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WorstUsernameEver

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Everything posted by WorstUsernameEver

  1. One thing is sure though.. it's selling better than Vampire : Bloodlines, and probably Torment too
  2. There have been screenshots and gameplay info by the way, it's not like we've got only the CGI trailer to discuss about. And by the way, while CGI are as far from the meat of a game as you can get and are essentially a marketing gimmick, this was good in giving you an immediate visual representation of the game's art direction, of some plot points and of a couple of things you can do in the game (though of course, they'll probably end up looking much less awesome).
  3. As I already said : if Dungeon Siege III means another Ultima remake I'm all for it. Otherwise, who cares.
  4. PC version is 2nd on Play.com top sellers list and has always been in Steam's list too, though with its position varying wildly (from 1st to second-to-last to 2nd etc.). Overall, my impressions from this charts is that the game is doing much better on PC (which by the way, considering that the consensus seems to be that the console versions run better... well, seems a bit of a misguided move on Obsidian's part). I've also read quite a lot of positive comments on RPGWatch (of course, not everyone likes it, but that was pretty obvious from the beginning) GameBanshee and Iron Tower, which means that at least a part of the old-school crowd was interested in the game and bough it. I don't think Alpha Protocol will do abysmally but it won't do as well as Obsidian and SEGA were hoping for most probably. Or at least, that's how I interpret the situation.
  5. I'd hit that faceless girl on the far left. My glove fetish and all that.
  6. Project Director on Alpha Protocol was Chris Parker and Lead Designers on AP were Raymond Holmes and Chris Avellone. Project Director's role is similiar to Executive Producer's. Except in the case of FO:NV where Josh is both the Project Director and Lead.. or am I confusing things? Josh Sawyer had been the lead designer and the lead creative designer on Aliens: Crucible before John Gonzalez joined Obsidian and became the lead creative designer on A:C. ... I'm honestly more confused than ever, but whatever, the important thing is that we know that both Champan and Ol' Man Feargus and George 'his soul still burns!' Ziets are working on this project.
  7. Project Director on Alpha Protocol was Chris Parker and Lead Designers on AP were Raymond Holmes and Chris Avellone. Project Director's role is similiar to Executive Producer's. Except in the case of FO:NV where Josh is both the Project Director and Lead.. or am I confusing things?
  8. Either they have 2 different project then, or Project Director and Lead Designer are two separate titles for the project then.. uhm..
  9. You're welcome, crazy awesome mute punk chick with violet hair. Oh wait.. that's just your avatar, not you. I suddenly feel like I helped you for nothing in return. I feel bad, seriously, bad I tell you. I could try reincarnating as a crazy awesome mute punk chick with violet hair next time I die, but no promises. I'd have to wait at least 20 years (assuming you die.. now) just to shag a crazy awesome mute punk chick with violet hair? Forget it, it means I'll have to find a crazy awesome punk chick with violet hair who isn't mute, and call it a day. P.S. : Actually, I'm pretty sure that the lead is Nathaniel Chapman.
  10. By the way things you've probably already noticed by the gameplay teaser/trailer from IGN : - the Pipboy interface remains largely the same, with DR and DT shown within the same space (when the guy opened his pipboy it show Damage Threshold, then, after installing the Minigun mod, Damage Resistance.. I wonder if it's an intermittent thing or if we chose what statistic we'll see); - an icon showing what skill is used for the weapon you're selecting is present at the left of the Pipboy image; - on the right, just a little higher than the weapon's value, we can see the STR requirement which is apparently 3 for the Grenade Machinegun (according to Sawyer it was a bug by the way); - the Damage Threshold is either 5 , 7 or 5.7. I'm not sure if the engine supports damage fraction, so I'm going with the first, hinting that there are indeed different damage types.
  11. You're welcome, crazy awesome mute punk chick with violet hair. Oh wait.. that's just your avatar, not you. I suddenly feel like I helped you for nothing in return. I feel bad, seriously, bad I tell you.
  12. Project X is a Squenix project (they're the publisher) of an unknown developer, not necessarily an Obsidian game.. actually, most probably NOT an Obsidian game. The only thing we know for sure is that Obsidian is working on 'two and a half projects' according to Pop's summary of the 'But thou must' presentation, and that one is obviously Fallout New Vegas and another this unannounced project. WoT apparently hasn't even kicked off yet, considering that Red Eagle is still securing the fundings for the games' development.
  13. Leliana's song is the textbook example on how you shouldn't do cutscenes. But honestly, during normal conversation the facial animations were almost always very good, and felt pretty natural. There's always the problem that they may look better/worse depending on the face, and Leliana's face is honestly one that suffers a lot. It's like her face model and her facial animations are fighting a continuous war, seriously.
  14. That pretty much rules out the possibility of Obsidian's unannounced project being Project X, since Avellone 'hopes' he can talk about, so there's still no set announcement date. Or maybe not.
  15. Who knows? We only know that it's an RPG developed by a western, north american developer. And that's about it. Since we've nothing to discuss about Obsidz new unannounced project, we've gone with this 'SE project' thing-y, even after pretty much all of us agreed that the chance of it are pretty slim. By the way, this David Hoffman guy talks about the project like it's some kind of Holy Grail, cancer/AIDS-curing panacea or something.
  16. Spot on. While the final product may turn out to be a 'cult hit', that's rarely the intention of publishers and developers alike, and considering how much Alpha Protocol was pushed by Sega before release (they even delayed it after it was finish to market it better)...
  17. [troll]I'm almost as hyped as I was for Daikatana. [/troll]
  18. The PR announcement is finished for Project X. Can't wait to get it out and watch the media do a double take! From David Hoffman's twitter. Surprised funcroc still hasn't posted it.
  19. You're forgetting something. Jamie tells you his augmentation order finally arrived and there's a big ass blue "lamp" next to him. The second place where you can find it is in the VersaLife UC, also pretty much impossible to miss. And yet on my first playthrough I managed to complete the game without it.
  20. Avellone got quite angry at a spoiler for KOTOR2, going from his twitter. Nice spoiler for the opening of K2, buddy. lolz
  21. Writing in Deus Ex is far from perfect as I've already said in other threads (story structure, dialogue etc. without even mentioning voice acting) but, the industry standard is still as low as ever.
  22. I agree. From recent IGN video. More ugly then supermutants. I'll be honest though.. I know people who have the same facial structure in RL. Yeah, ugly people exist IRL too! (I still have to find someone who looks as deformed as Moira though)
  23. Well, faces do look bad, but there's just so much you can do with facegen. I felt Dragon Age had that problem too, though the facial animations were miles and miles ahead of Fallout 3 (and New Vegas). I'd prefer if they went the Mass Effect route and if they created a couple of customized heads for plot relevant characters though.
  24. You mean that augment that sucked bio energy? It's.. not exactly the same thing as having health regen always turned on without drawbacks. You call that minimal bio-energy drain a drawback? It's still a drawback, especially considering how power hungry other augments were. And you also seem to forget that you had to find that nano augmentation. I, for once, never grabbed it. So yeah, there was technically some small health regen, but the game definitely wasn't designed around the idea that you'd be able to simply stop and regenerate your health. Depending on how fast paced the game is, health regen could work (heck, I actually liked it in Dragon Age), it's just that I can't picture the system in a Deus Ex game.
  25. Human Revolution is a prequel, nano still don't exist in the game.

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