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  1. #21
    The Fucking Voice of Actually
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    Two million broken! With TWENTY fucking days left.
    So now added is
    Player House at $2.0M adds quests, NPCs, a companion hang out, more dialog, and a new store with new unique weapons, clothing, and armor.
    Also, a novella in the setting will be written by Chris Avellone, and will be added to all $50 plus tiers.

    Next is 2.2m and the Linux replacement is French, German, and Spanish translations of the game. (in addition to "a whole new faction and all the territory it holds. This adds new NPCs, quests, magic items, stores, adventure areas and yes, you got it, another companion".)

    Also, here's some NPC artwork they showed


    EDIT: And now a fresh update from today
    We love giving players options: character build options, personality options, story options -- all the options you might want to play around with. We recognize that many players also want to play the game their way and have an experience that matches their particular RPG tastes. RPG fans share a lot of common ground, but on matters of visible mechanical feedback, complexity, and the overall level of punitive face-punching a game provides, there's a big spectrum of opinions. In a lot of cases, it's not too hard for us to provide options to turn an individual feature on or off, so we want to make that possible when resources permit us to do so.

    Additionally, even among the ranks of RPG superfans, there exists a subset of players who can't get enough challenge. They want all of the difficulty features set to "I am pro." Collectively, we've worked on a bunch of these challenge modes in the past and enjoyed the results. Project Eternity seems like a very appropriate place to highlight suites of these difficulty options as distinct gameplay modes that players can opt-into at the beginning of any game. We've come up with three modes we'd like to support, which also includes the ability to turn many of their sub-features on and off on an individual level in an ordinary game: Expert Mode, Trial of Iron, and Path of the Damned.

    Expert Mode will disable all of the common ease-of-use / in-case-you-missed it gameplay elements like the display of skill thresholds, influence/reputation modifiers, and similar "helper" information. In a fashion similar to Fallout: New Vegas' Hardcore Mode, Expert Mode will also enable more punitive and demanding gameplay elements, in and out of combat. We're not saying we're going to have weighty gold (for real, we're not saying that), but if we did, you can bet that would be automatically turned on by Expert Mode.

    If you guessed that Trial of Iron is like Temple of Elemental Evil's Ironman Mode, you guessed right. When you start a Trial of Iron game, you have one save game that persists for the entire campaign... or until you die. And if you die, your save game is deleted. Enjoy!

    Path of the Damned is a spiritual successor to Icewind Dale's Heart of Fury mode. In our encounters, we like to turn individual combatants on and off based on the level of difficulty. If you come into an area on Easy, maybe casters are replaced with weak melee enemies. If you come in on Hard, maybe the casters are augmented by a tough melee enemy or two. With Path of the Damned, that goes out the window. All enemies from all levels of difficulty are enabled and the combat mechanics are amplified to make battles much more brutal for everyone involved.

    The first question you may have is, "Can I enable multiple challenge modes at once?" Yep, you sure can. They have to be selected at the beginning of the game, but if you want to play with two or all three at the same time, you can certainly can do so. If you're not quite sure you want all of the elements that come along with a given mode, this funding level will also cover implementing the ability to enable and disable the individual sub-features.

    Along with these modes, we also want to introduce the Godlike races. These folks have been described previously as being similar to the humanoid "planetouched" in D&D: aasimar, tieflings, and genasi. That is a good high-level description of them, but they are viewed differently by various factions, faiths, and cultures in the world of Project Eternity. Godlike were "blessed" before birth by one or more of the meddling deities of this world. Though their appearances vary, they are unmistakeably otherworldly when anyone gets a clear look at them. Sometimes, the reaction they get is overwhelmingly positive. Many times, the reaction is overwhelmingly not. For better or worse, the physical "gifts" that mark them as Godlike always come with supernatural blessings (and curses) of their own.

    The first question you may have after reading this may be, "Hey, what about the other races that have already been funded?" Those races are in the process of being fully designed and concepted -- and they can't be summarized quite as simply as "sort of like planetouched". We'll have more for you on those guys in the not-too-distant future. Thanks again for your support, your patience, and your questions.
    So tl;dr, at 2.3m challenge modes and a new race added.

  2. #22
    The Fucking Voice of Actually
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    2.2 million reached, the game now stands at five races, seven classes, and eight companions. Is just a little bit all around bigger, and will be in English, French, Spanish, and German, on PC/Mac/Linux.

    100k more at 2.3 million, and we get a new race and challenge modes.

    Also, a non-cash expanding goal has been announced.

    We are very excited to announce a reward to all backers that have helped us come this far. Today we are introducing The Endless Paths of Od Nua - a new dungeon experience for Project Eternity:

    In the western reaches of the Dyrwood lies the Endless Paths, an ancient network of cobbled trails that wind through arches of dense overgrowth, twisting within the confines of a high castle wall as they make their way to the gates of iron-shuttered towers that jut forth from the interior. In ages past, the towers rising from the gardens to pierce the canopy of the forest once marked the dominion of the castle's relentless, crazed builder: Od Nua. But the courses of Od Nua's madness run far below the surface, stretching forever deeper into wandering catacombs and bone-cramped oubliettes unseen by living eyes for centuries. The Endless Paths, as the old Glanfathans call them, cannot be walked by the living, but the storytellers say with certainty that many strong souls have found a permanent home beneath the grieving creator's estate.

    Most else that is said and written of the place is fiction or conjecture, more likely to have sprouted from the svef-enhanced imaginations of bored and boasting mercenaries than from any seed of truth. Hosts of lost souls that relentlessly stalk the living, cathedral-sized tombs overflowing with the restless victims of a horrific plague, lightless chambers sealing in the remnants of Od Nua's failed experiments. Most legends converge on a common theme: that under the castle rest myriad forgotten vaults of death and darkness glittering with Od Nua's enchanted creations and the abandoned treasure of ill-fated interlopers. So great is the fear of the castle's denizens that even drunken and drug-cheered adventurers do not joke of setting foot on the paths, lest their souls join the eternal ranks of those that have gone before them.

    The current plan is to make The Endless Paths with three subterranean levels, but it can grow larger with your help. For every 2,500 additional backers, the depths of Od Nua’s castle become deeper, which means one additional level will be added to the vaults. Continue to spread the word about Project Eternity, and let's see how big we can make The Endless Paths!
    tl;dr New dungeon added to game for reaching the 50k backer mark (already happened). The dungen will be made bigger for ever 2,500 backers. So even $1 donations have a purpose.

    Finally, the next stretch goal has been announced. Reached at 2.4 million.

    Crafting and enchanting in Project Eternity will allow players to use objects and materials they find during exploration to both create consumable items like potions and scrolls as well as give their gear custom upgrades that can't be accomplished by other means. This system is intended to be easy to use and very flexible, allowing players to customize many aspects of what they can create or alter. Whether it's brewing basic potions from herbs and minerals commonly found throughout the world or upgrading a humble broadsword into a custom-named, magically-imbued weapon of distinctive and legendary power, we want to give players the ability to make it. On the development side of things, we also want to make the system as data-driven as possible, allowing us to easily extend our list of recipes in the future.
    Also, they've been adding a la carte donation options, I'll sum them up later.

    More art


    On characterization
    http://forums.obsidian.net/blog/1/en...racterization/
    http://www.kickstarter.com/projects/...y/posts/317536

    Q&A
    http://www.kickstarter.com/projects/...y/posts/318515

  3. #23
    Annihilation Banwave
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    Sweaty Dick Punching Enthusiast

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    Awesome that they have met and exceeded all goals within such a short time frame.

  4. #24
    blax n gunz
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    Hardcore modes seem intense and at this pace they'll easily surpass their $2.4M stretch goal. I wonder what they'll have planned at the $3M mark.

  5. #25
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    They're not going to get to 3M, their numbers have been slowing down quite a lot since the first week. There's just under 2 weeks left. It'll probably end up at around 2.4~2.5M

  6. #26
    The Fucking Voice of Actually
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    Many kickstarters tend to get funding in a U shape.
    Like so http://www.kicktraq.com/projects/143...ok#chart-daily

  7. #27

    Sweaty Dick Punching Enthusiast

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    Kickstarter never ceases to blow my mind.. like 50 people contributed over $1,000. Who are these wealthy lovers of dated game genres?

  8. #28
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    Probably people who have a decent income, loved playing those games back in the day and noticed there's almost no hope of good ones coming out today because of the (incorrect) perception that there's no more market for these "dated" games?

  9. #29
    The Fucking Voice of Actually
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    2.3 million reached, the game now stands at six races, seven classes, and eight companions. Is just a little bit all around bigger (with multiple masochist modes), and will be in English, French, Spanish, and German (and now, surprise, Russian and Polish), on PC/Mac/Linux.

    Next is 2.4 million, with crafting and enchanting, scroll up a bit to find a quote with more information.

    2.5 and 2.6 million stretch goals have been announced

    2.5 adds two more classes to the game (bringing the total to nine).
    Barbarians come from many of the more remote cultures found across the world. In the Dyrwood, they are commonly found among Glanfathan elf communities. They are distinguished from fighters by their recklessness, ferocity, and their predilection to substitute raw aggression for discipline. Barbarians are a challenge to deal with on a battlefield, though they are vulnerable to exhaustion if they don't pace themselves.

    Ciphers are uncommon and often misunderstood individuals with extraordinary mental abilities. Like wizards and priests, they have many talents that draw directly from their souls, but ciphers have the unique ability to peer through the spiritual energy of the world to manipulate other souls. While wizards use complex formulae in large tomes and priests tap into the passion of their faith, ciphers are able to operate directly through the power of their minds... and yours.
    2.6 adds a non-written companion system to the game.
    At $2.6M, we will add an Adventurer's Hall to the world. In the Free Palatinate of Dyrwood, adventurers and mercenaries from across the world are often employed as personal bodyguards, elite security, or salvage (plunder) teams that venture into the forgotten corners of Eír Glanfath. A lot of the folks who hang out as such places are robbers and miscreants, but reliable agents can be found and employed with a bit of patience.

    What does this mean for you? It means that if you don't like a companion, or if you don't like any of our companions, you won't be cut off from having characters of their classes. Over time, you can build your own custom parties to play through the game. If you want a party of monks or all casters, this gives you the ability to do it within the game while still maintaining the pacing of the standard PC + companions play style.

    As for updates, you can hear and hear about some of the music
    http://www.kickstarter.com/projects/...y/posts/320485

    Also, a discussion of the core classes
    Classes: the "Core Four"

    Classes in Project Eternity are meant to provide a general framework for character types. Different classes excel in different areas, but the framework can be extended and elaborated on in a multitude of ways to create characters with unique capabilities. If you see a fighter, chances are good that he or she is going to be able to take a lot of damage, but that's about all you can be sure of. If you see a wizard, he or she probably has some hard-hitting spells that can cover a large area, but his potential list of capabilities is vast.

    If you want to create a wizard who wears plate armor and hacks away with a broadsword from behind a heavily-enhanced arcane veil, we want to let you do that. If your idea of the perfect fighter is one who wears light armor and uses a variety of dazzling rapier attacks in rapid succession, we want to help you make that character. So it's good to think of Project Eternity's classes as being purpose-ready but not purpose-limited.

    To date, through our Kickstarter campaign, you have helped us fund seven classes. In our design, we started with the "core four" because they are the most broadly familiar and also some of the most versatile: the fighter, the priest, the rogue, and the wizard. To these four, you helped us add three specialized, but popular, classes: the ranger, the monk, and the druid. The design of each class has a solid, distinctive base set of abilities that remain in most builds, but will have a large number of optional specializations and alterations to give players a high level of flexibility in developing an individual character's particular style.

    Though we are still early in development, we'd like to let you know the rough ideas on what the “core four” classes of Project Eternity encompass:

    Fighter - Fighters are men and women trained to use a wide variety of traditional weapons in brutal combat. They are often put in -- or put themselves in -- harm's way and are built to take an extraordinary amount of punishment. Though not traditionally as mobile as the monk nor as likely to dish out individually withering attacks as a rogue, fighters are dependable and flexible, able to shift between a variety of attack modes that alternate between high damage, maintaining a strong defense, weakening opponents, and dealing harsh retribution to those who attack his or her allies. Some fighters build up arsenals of feints, knockdowns, and special attacks rather than rely on the “slow and steady” approach.

    And while fighters are often thought of as being primarily melee-based, they can specialize in a variety of weapons, including bows, crossbows, and even firearms. They're unlikely to outclass rangers at their own game, but fighters can be almost as dangerous at a distance as they are up close. Though it may not look like it to see them in battle next to wizards and priests, fighters are just as able to tap into the power of their souls to devastating effect: accelerating their attacks to a superhuman speed, striking foes with such power that nearby opponents are knocked off their feet, and maintaining a phenomenal endurance that allows them to rapidly bounce back from even terrible wounds.

    When they aren't locked in life and death struggles, fighters are, unsurprisingly, often quite athletically capable. Even so, it's not uncommon to find fighters who are stealthy and well-educated. Moving unseen and knowing how to get out of a jam can come in handy even for them.

    Priest - In a world with many gods, there are many different types of priests. Though the majority of priests spend their time tending to worshipers or engaged in relatively peaceful pursuits, there are ranks of dedicated adventuring or mercenary priests who have turned the flame of their faith into a spark to ignite the power of their souls. Such men and women have found a divine link to their chosen deity, but their abilities stem solely from within.

    Dedicated to spreading the news of their gods' dominions in the realms of mortals through their own deeds, adventuring priests thrust themselves into lethal conflict to prove their worth. Often trained to fight alongside soldiers of their respective churches, priests are capable in the fray (and near the fray, for those who follow less melee-oriented faiths), but their true power comes from their prayers, faith-inspired miracles that aid their allies and punish their enemies. These miracles range from combat blessings, weapon enchantments, and protective barriers to divine summons, sanctified wards, and crippling curses. In many ways, the prayers of priests have almost as much variety as wizards spells, though priests are restricted to invoking prayers that are aligned with their faith. Additionally, priests often specialize in the weapons, armor, and litanies of prayers most beloved by their church. Thus, the multitude of gods produces a multitude of different priests, each with their own unique array of abilities.

    Most priests are church-educated and are widely versed in many types of lore. However, some priests get by on pure faith alone, having little knowledge of the world around them. Such battle priests often lean more heavily on their athletic abilities when they are in the field.

    Rogue - Contrary to what their name might imply, rogues come from many walks of life. They are cutpurses, thugs, and courtesans but also aristocrats, diplomats, and personal guards. Often separated by station in life, they are united by their reliance on wits, speed, and subterfuge to achieve their goals. The way of the rogue is not to stand toe-to-toe with the biggest brute in the room and exchange body blows, but to glance away in feigned confusion and slip an unseen blade between the brute's ribs as he turns his attention. When a room explodes in a storm of fire, the fighters grit their teeth, the priests pray for salvation, and the wizards fumble to find a spell to protect them, but the rogues just... disappear. They excel at being in the one place where no one's looking, at kicking people when they're down, at taunting a foe into turning its back on the rogue's ally while he or she nimbly skips away, and at being just too damned slippery to pin down.

    Whether they pack a pair of daggers, a fine rapier, a slim bow, a stubby pistol, or a brutish club, rogues haul a carnival of pain with them wherever they go. If their natural tendencies weren't dangerous enough, their affinity for skullduggery allows some talented rogues to tap into their souls to perform amazing stunts: fading from view in plain sight, briefly cloaking their allies in a veil of shadow, imbuing their weapons with a soul-eating venom, or even becoming so insubstantial that blades barely hurt them.

    While rogues are known for their stealthy nature both in and out of battle, many of them are quite talented with machines and contraptions of all sorts. High-born rogues are often very knowledgeable about esoteric, while many low-born rogues are well-equipped to survive in the wild.

    Wizard - Widely respected in most societies, wizards of Project Eternity are men and women of high education and extreme mental discipline, if not always outright intelligence. Wizards are sometimes called navigators of the mortal soul, charting out and practicing the precise ways in which “ordinary” people can unlock the power inside of themselves. Using their knowledge to truly spectacular ends, wizards rely not only on ancient practices but also their own research to propel them forward. Far from being occult or protected knowledge, most wizards' spells are just so incredibly complex and physically demanding that even practiced wizards cannot invoke them without the use of expensive, specially-enchanted tomes.

    And what do the tomes contain? Instructions on ways to use one's soul to alter reality, to warp time around enemies, to make skin as tough as stone, to counter even the most powerful magic, to invoke balls of flame, bolts of lightning, gouts of acid, to conjure nightmares out of thin air. Truly, the possibilities open to wizards seem to exceed even those of what priests can call upon through their faith. And though any wizard may prepare several tomes, an inexperienced caster is not capable of channeling power through the log-thick, anvil-heavy, dog-eared grimoires of wizened archmagi. Such novices must alternate between more modest selections, relying on their less demanding spells and talents when they are unable to call upon their tomes.

    Wizards are often assumed to be masters of occult lore. While this certainly applies to their knowledge of spells, many wizards are so narrowly-focused that they are ignorant of outside culture and history. It is also not uncommon for wizards to delight as much in mechanical curiosities as rogues. Because their powers make them targets in battle, a surprising number of wizards are quite fit, even if they aren't particularly strong.
    Also, the other three classes (so far) are rangers, monks, and druids.

    Lastly, if you can't use kickstarter/amazon payments for some reason, Obsidian now has a paypal path to donate.

  10. #30
    The Fucking Voice of Actually
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    2.4 million reached, the game now stands at six races, seven classes, and eight companions. Is just a little bit all around bigger (with crafting systems, and multiple masochist modes), and will be in English, French, Spanish, German, Russian, and Polish, on PC/Mac/Linux.

    FINAL WEEK! If you want to donate, avoid putting it off much longer.

    Next is 2.5 million, approaching fast, with Barbarian and Cipher classes added.
    Also, one more level has been added to the backer count dungeon, and it's only 1,000 more away from another expansion. (Also, there's a drive for 20,000 facebook likes for another level)

    On that note (best fucking segway)
    What we are also doing is adding the first expansion pack for the game to the $165 Tier (and above). The expansion will come out approximately six months after Project Eternity is released and is not being funded by this Kickstarter. That’s right, it’s not DLC, but a real honest to God RPG expansion pack. We don’t have the details on the Expansion yet, but you can bet it will be what you’d expect from an Infinity Engine game expansion.
    also
    Personally, we are incredibly thankful to him and for the second wave of Kickstarter attention he brought with Wasteland 2. But, Brian hasn’t stopped being the great guy that he is, and so, he’s helping us out by letting us add Wasteland 2 as a reward at our higher tiers. So, what tiers will that be? A lot of you have asked for a digital tier after $110, so we are adding a $165 Digital Only Tier. That means Wasteland 2 will get added to this new $165 tier and all the tiers above.
    So if you have cash to burn and didn't back Wasteland 2 (and want the expansion pack), there you go.

    Also, Obsidian has joined on to Kicking it Forward drive. So 5% of the games sale profit will be spent on backing future kickstarters.

    There was another Q&A, this time on combat
    http://forums.obsidian.net/topic/611...with-tim-cain/

    Lastly, mod support.
    From Neverwinter Nights 2 to Fallout: New Vegas, we've enjoyed supporting the mod community, and we are continuing that with Project Eternity. It is awesome to see how you extend the worlds we make.

    To make getting mods easy, we are excited to announce that our friends at the Nexus will be the official spot to download Project Eternity mods once the game is released. They have been a great host for mods for our past games, and we want to continue the trend with the Project Eternity Nexus. Check out the Nexus Network at www.nexusmods.com.

    Our plan is to release our file-format information and expose as much of the data in the game as possible for you to extend and edit. We traditionally do not "hard-code" numbers so that our designers, and you, have the power to easily change and iterate on RPG data. We also plan on releasing localization tools to let communities around the world create localized versions for languages we are not translating Project Eternity into.

    As we get more familiar with Unity during production, we will be extending Project Eternity even more for mod makers. Look forward to announcements in the months ahead as we make further progress and can provide you with more information about tools and mod support.
    Oh, and some art

  11. #31
    The Fucking Voice of Actually
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    2.5 million reached, the game now stands at six races, nine classes, and eight companions. Is just a little bit all around bigger (with crafting systems, and multiple masochist modes), and will be in English, French, Spanish, German, Russian, and Polish, on PC/Mac/Linux.

    The 55,000 backer count was reached, so the mega-dungeon is now five levels deep.

    Next is 2.6 million and non-story companion generation.

    Two more stretch goals announced.
    2.7 adds two MORE classes (bringing the total to ELEVEN)
    Paladins are extremely devoted, often fanatical, soldiers who have pledged themselves to a chosen cause, combining the zeal of a priest with the ascetic discipline of a monk. They have founded many elite fighting forces, from the original Darcozzi Paladini, a two thousand year-old order of palace guards, to the fledgling Fellows of St. Waidwen Martyr, zealous defenders of the Godhammer pilgrim trail. Often found at the vanguard of many conflicts, paladins are natural leaders and have the ability to quickly assist their allies with targeted commands. A paladin's commands can stave off impending death, overcome fatigue, or hasten the charge to close breached defenses. And though they are not always pledged to the service of a god or gods, paladins are so singularly focused on their chosen cause that their souls are continually creating a wellspring of spiritual energy from which they can blast groups of foes in their immediate vicinity. Despite their often stoic presence and explosive combat style, paladins work best alongside allies. When isolated, they can be vulnerable, especially against singular powerful foes.

    Chanters can be found in almost any culture, but are most often seen in communities with a strong oral tradition. They are repositories of folk knowledge and common wisdom, tellers of tall tales and hallowed legends. Though chanters have a bit of minor talent in traditional arts of combat and soul-based magic, their true power lies in their chants. Chanters construct chants from individual iconic phrases and rhyming couplets they have memorized from hundreds of stories and poems, creating a chain of magical effects that plays out over time. While chanters do use the power of their souls to work their magic, chants are exhortations to the unconscious memory of wayward souls and the diffused spiritual energy of the world. That is, ambient spirits respond to the evocation of ancient, common story elements and play their part in reconstructing the chanter's tales. While a chanter's magic may seem modest compared to that of a wizard or a priest, chanters are able to recite their chants while occupied with other activities, making them extremely versatile.
    2.8 lets them hire a special dude
    It’s our pleasure to introduce our next stretch goal of George Ziets at $2.8m – with your help, we’ll be able to enlist the skills of George Ziets in shaping Project Eternity. For those not familiar with George’s work, he was the creative lead and core writer behind the acclaimed Mask of the Betrayer - the first expansion pack for Neverwinter Nights 2. George leant his talents to many of Obsidian’s other games including Fallout: New Vegas.

    George is gifted in designing lore, levels, and companions for role-playing games, and Baldur’s Gate 2 is one of his favorite titles. His impact can be felt in Mask of the Betrayer, and the character concepts, story, and his narrative decisions to take a disused section of the Forgotten Realms and use it as a backdrop to weave a fascinating story is testament to his design skills. We’ve given him the rundown of Project Eternity, and he’s eager to help shape the lore, design areas, and bring the characters in the world to life.
    Also, there will be a screenshot of the game on Thursday.

  12. #32
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  13. #33
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    You really can't appreciate that with BG's auto-resizer junk. Make sure you right-click/open in new tab to see all the glory.

  14. #34
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    I do not think i ever wanted to play a game so badly before. Guess i will at least contribute $25 or something into the project and see what i can get out of it.

  15. #35
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    just passed 2.8. Would be awesome if they can get that 3.5 goal, but that's a lot of money, heh.

  16. #36
    blax n gunz
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    Even I'm thinking 3.5 is unreachable, but 3M is perfectly plausible

  17. #37
    The Fucking Voice of Actually
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    Well, at the moment it's pulling in just north of 100k a day, and there are 4 days left, so that's 3.2
    BUT
    For something like this, some really big numbers come in at the end. Also, there are PayPal donations that we can't see, so the full total is higher than it is.

    3.5 just might happen.

  18. #38
    Art Connesseur of Blue Gartr
    Join Date
    Jul 2007
    Posts
    5,497
    BG Level
    8
    FFXIV Character
    Odess E'iron
    FFXIV Server
    Balmung
    FFXI Server
    Ragnarok

    Ah what the hell. Put in $25. I've blown it on worse things. For all of their faults, I usually end up enjoying Obsidian games. I know they usually get hit with very tight deadlines, so I'm hoping with this they'll be able to work out the usual kinks they have in their games sometimes.

  19. #39
    The Fucking Voice of Actually
    Join Date
    Nov 2007
    Posts
    10,293
    BG Level
    9
    FFXIV Character
    Cantih Hacos
    FFXIV Server
    Gilgamesh
    FFXI Server
    Bahamut
    Blog Entries
    6

    THREE MILLION!
    STRONGHOLD!

    Fifty nine hours left, WILL IT GO
    ALL
    THE
    WAY!?

  20. #40
    Yarglebargle
    Join Date
    Feb 2010
    Posts
    3,320
    BG Level
    7
    FFXI Server
    Valefor

    As a disclaimer, I hope this turns out well for Obsidian because I enjoy their games, but...

    I can't wait for them to blame the people funding the kickstarter for rushing this as an excuse for all the bugs/non-finished gameplay because there isn't a publisher this time.

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