

By Nathan Grayson on February 17th, 2014.

The hour of South Park: The Stick of Truth‘s arrival is nearly upon us – you know, after being nearly upon us, like, three different times before delays rudely shoved it out of the limelight. But now it’s (probably) happening for real this time, and Ubisoft has gameplay to prove it. 13 minutes of gameplay, to be precise. Why, that’s the entire… er, tutorial. OK, so maybe it’s not the most exciting bit, but there are still some hearty chuckles to be had. Well, if you think Cartman is the almighty wizard god emperor of humor, anyway.

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Winter Is Coming: Pillars Of Eternity Pushed To End Of 2014

By John Walker on February 12th, 2014.

When Obsidian put Project Eternity up on Kickstarter in September 2012, they dared to ask for a million dollars to make a classic RPG in the 90s BioWare style. And they hoped they’d be finished in a year and a half, in April 2014. People went and gave them four million dollars, and so accordingly their ambitions grew much larger. A release in April started to seem less realistic, and indeed it’s understandably not going to be anywhere close.

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Infinity Engine 2.0: Torment To Use Eternity Tech

By Nathan Grayson on February 10th, 2014.

They say that history often repeats itself. People feud endlessly over similar issues, trends ebb and flow, and you already are your parents (THERE IS NO ESCAPING IT SEARCH YOUR FEELINGS YOU KNOW IT TO BE TRUE). But it’s not all bad. Sometimes, for instance, classic game genres are reborn in glorious blazes of phoenix-like beauty, and you’re like take that dad you had to play Dungeons and Dragons with pens and paper I’m totally different please let me be different. And so, as it was in the days when games like Baldur’s Gate and Planescape Torment swapped genetic material, so too shall it be soonish with Pillars of Eternity and Torment: Tides of Numenera. Torment will borrow Eternity’s gorgeous engine tech, allowing for hyper-detailed backgrounds that ooze and skitter with intoxicating weirdness.

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Obsidian’s Bold Future: Eternity Meets Skyrim, A Second KS

By Nathan Grayson on December 14th, 2013.

Have you read our recent mega-blowouts of Obsidian’s Pillars of Eternity? Then congratulations: you know everything about Pillars of Eternity except what the pillars of eternity actually are. But Obsidian’s not planning to dip a furtive pinky toe into classic CRPG waters and then leave its legacy behind again. This time, it’s in control of its own destiny, and no one knows that better than CEO Feargus Urquhart. He wants to push the classic Black Isle mold further than it’s ever gone before, into worlds so immense that the classic Infinity Engine never would’ve been able to handle them. But that was then, and this is now. His company has new-old tech and new-old ideas. Hear all about Urquhart’s grandest plans below.

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Obsidian On Dungeoniest Dungeon Ever, Eternity’s Length

By Nathan Grayson on December 11th, 2013.

Do you want to know almost everything ever about Obsidian’s newly renamed Kickstarter opus, Pillars of Eternity? Then click that link for impressions and more new information than you can shake a stick of truth at. But still, somehow, thousands of words later, there is more. What follows is an interview snippet concerning Eternity’s development progress, what’s been left on the cutting room floor, the game’s size/scope, party members, and of course, the Dungeoniest Dungeon To Ever Done Dungeon A Dungeon.

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Mega-Impressions: Obsidian’s Pillars Of Eternity

By Nathan Grayson on December 10th, 2013.

It’s official! Project Eternity finally has a real big boy name: Pillars of Eternity. On its own, that’s hardly the most exciting news in the world, but it also means that Obsidian is finally ready to take the wraps off more than, like, three screenshots and precious little else. I had the good fortune of traveling to Obsidian to witness plenty of gameplay and conduct multiple eternities-long interviews, and The Artist Formerly Known As Black Isle sent me away with some video to boot. See, hear, read, and – I guess if you want – taste and touch so very, very, very much of the newly rechristened Kickstarter darling below.

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No Joke: South Park Finally Gets Release Date

By Nathan Grayson on September 26th, 2013.

STOP LOOKING AT ME

Once upon a time, South Park: The Stick of Truth was all set to come out and be playable and have violence and swear words and do all that good stuff games have been known to do. Then THQ kerploded into a thunderous rain of burning dollars, and the Uncertain Times began. Ubisoft pulled Obsidian’s off-the-wall RPG from the wreckage, sure, but it flung the game into release limbo in the process. So we waited. And waited. And waited. And– oh hey, now we’re done waiting! South Park’s finally within spitting/mouth-shitting distance of the finish line, and it’ll be available to all come December 10th.

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Avellone, Vlambeer, Introversion Talk Meaning Of ‘Indie’

By Nathan Grayson on July 8th, 2013.

Let’s try this again. Earlier this week, I posted the audio from a spur-the-moment indie megachat I put together during Rezzed, but its audio quality ended up a casualty of the fact that everyone at Rezzed never stops screaming. Never. The agony of existence. It is terrifying.

So as a (probably much better) alternative, I’ll be posting a transcription over the next few days. If I did it all in one go, the page would strike the bottom of the Internet and rupture its core (and, you know, take a billion years to read), so here’s part one. In it, Obsidian‘s Chris Avellone, Dreamfall‘s Ragnar Tornquist, Introversion‘s Chris Delay, Vlambeer‘s Rami Ismail, and Redshirt‘s Mitu Khandaker discuss the evolution of the “indie” scene in the gaming industry, the gulf between triple-A and smaller-scale development, and the way Kickstarter-empowered no-longer-triple-A developers like Obsidian and Red Thread are starting to bridge it.

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Rezzed: Chris Avellone On Project Eternity & Black Isle

By Alec Meer on June 26th, 2013.

Have a load of that

I’m most distressed that I didn’t get a chance to say hello to Chris ‘Planescape Torment’ Avellone during my limited time at Rezzed. Especially because the only other time I’ve met him when was when I was blind drunk on French wine and couldn’t manage anything more than a witless reference to talking skulls. Still, they do say you should never meet you heroes, so at least I haven’t had to risk discovering he has bad breath or doesn’t like eye contact or fiddles with his nipples during conversation. Instead, I can live vicariously and safely through this video of his hour-long natter about Obisidian’s strange history, his work at Black Isle and plans for the upcoming mega-Kickstartered Project Eternity.
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Mad Mod Recreates Baldur’s Gate in Neverwinter Nights 2

By Nathan Grayson on June 6th, 2013.

Even the characters are amazed that it all looks so... multi-dimensional.

Whoops, this is insane. Completely insane. Game designer and ex-TimeGate-er Drew Rechner’s been on a seven-year quest to recreate the entirety of Baldur’s Gate (including expansion Tales of the Sword Coast) in Obsidian’s Neverwinter Nights 2, and he’s finally succeeded. With the help of a programmer and contributions from a ragtag team, he squeezed every last drop of the original’s genre-defining juice into a glistening concoction of role-playing past and present. There’s a trailer after the break, and it’s pretty bonkers. I’m reinstalling NWN2 right now, because wow. Madness.

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YAYHOORAY – Fallout: Project Brazil Pt 1 Finally Out

By Nathan Grayson on June 1st, 2013.

On paper, Fallout: Project Brazil sounds like the stuff irradiated, scorpion-coated dreams are made of. It’s a ridiculously ambitious, fan-made prequel mod for New Vegas spanning a new vault, an entire new wasteland the size of Fallout 3’s, and multiple story-driven, highly choice-oriented episodes. The team that assembled it, meanwhile, comes from various corners of the professional entertainment world, which is – in part – the reason it took so long to finally see the sepia toned light of day. But now it’s here, in the gnarled, glowing ghoulflesh. I am kind of maybe excited a little a lot. But what’s actually in this installment? Wellllll…

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Obsidian And Allods Online Devs Making “Skyforge”

By Jim Rossignol on May 20th, 2013.


Hmm, here’s a thing. An announcement has been made at Russian game convention KRI, saying that Obsidian and the Allods team Astrum Nival are going to be making a new MMO, the trailer for which you can see below. Sadly it’s in Russian, which I do not speak. Anyone able to give us the gist?

The game is called Skyforge and Obsidian CEO Feargus Urquhart described it as “interesting and promising.” It’s certainly interesting. The game appears to be a sequel, of sorts, to Allods, and it seems as if Obsidian will be helping out with the making the game – which was announced originally in May 2012 – appear “promising” to European and North American audiences. We’ll hear more about this in the next couple of weeks, no doubt.
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Obsidian Hoping To Work With EA/BioWare On Star Wars

By Nathan Grayson on May 8th, 2013.

We now live in a world where The Sims: Star Wars or Need for Speed: Tosche Station could become things. I’m not saying it’s likely (though the former would not shock me in the slightest), but Star Wars is under new management, so who knows? For now, all we can say for sure is that BioWare, DICE, and Visceral are actively adding their own chapters to the space opera, but we won’t see results from those initial efforts until at least mid-2014 – and much later, in all likelihood. You’ll remember, however, that Star Wars: Knights of the Old Republic II developer Obsidian also has a rather ambitious idea floating around, and – last we heard – it was about to lay it before the greatest Sith Lord of them all: Mickey Mouse. So then, what happened there? And where does Obsidian’s new Star Wars RPG end up now that EA’s pulling the strings? I got in touch with Obsidian CEO Feargus Urquhart to find out.

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