Posts Tagged ‘Obsidian’

Expert Speech Skill: Pillars Of Eternity Interview Part 2

In the second and final part of a conversation with Josh Sawyer of Obsidian (part one), we discuss how the design of Pillars of Eternity differs from Fallout: New Vegas. That involves a discussion of New Vegas’ post-release support, official and otherwise, and the pros and cons of traditional RPG systems. Of particular note – why Pillars of Eternity does not have a Speech skill, or any other skill of that sort.

With contributions from executive producer Brandon Adler, we also discuss the role of Paradox as publisher and the benefits of digital distribution, and end with a tribute to nineties RPG, Darklands.

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Freedom And Fantasy: Pillars Of Eternity Interview

Pillars of Eternity was, briefly, gaming’s most successful Kickstarter, at least in terms of funds raised. Like many crowdfunded games, particularly in the early days, it’s a project driven partly by nostalgia. A party-based fantasy RPG in the style of Baldur’s Gate and the other Infinity Engine D&D games, it has a strong heritage to live up to. Obsidian’s Josh Sawyer is the director of the game and I spoke to him late last week about theology, flagellant monks, freedom from licensing and respecting player’s choices. We also talked about his desire to make a historical RPG and his previous work, particularly the design of Fallout: New Vegas.

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

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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Wot I Think – South Park: The Stick Of Truth

Almost two years late, and following a publisher change and multiple slips, Obsidian’s South Park: The Stick Of Truth is finally out this week. (Today in the States, Australia tomorrow, and Europe on Friday, because, sigh.) But has it been worth the wait? As ever, it’s complicated. Here’s wot I think:

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Probe Bono Publico: South Park Censored, But Not On PC

Edit: According to Get Games, Ubisoft have comfirmed that the PC version will be censored in Germany, Austria, Australia, Singapore, Hong Kong & Taiwan. Elsewhere, it will be unaffected.

South Park is a series known for its ability to get away with quite a lot, but not everything. Add South Park: The Stick of Truth to the raucously raunchy series’ short list of consolations, as it’s had a few scenes nipped and tucked in Europe, the Middle East, and Africa. You might feel inclined to curse up a storm, make a steaming pile of poop jokes, and then somehow come around to making a worthwhile point in response, but take a deep breath: the PC version is unaffected.

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Thy Name Is Douchebag: 13 Mins Of South Park

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

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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