Posts Tagged ‘Project 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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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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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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Fungeons And Dragons: Project Eternity’s Strongholds

By Nathan Grayson on September 5th, 2013.

Are you ready for a painfully tired joke? Oh man, you’d better sit down for this one. That way, you won’t be able to throw your chair at me. OK, here goes: we haven’t heard anything substantial about Project Eternity… in an eternity. Urgh. I told you it would be painful. It really has been a while, though, so let us excitedly giggle and wriggle over Obsidian’s breakdown of the modern hopefully-classic’s stronghold system. You can tax people! And imprison them! And somehow still be a “hero” I guess! Videogames!

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Project Eternity Looks Like Its Concept Art

By Jim Rossignol on August 7th, 2013.


I have a tedious complaint about the process of games being conceived and then arriving on our screens, and it’s that so often the concept art looks better (more artistic, more atmospheric) than the eventual reality of the thing. I browse concept art all the time, and there’s always a Bioshock painting that looks more interesting than the game. Not so with mega-Kickstarted RPG Project Eternity, as evidenced by a couple of new shots, which you can see below.
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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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It Lives! – Project Eternity In Motion

By Nathan Grayson on April 10th, 2013.

Now with infinity percent more stuff actually happening!

My old-school RPG gland’s been engorged with excitement for many reasons lately, but the past few weeks have seen Torment race to the front of the pack – and not just because it’s chock full of twisted sights and sounds not of this world. In something of a revolution, it also moves. Like, its pictures just sort of do things, without the assistance of a flip book, finger puppets, or any of the other traditional methods. So imagine my elation when I discovered that Project Eternity will, in fact, employ similar motion gremlins to sow the glorious song of movement into its lush mountains, valleys, and plains. See everything dance, wiggle, and jiggle after the break.

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Obsidian On Project Eternity, Kickstarter’s Future

By Nathan Grayson on February 16th, 2013.

Kickstarter has been quite kind to Obsidian. Once upon a time, “Let’s make a spiritual successor to Planescape: Torment, but with no recognizable license and a truckload of old-school trappings” would’ve only gotten them as far as the giant-red-button activated trap door I imagine every major publisher secretly has in their meeting room. But now the band of Black Isle castaways is back on the map after some nasty post-Fallout layoffs and sailing quite smoothly. In recent times, however, Kickstarter’s started to get a bit cranky. High-profile washouts are piling up – Wildman the most visible among them – and the gold in them thar hills seems to be losing its sheen. So then, is it time to book it back to publishers? For his part, Obsidian CEO Feargus Urquhart thinks it’s all about balance. “These are enjoyable games to make,” he told RPS. “I think it would be great to keep on making them. It helps us build a brand. So that’s where it’s transformative. It’s going to change our business, absolutely. Is it going to change the entirety of our business? No.” Tons more on that, Project Eternity, and a possible South Park delay after the break.

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Obsidian’s Urquhart On The Future Of RPGs

By Nathan Grayson on February 15th, 2013.

Obsidian’s a company that’s always stricken me as bizarrely restless. Despite its near-legendary Black Isle legacy, the Project Eternity and South Park developer’s rarely had an easy time finding a comfortable place in the industry. But then, when you think about it, that’s not entirely surprising. Both RPGs and storytelling in games – Obsidian’s wheelhouses – have spent countless years in constant flux. And though recent times and a massively successful Kickstarter have given the developer some solid ground to stand on, the eager hands of change are once again threatening to yank the rug out from under it. Uncertainty’s permeated the entire industry as of late, but Obsidian CEO Feargus Urquhart has no intention of blindly following the future. His plan? To redefine the whole RPG genre. During the recent DICE Summit in Las Vegas, he and I chatted about that.

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Project Eternity Made An Awful Lot Of Money

By RPS on October 17th, 2012.

Well, the sad news is that Project Eternity just couldn’t raise the funds required to see its ambitions met. The Kickstarter came to an end last night, and just fell short of its… four million dollars stretch goal.

Yes, of course, this is actually the most financially successful gaming Kickstarter of all time, the $1.1m goal smashed to pieces long ago, and finishing on an extraordinary $3,986,929.

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Project Eternity Releases Image, Aims For $3.5m

By Jim Rossignol on October 12th, 2012.


Click for full size! Although it’s being made in Unity, Project Eternity uses the same methodology as older RPGs: creating a 3D environment from a fixed perspective, and then allowing artists to go in an art the environment right up. They’ve done that here, and it looks okay, I suppose. They’ve probably done it before. Obsidian’s big Kickstarter project to make an RPG like-they-used-to-do had raised $2,723,473 at the time of writing, and with just a few days left they’ve announced that there’ll be an additional stronghold at $3m, and another big city in the game if they get to $3.5m. If they just get to $2.8m then they’ll add George “Mask Of the Betrayer” Ziets to the dev team. Will they get all the way to $3.5m? I doubt it, but maybe. Frankly, I hope so.

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