Posts Tagged ‘pillars of eternity’

Eternal Sonata: The Music Of Pillars Of Eternity

By Nathan Grayson on April 16th, 2014.

Writing music for an RPG must be such a tricky thing. Especially when you’re working with a project as potentially massive as Obsidian Kickstarter darling Pillars of Eternity, you’ve got to breathe life into lilting melodies that rise and crash at the perfect moments, but drift and meander gently throughout. I mean, these songs are going to be on loop for upwards of 50-60 hours. If one is too loud or too fast or too insistent on taking center stage in an area where the player’s just doing their thing, it can easily break the whole illusion. Fortunately, Obsidian’s got plenty of experience with this conundrum, and it’s debuted a region’s entire song as a proof-of-concept.

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Obsidian & Paradox On Eternity Team-Up, South Park Bugs

By Nathan Grayson on March 19th, 2014.

Sound the unexpected announcement alarms and check to make sure over-jerked knees are covered by your insurance plan. Paradox has announced that it’s publishing Obsidian’s notoriously independent old-school RPG Pillars of Eternity, a big, (not, by most definitions) bad publishing type dipping its pinky toe into the brave new world of Kickstarter. “…Er, why?” You might ask. “Also didn’t Obsidian get oodles of cash from backers? What happens to the game they paid for if Paradox decides all bets are off?” Well, good news is, Paradox can’t actually do that. I quizzed Paradox CEO Fred Wester and Obsidian CEO Feargus Urquhart about their new partnership, creative control, what this means for backers, why the two companies struck a deal in the first place, whether Paradox is interested in pursuing other classic RPG revivals like Torment, and how South Park ended up glitchy despite Obsidian’s allegedly renewed QA efforts. It’s all below. 

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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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