Obsidian's Project Eternity

Akratus said:
Aesthethics aren't influenced by budget though. So far Eternity looks quite good, and I must concur that Wasteland 2 is not very well designed aesthetically and graphically. It's not much of a good looking game in comparison to some, although aesthethics are far more important than graphics. But a game can be behind in that and still be fun, like XCom.

Too right - xcom looks absolutely AWFUL by todays standards but still plays like a dream.

But I should elaborate - when i say W2 looks past-gen I don't necessarily mean textures, models, lighting etc so much (though they are a bit sub-standard as you say). Let me be more specific - one of the first things i noticed was an animation thing: the squads legs move exactly simultaneously. This looks STUPID - but yet, is a hallmark of old classics. They simply couldn't provide attention to such details back in the 90's - now they absolutely can. There's no excuse - it's almost like Brian Fargo said: "I want it to look 90's" to the art director ... :?

The terrain looks rigid and static like a stage set - again, back in the 90's that was the limitations, but Project Eternity shows them trying to loosen up the enviroments with rising/falling water levels etc. If W2 is trying to target the old skool market who want games that play AND look like they're from the 90's - they're doing a good job.

But i hope i'm wrong, i really do.
 
I think its has more todo with a design choice, than doing a 90's thing. I believe it is easier to have a strong artistic sense with camera locked at a certain angle, which is fine for an RPG, but a limitation in game that employs tactical combat with cover, many aproaches and multi level combat.

Also I understand that one W2 requirement was to be able to run on very weak systems, so its possible that this rigid look is either a requirement or just initial low poly sets that haven't been given final polish.


p.s. does anyone where I can find a good summary of what we can actually expect to see in Project Eternity? ( not the kickstarter video verity, that says what ol' timer fans what to hear and at the same time says nothing)
 
Hmm looks like some post got lost here, so here is a repost:

Teaser video:


Areas:
PE-TempleEntrance01-1920x1080.jpeg

PE_screenshot_town2.jpg

PE_screenshot_town.jpg

Skaen-temple.jpg

PE_screenshot_cliaban_int.jpg

Early fight/effects from teaser:
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The only game I can think of that was actually RTwP was Jagged Alliance Reboot. All these other RPGs are actually Turn Based in Real time. Special abilities, spells, ect, only happen once the current combat round (turn) ends.
 
It might be a surprise to you but in computing, eventually everything is "turn based", but that is not what distinguish Real Time from Turn Base games. In RT all characters orders/actions are processed "simultaneously", while in TB each character has a turn during which only he acts.
 
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The only game I can think of that was actually RTwP was Jagged Alliance Reboot. All these other RPGs are actually Turn Based in Real time. Special abilities, spells, ect, only happen once the current combat round (turn) ends.
Not true. In Infinity Engine games there are no discreet turns, only different durations for actions, for example a casting time of 6 or a casting time of 9. Whenever you issue an order to a character, the duration of his action starts ticking down, and it has no relation to how far along other characters might be on the durations of whatever actions they're performing (except that they're all measured by same yardstick of the game's ticks or pulses, as fred2 just mentioned).

You can try it for yourself: fire up an IE game and set it to auto-pause at end-of-turn. It doesn't pause once everyone has acted, it pauses every time a character completes an action. If you have one character performing three actions with a duration of 3, and another character performing one action of duration 8, it will auto-pause at 3, 6, 8, and 9.

All the talk about D&D turn-based mechanics going on under the hood is a bunch of marketing BS.
 
You call them ticks or pulses, I call them combat rounds/turns. Although I've never used auto-pause, only manual. If I cast a spell, and it takes a few "pulses" to fire up, I see that as waiting until the end of my turn.

True Real-time would instantly cast spells whenever I issued the order. That's not the way I remember it happening in BGII, but it's been a while.
 
The more i hear about PE, the less interested i get, come to think of it, i've no idea why i even backed this game at all, since im never gonna play it. I really dislike the art style and clunky animations, i loathe RTWP, and many of the directions the dev team have took is depressing. I've no idea why Sawyer gets so much praise at the codex, since his "inovative direction" is the same stupid shit the bigger, mainstream studios have used for decades. Anyone who played IWD2 or seen the F3 beta knows hes a fan of shitty, streamlined mechanics, which are in his own mind, the only, truly enjoyable and deep experience.

At release if anyone is interested in a key, im happy to throw it away.
 
Stanislao Moulinsky said:
Now if only they ditched all that nonsense about R2WP, we'd have a true sequel to TOEE. Ohwell.
This is true (enough), but we're not supposed to; PoE harkens back to the Infinity engine ~which was only ever RT/wP AFAIK.

It would be really nice to get a ToEE2 (or other name for it). It's the best D&D combat implementation that I know of.

** Who here would back an Arcanum 2 by Obsidian? (Improved rule set and Fully balanced for TB combat with no pressure to make it realtime / pause for market reasons.)
 
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