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Obsidian's Pillars of Eternity

vivisectvi

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Obsidian Entertainment Presents Project Eternity

http://www.kickstarter.com/projects/obsidian/project-eternity

Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment.

Combat uses a tactical real-time with pause system - positioning your party and coordinating attacks and abilities is one of the keys to success. The world map is dotted with unique locations and wilderness ripe for exploration and questing. You’ll create your own character and collect companions along the way – taking him or her not just through this story, but, with your continued support, through future adventures. You will engage in dialogues that are deep, and offer many choices to determine the fate of you and your party. …and you'll experience a story that explores mature themes and presents you with complex, difficult choices to shape how your story plays out.

We are excited at this chance to create something new, yet reminiscent of those great games and we want you to be a part of it as well.

I love Obsidian and I love the games that have come out of the Infinity Engine, so backing this was a no-brainer for me. Backers are already flooding in, so I am glad I am not alone on that. I fully expect this to pass its goal within a few days.
 

vivisectvi

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Re: Obsidian's Project Eternity

Chris Avellone said:
Combat will be old-school. "It'll feel like Baldur's Gate 2. After discussions here, we decided to pursue a similar combat style to the [games on the Infinity Engine, like Baldur's Gate and Icewind Dale]—real time with pause. It'll offer the same breadth and depth of combat choices as you'd expect from combats in Baldur's Gate, and our combat system has been one of the first systems we've delved into for the Kickstarter."

The world is totally original. "It's fantasy with its own voice. Josh Sawyer has been leading the charge with the world and race creation—at first glance, players will recognize archetypes and seemingly-familiar landscapes, but often, we just use that as a means to draw you in and let you begin to see the subtleties and differences. Our first goal with the world creation was to make a world that's fun to explore first, and then construct the lore, factions, and conflicts around that."

This is a game with soul. "So there are a few things—we want the player to be able to build their own character, and we want the player to be able to evolve and grow. And this growth wouldn't be limited to the first game, but would continue into subsequent titles as well. The story and world is built around the concept of magic and power tied to a character's soul, and the player's soul and the souls of his companions are... special."

You won't get to create your own party. That's not a bad thing. "Much like Baldur's Gate and Planescape Torment, the player creates one character and gathers a party while exploring the world. We'll be giving the companions as much love and attention as we've done in our titles in the past, from Torment all the way up to [Neverwinter Nights 2:] Mask of the Betrayer and Fallout: New Vegas. We don't want them to outshine the player, but support him and act as a sounding board for his decisions and choices in the game. Our desire is the player character and the companions (if they survive) will go beyond simply one title into future installments."

It will look like the old classic isometric games. "While Project: Eternity heralds back to the Infinity Engine games our fans have played, we'll be using a different engine and it will be isometric. We feel isometric lends itself to more tactical party-based play."

If the Kickstarter fails, they'll just try again. "[We'll] refine the idea, figure out what didn't work, then try again. The nice thing about KS is that you know in 30 days (often, less) if your idea doesn't resonate with the public, rather than 2-3 years down the line or trying to pump so many marketing dollars at people they become brainwashed into liking an idea that never resonated with them in the first place. (That's my final rant.)"

If the Kickstarter succeeds, this will be a franchise. "It means we FINALLY have a world of our own that we can build upon, not just for this title but for future releases down the line. We've wanted to do our own RPG world for a long, long time, and it's been hard to pursue outside of existing franchises. Project: Eternity is our chance to take all the RPG knowledge, mechanics, lore, and characterization we've learned over the years and turn it into the game our fans have been hungering for."
 

Kageho

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Re: Obsidian's Project Eternity

;D You know I love the fact that the people wanted this game and have managed to fund it. Instead of, you know, having to push it to publishers who don't want to develop this game and turning it down simply because it flies in the face of everything that the publishers are trying to get gaming to be. Also, they want it to be M rated fantasy game, and publisher not only don't like M rated games (how often do they try for teen?) but for a fantasy game, that's almost a no-no.

This should be fun. I'll need to back it when I get the chance.
 

vivisectvi

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Re: Obsidian's Project Eternity

They passed the goal today.
 

sbofn

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Re: Obsidian's Project Eternity

Hello, Mac/Linux stretch goal. Goodbye, cash.
 

Kageho

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So close to the first stretch goal of a new race, class and companion. ^_^ Hope we hit it.
 

vivisectvi

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Re: Obsidian's Project Eternity

@Obsidian said:
2M stretch goal achieved! #ProjectEternity with player housing - boom! Stay tuned soon for a new update today!
 

vivisectvi

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Re: Obsidian's Project Eternity

Updates

64,381 backers
$3,256,127 pledged (of $1,100,000 goal)
28 hours to go

Stretch Goals Achieved

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Note about the $3MIL Stronghold Stretch Goal:

At $2.0 Million, your support funded a player house. Inspired by features like The Sink found in Fallout: New Vegas Old World Blues, the house is a convenient place to store gear, interact with companions, craft items (thanks to the $2.4 Million stretch goal), rest, and buy and sell from special merchants. Some of you wanted something that went beyond the standard player house, allowing you to take control of a full stronghold and its surrounding lands. Well-done strongholds provide players with the ability to make large scale changes, undertake special quests, customize the contents of the stronghold and the surrounding environment, and engage in light strategic gameplay between adventures. If we hit $3.0 Million, we will build a stronghold worthy of the title!

If they manage to make it to $3.5MIL they will add a second "big city" to the game:

Baldur's Gate and Athkatla are big cities. Spanning multiple large maps with a ton of interiors, characters and quests, big cities are a lot of fun. Like strongholds, they also take a lot of work to do well. We're going to have one big city in Project Eternity. Would you like two? If you take us on an exciting adventure to $3.5 Million, we will take you on an exciting adventure to another big city.

Endless Paths

For every 2,500 backers they add another level to this dungeon. Here is a concept piece of where it's at so far..

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Concept Art

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vivisectvi

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Re: Obsidian's Project Eternity

7 hours to go and they've passed $3.5MIL. Second big city, it is!
 

vivisectvi

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Re: Obsidian's Project Eternity

http://www.youtube.com/watch?v=AUleDEFkUtE​
 

vivisectvi

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Looking good. Now known as Pillars of Eternity:

http://www.youtube.com/watch?feature=player_embedded&v=HKoDTzea79Y
 
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