Why I keep looking forward to Obsidian games
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A blog by @JadedWolf
Growing up in the eighties and nineties, I reluctantly embraced PC gaming when it was clear the commodore Amiga had no more future. A friend from secondary school introduced me to Baldur's Gate, and I've been hooked to the genre ever since. I gobbled up anything similar, which turned out to be all the early Black Isle games like the Icewind Dale series, Planescape: Torment and of course the second Baldur's gate and its expansion. After Black Isle was no more, I continued playing games by Bioware, and later Obsidian. What I look for in roleplaying games is deep mechanics, a strategic challenge, a good story, hopefully some hilarious wit (here's to you, Nemnok) in believable characters.
Aside from roleplaying games, I like strategy games such as the Total War series, and city building simulators like the Anno series, Manor Lords or Timberborn. Or any other sort of game that strikes my fancy. For instance, this year I've finally managed to get through both Ori games, and right now I'm playing through Yakuza 0.
So, the first game I played that was made by Obsidian was Knights of the Old Republic 2. It was to be representative of the early productions of the studio. Yes, admittedly, it was rushed, technically very flawed and was clearly lacking content that was cut to make the deadline. But it was still a gem, inserting shades of grey in the normally two-toned world of the Star Wars universe, and in doing so making the world feel that much more real and worthwhile. The characters were believable; they didn’t just exist simply to further the story, but they each had their own agenda, and they were all tied to the player character in their own unique way, as was slowly revealed throughout the story.
And this is what I feel Obsidian so often manages to add to a world, whether it’s an Obsidian original, or borrowed from another’s intellectual property. They take their narratives seriously; they build their worlds to be believable and they allow their characters to live their own lives and not simply be window dressing for the main characters.
I remember going through Mask of the Betrayer, the Neverwinter Nights 2 DLC, for the first time and being awed by the gravity of its story. This was a story of mythological proportions, pitting you against the laws of its universe and death itself, and in a way where you were never quite sure what exactly was the right choice to make. The ending did not offer simple black and white choices, a hallmark of the sort of Obsidian games that I hold dear, and of which I cherish fond memories.
I kept following Obsidian throughout the years, and each time I would look forward with anticipation to whatever the studio would come up with next. Fallout: New Vegas was a huge success, of course. And when the studio started doing Kickstarters for their own IP, there was absolutely no doubt in my mind to throw some money their way. It did not leave me disappointed, both Pillars of Eternity games wove exactly the sort of deep narrative, rich with lore and worldbuilding, that I have come to expect from the studio.
Remarkably, the studio has not lost its soul throughout the years, as exemplified by the 2022 release of Pentiment. Set in the fictional town of Tassing in historical 16th century Bavaria, this game plays like a detective story. But the catch is that actual detectiving is a fool’s errand. Whoever you end up picking as the culprit, you never have enough evidence to be certain that you have picked the right perp. Not that the powers that be mind very much; they’re happy so long as someone is seen to be executed for the crimes.
You could say that the true objective of Pentiment is to unravel the underlaying plot, and to eventually confront the real thread spinner that has immersed the quiet town of Tassing in a state of chaos. But I don’t think that’s quite right. For me, the real objective of the game is to, if only for a moment, make it possible for you to transport yourself to a different time and a different place, and to contemplate what life was like for people in those days, and what kind of choices they were confronted with as the last vestiges of the old were being blown away by the winds of modernity.
And now, it will not be long before their next much anticipated game will come out. I will be honest, when I first heard of the studio working on what was then still considered to be the studio’s answer to Skyrim, I was sceptical. It seemed like they might be biting off more than they could chew, and I felt the sort of formula behind Skyrim didn’t seem to play to the studio's strength.
But now that I’ve seen the first previews, I’m glad to see that it’s actually nothing like Skyrim. It seems smaller in scope, less focused on a large open world, and actually aiming more for a smaller, more intimate experience. A lot has been made about the combat, and luckily the latest news seems to be that there’s been a lot of improvements on that front. But what I find more interesting is that once again Avowed looks to have characters with their own voices and their own agendas. And once again there seems to be a rich story with plenty of mysteries to unravel. I honestly can’t wait, and I’ve always taken the week after the release free from work, so I can fully enjoy it without any distractions. I’m sure I’ll have a great time.
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