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ABearIsHere

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About ABearIsHere

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  1. There has been no mention of a GOG release and the Epic Store/Windows Store exclusivity was stated to be for a year, which means the game will probably come out on Steam in October (source: https://www.polygon.com/2019/3/20/18274456/epic-games-store-exclusives-outer-worlds-control )
  2. Avellone's story has been available for a while for the backers of the Pillars Kickstarter. I think I've read recently that his adventure path was released recently too. I don't know anything about any Torment content besides the stuff he wrote for the game.
  3. They've already said (and showed) that the game will also feature a third-person camera view.
  4. I think 2d10 in this case just means 2d10, if it was a percentile roll it would probably be indicated in some other way. Rolling multiple dice with a smaller number of faces is common in a lot of roleplaying games as it changes the probability curve and makes the very lowest and very highest results more rare. I can't even begin to speculate as to why *specifically* 2d10 was chosen for that roll, but 3d6 is, for example, a *very* common roll in a lot of modern RPG, especially those that are based on the Apocalypse World ruleset (usually abbreviated as PbtA). I don't know the specifics of the PoE ruleset because I haven't had the time to pore over it in detail and it seems to still be in a state where it's iterated on very heavily.
  5. VGChartz is not a very trustworthy source, though. Their methodology is pretty poor and I'm not sure they even track digital sales.
  6. That's only for PoE2 and I think Wasteland 3, btw, because of the acquisition by Microsoft. Phoenix Point already turned a profit for the investors because of the Epic money but I do think they're continuing to pay dividends.
  7. I did point out that SteamSpy's inaccurate and counts copies owned and not sold, but it's the only source available now that Microsoft bought Obsidian and Fig isn't paying dividends anymore (they paid a final lump sum).
  8. Pathfinder: Kingmaker most likely didn't do in the same ballpark as PoE1 but it's a relative success because it was developed on a lower budget. Even the most conservative budget for PoE2 (before it was decided to go full VO) was something like 40% more than PoE1 (which I think ended up costing around $7 million), so the fact that commercially did worse than its predecessor and apparently lower than the grognard-friendly, more budget-conscious Russian Pathfinder IE-like, is certainly proof that something in Obsidian's strategy/choice to iterate on PoE1 in the ways they did failed to attract the necessary audience. Perhaps Divinity: Original Sin 2 gave Obsidian a false sense of confidence when it's the exception to the rule and the audience for these games just isn't that big. Perhaps Pillars 2 didn't have enough marketing or the marketing was of poor quality/didn't get the message across. Perhaps the original game failed to resonate in spite of good sales with a long tail and people didn't feel the need to come back for a sequel. Perhaps, perhaps, perhaps. There are a million possible reasons and I'm no armchair market analyst (I certainly think the discussion of the pros and cons of PoE2 also doesn't necessarily have a *huge* effect on its sales outside of maybe word of mouth, given the game failed to reach its audience in the first place rather than getting an overwhelmingly negative reception from the people that bought it) so I really can't give an informed opinion besides the fact that it obviously was a commercial failure for Obsidian. P.S. : Also, we discuss copies sold and owned a lot, but I wanna reiterate: 1) copies sold could be sold at a very steep discount, reducing the profit margins; 2) SteamSpy estimates "copies owned" so it's also counting all the people that own Steam copies because of the Figstarter.
  9. We don't really know. The most we can see is a rough estimate of copies *owned* on Steam, which also includes copies redeemed from the crowdfunded campaign or included in bundles. SteamSpy estimates those copies as 500k-1million (the estimates have a very wide margin since Steam hid a lot of information that was used to come up with more accurate estimates). You also have to consider that other factors play a part in the game's financial performance: how discounted were those copies? how much money did Obsidian spend supporting the game? was the DLC successful relative to the main game sales? Basically, we don't have a lot of information on what's going on with the game financially and even Sawyer's information is apparently slightly out of date, but it all points to the game underperforming compared to the original even though the budget was clearly higher.
  10. I mean, I guess that's *sorta* what the South Park people did with their South Park games? Although they're also creatives and took a large stake into writing the games' stories.
  11. It's a choice between either sinking money into upgrading the weapon you've custom-fitted exactly how you want, or swapping to a Mk II/Ultra version that is generic and doesn't have the mods you want. Obviously, this is just when we're discussing the base weapons, Science Weapons and Uniques can only be upgraded via Tinkering and there isn't an alternative to that, so in that specific case, it's a money sink (especially for builds that don't have high combat abilities, which can compensate for the level difference/lower base DPS).
  12. I do agree that maybe making tinkering costs exponential wasn't the best solution, though it does incentivize swapping weapons more often and theoretically makes you think twice about installing rare mods. Ultimately I just feel like the system could be improved/fine-tuned, especially if a sequel had better weapon progression, but it's obvious that The Outer Worlds didn't have an enormous budget and the luxury of starting with a lot of weapons inherited from a previous game, like Fallout: New Vegas did.
  13. I know I'm late, but it's not specifically that I only play RPGs, but rather that survival games don't greatly appeal to me. I've played The Forest with friends when it was in Early Access and it was a fun experience, but I haven't really booted it up since then. However, again, it's no biggie, Obsidian's developers are probably gonna do better work and be happier people if they aren't chained to their desk with the expectation that they have to make RPGS ALL THE TIME.
  14. That's very cute! I like the posing and how fluid the action feels in your piece. It's got a great energy!
  15. It's not the game for me, but I think it's healthy for a company to let their employees pursue their passion projects and branch off in different directions. If you, like me, don't have much interest in another survival game, see it like this: this is a team that is learning important, interesting know-how on Unreal Engine 4 they might not have if they had just spent time working on an Outer Worlds sequel and worked out on all the shooty stuff, design know-how that might apply to future RPGs, and is flexing creative muscles that usually don't find much space in the genres and kind of stories that RPGs tell. Besides, the recent interviews they've given confirm that Obsidian's also working on other projects (that was obvious enough, given this game has a team of 13 people and Obsidian has more than 10 times the number of people) and that they're RPGs. Nothing to worry about the future of the company in the sense of them suddenly pivoting away from the genre. Now, will Obsidian's corporate culture be negatively affected by Microsoft's acquisition? Will Feargus Urquhart be more involved on a day-to-day level and perhaps directing RPGs again be a good or a bad thing? Who knows, I can't predict the future, but a lot of the doomsaying is based on wrong assumptions about certain things. I'm not saying to give this game a chance because I'm not part of Obsidian's marketing department and quite frankly I'm not super-interested in either, just saying that it doesn't warrant huge reactions yet. Not that I'll be able to stop them, lmao. Also, source on Obsidian having other projects in the works and Feargus wanting to go back to directing: https://www.eurogamer.net/articles/2019-11-14-visiting-obsidian-post-acquisition-to-see-what-has-changed
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