Posts Tagged ‘Obsidian’

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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Infinity Engine 2.0: Torment To Use Eternity Tech

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

Have you read our recent megablowouts 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

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

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

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’

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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