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Everything posted by LordCrash
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Yes... Let's just bring this out in the open. I'm a backer, and I have no interest in this crap right here! < Another "Paradox" game... [...] Please stop trolling. This is by no way "another Paradox game". It's a 100% Obsidian Entertainment game and you should know that if you read the thread here carefully. Paradox is some kind of subcontractor to Obsidian. Obsidian outsourced marketing and (physical) distribution including backer fulfilment to them because Feargus and Brandon thought that they have better skills on these topics than the guys at Obsidian themselves. That has nothing to do with any EULAs of Paradox games since Paradox just offer some services here. They don't have any decisive power how this game will be developed or how the franchise will develop in the future. And as a matter of fact Pillars of Eternity will be DRM-free as well. DRM-free means that of course you will be able to mod the game for example. It also means that you don't need any client to start the game. Nothing will change that. Paradox won't change that. So calm down, take a breath and please consider the real facts of the deal instead of just sticking to the "Oh my god, I hear PUBLISHER = evil" kind of BS...
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DLC is one the thing that has me a little uneasy about the partnership with Paradox. DLC in PoE? Surely that can only mean: "Congratulations, you have cleared all five levels of this dungeon, and now stand before the entrance to the boss's lair (where all the good loot and the XP payout for the entire quest awaits). To unlock the boss's lair, please click: [buy 'boss014' DLC for just $10]" Everyone, start panicking! How about reading Brandon's answer on this topic first?
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Tbh I don't see Obsidian making another Fallout or Star Wars game in the near future. I guess their new game will be a surprise.
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Well, I know it can be a confusing issue. Luckily, since not much is changing on the development front (other than more focus on the game), it is easy for me to answer most of the questions. But you haven't answered my "Who will be doing customer support?" question yet.... Nice article about the background of the deal btw: http://www.polygon.com/2014/3/18/5524044/pillars-of-eternity-deal-built-from-mutual-respect-says-paradox-and
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If that's the kind of deal that they're making, it's probably more than that. Nowadays PC games make almost all of their money on digital (on Steam, to be precise), so giving Paradox just 30% on the already small amount of physical sales would be a pretty measly payoff for them. Sure but many old-school fans of old-school RPGs also like old-school physical copies I guess. At least I know a few people who think so (personally, I'm more the digital guy). I don't know for sure whether Paradox will take over the complete marketing which also means digital or just the handling of physical distribution and marketing of that part (like bringing the copies to the stores like Gamestop and stuff). In the former case the cut might be higher in the latter one I don't think it has to be the case. But as I said, that also depends on how much the production of the physical games will cost and how big Paradox' marketing budget will be...it's only speculation here.
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If it's anything like inXile's deal with Deep Silver, then Paradox will get a portion (perhaps the majority) of the profit on physical copies of the game sold in shops, but all digital purchases go directly to Obsidian. I can't say for sure but I guess that Paradox will get a 30% cut of the sales of physical copies or even a bit more (also depends on how much the production of the physical goods will cost). That's along the lines of what Steam and GoG take for digital distribution.
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To me it was clear from the very beginning that they would partner up with someone else for marketing and distribution. That's the "usual" way kickstarter projects are handled since usually nobody at the corresponding dev studios has deeper experience with these topics or connections to the distribution industry. Making that stuff by yourself would mean to make something you don't know anything about and that's never a good idea... Personally, I'm delighted that they chose Paradox since I think these guys are really cool and know PC gaming quite well.
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Kingdom Come: Deliverance Kickstarter
LordCrash replied to LordCrash's topic in Computer and Console
Obsidian tweeted today: Nice job, Obsidian! And for the ones who want a realistic display of medieval times I can only say that the three major developers of the games are real history fanatics who know their stuff. They've already done immense research on the topic and they will continue to do so, no worry. But keep in mind, that it is still a game and therefore TOO MUCH realism isn't always the best way. The game should still be fun and entertaining which is actually more important than 100% historical correctness imo.- 503 replies
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Kingdom Come: Deliverance Kickstarter
LordCrash replied to LordCrash's topic in Computer and Console
I just wanted to say that it wasn't the norm that women fought in medieval times, especially in the Holy Roman Empire. You could of course add the possiblity to play as a female but then you had to change a huge load of aspects in the game to keep that believable. Especially since the game has a focus on how people react to your actions, character, dialogue and stuff.- 503 replies
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Kingdom Come: Deliverance Kickstarter
LordCrash replied to LordCrash's topic in Computer and Console
Well, as much as I would agree in a fantasy game, I actually disagree in a realistic medieval game. There is simply no way that a woman could be a fighter in the same way as a man. And if they were the possibility to play as a woman, the complete dialogue had to be changed in order to reflect a warrior woman in the Holy Roman Empire (very, very, very few exceptions are historically proved)..... This is not sexist or anything, it's just a reflection of historical reality. Men fought and died, women took care of the household (and were raped and died as well in war when captured)....you don't have to like it but I think anything else would diminish the realistic scope of the project.- 503 replies
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Kingdom Come: Deliverance Kickstarter
LordCrash replied to LordCrash's topic in Computer and Console
Weapons You can specialize in different fighting styles and weapon classes and will constantly learn new moves and techniques, as well as unlock new weapons and armors. Every weapon has its own uses, pros, and cons. The sword is universal, but weak against plate armor; hammers are ideal against plate armor, but weak against sword; the longsword is strong, but slow, and cannot be used from horseback, etc. We will have several weapon classes: swords, longswords, daggers, sabers, axes, hammers, shields, bows, and crossbows. https://s3.amazonaws.com/ksr/assets/001/529/387/f99c477191c73cdfc53e0ca32073544e_large.jpg?1389812571- 503 replies
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Kingdom Come: Deliverance http://www.youtube.com/watch?v=MefZfhxgpZE Realistic single-player RPG set in the medieval Europe. Open- world sandbox with period accurate melee combat. Dungeons & no Dragons. The game and its features A first-person, open world, realistic RPG that will take you to Medieval Europe in a time of great upheaval and strife. A humble, young blacksmith loses everything to war. As he tries to fulfill the dying wish of his father, Fate drags him into the thick of a conspiracy to save a kidnapped king and stop a bloody conflict. You will wander the world, fighting as a knight, lurking in the shadows as a rogue, or using the bard’s charm to persuade people to your cause. You will dive deep into a sweeping, epic, nonlinear story from Daniel Vávra, an award-winning designer from the Mafia series. Our unique, first-person combat system lets you wield sword or bow in both one-on-one skirmishes and large-scale battles. All of this - and more - brought to life beautifully with next-gen visuals delivered via Cryengine. Summary Planned platforms: PC, Xbox One*, PS4*, Mac, Linux Release date: Q4, 2015 on PC, Max and Linux Approx. gameplay time: 30 hours (Act 1), 70+ hours (all 3 acts) * Publishing on closed platforms is subject to approval by the platform holder. This can also influence release date there. Features Non-linear story lets you choose between being a villain or a savior. Every quest can be solved in multiple ways. A revolutionary combat systembased on inverse kinematics, the only one of its kind to offer a rich, authentic yet easy-to-control, first-person melee experience. Based on actual 15th century fighting techniques and designed in cooperation with medieval martial arts experts. Improve your character. Different play styles - warrior, rogue or bard - can be mixed and matched as you see fit. You can develop your skills, earn new perks, and fine-tune your equipment. Large realistic, medieval-themed, open world landscape covering 3.5 square miles and 30 hours of gameplay (in first act, out of 3 total). Lead the charge in enormous, open field battles and sieges. You are no superhero. If you’re going to take on an army of enemies, you better find one of your own to back you up. Take a trip through the Middle Ages: Traverse sprawling cities, magnificent castles, towering, dark forests, and muck-strewn villages. Discover this huge world from horseback or on foot. If you can see it, you can visit it. A dynamic world comes alive. Every inhabitant plays a role in their communities, and as night follows day, you can watch people work, help them when needed, or try to interfere in their routine and see what happens. Build relationships with characters, become a criminal or a local hero, seduce local women, threaten your enemies or pardon vanquished opponents. Create your own weapons, cook, brew up potions, or dig around for silver. All crafting occurs in-game, using clever mini-games, rather than boring, soulless menus. A different kind of RPG You will not find any dragons, half-naked Elven warriors, or wizards in Kingdom Come: Deliverance. At no point will you have to collect seven pieces of a legendary magic staff to defeat an ancient evil bent on destroying the world with an army of demons. We think there are enough such games out there. We want to bring you a strong story rooted in the height of the Middle Ages, brought to life in all its glory. So what is Kingdom Come: Deliverance? Think of it as Braveheart: The Game. Majestic castles, armored knights, large, open field battles, and political intrigue set in a vast, emergent world. We want to make the experience as authentic as possible – real-world locations, real castles that don’t look like something from Disneyland, period -accurate armors and costumes, combat and fencing systems designed in collaboration with the most knowledgeable, skillful swordsmen around, and a story based on actual, historic events. All this, on a foundation built capably upon the solid game mechanics of a true, hardcore RPG – nonlinear quests with multiple solutions, branching dialogue choices with points of no return, several roles to play (warrior, bard, thief), a mountain of different stats, skills, perks, and ultimate character customization details (including 4 layers of clothing and armor in 16 equippable slots!), as well as alchemy and crafting professions, the need to sleep and eat to stay healthy…even food that goes bad if it sits in your inventory for too long! We’re mixing the freedom and mechanics of Skyrim, the setting of Mount and Blade, the storytelling styles of The Witcher and Red Dead Redemption, and the tough combat dynamics of Dark Souls into a single, gorgeous package. You could say we’d like to give ArmA (a franchise many of us worked on) an RPG makeover, streamlining the systems and controls and polishing the overarching world while keeping the unique, genuine feeling of its action and environments. Interested? Story Our tale is based on historical events and takes place in 15th century Europe. The year is 1403, and it is most certainly not the best of times. The old king is dead and his heir is weak. The new king’s brother, hungry for power allies himself with a faction of the nobility that sees this moment as an opportunity for advancement, kidnaps the king, invading the country with an army of his own to plunder this defenseless land. The aristocracy is divided between which side to support. Civil war is coming... The hero In the midst of this plunder and chaos, a son of a blacksmith will emerge as a hero. His home destroyed and his family murdered by the invading army, he must redeem his failure to protect those he loved and set things right again. Avenging the dead, safeguarding the kingdom’s rightful ruler, and restoring order will prove no small feat for you or our adventurer. But beware - this is not a fantasy fairytale, and you are not the chosen one! This will be a tough, dirty job that only a champion with enough wits and strength will survive. Freedom of choice Your character is defined by your choices. Your abilities and stats grow depending on what you do. You decide how you want to appear. Every quest can be solved in multiple ways. Branched dialogue trees grant you the freedom to express yourself. Your reputation is based on your choices, and every choice you make carries appropriate consequences. There are no class restrictions, you can do anything you want to. Stand tall as a brave knight in powerful armor, going it alone or finding allies to lead into battle. Complete quests with brute force. Intimidate and threaten your enemies. Be confident, arrogant, or righteous. Sneak behind enemy lines as an invisible thief and assassinate the enemy. Stab. Snipe. Strangle from behind. Resolve difficult situations as an invisible phantom, stealing important evidence and threatening people to get information. Win hearts as a popular bard, persuading nobles with your silver tongue and convincing them to fight one another. Use your wits rather than your muscles to get the job done. Share drinks with people, be the funny guy everyone likes… and then stab your rivals in the back when they least expect it. Quests We’re not trying to create the biggest game ever; we want to concentrate on quality rather than quantity. Instead of 200 generic dungeons, we’d like to focus on just a few, crafting each one as something unique, memorable, and special. Our world is large, but again, the focus is on creating a natural, organic space, not one so overpopulated (find out more about this in our blog, here). The same philosophy applies to quests. We don’t want to inundate players with an insane amount of quests, but rather ensure that those we have are rich in detail, with multiple solutions (including non-violent approaches, where appropriate) suiting different play styles and making an impact on the world. Death to the tired clichés! Sick of killing rats in the basement? Or being treated like a messenger, transporting stuff from point A to point B? So are we! That’s why our quests are different. Play as a medieval investigator searching for a mass murderer, lay siege to a bandit fort with an army at your back, experience epic battles between armored knights, interrogate, bribe, threaten, love, help, fight… It’s up to you to decide what to do. There are multiple ways to finish every quest - use your sword, quick fingers, or your wit. Branching dialogueConversation is an integral aspect of Kingdom Come: Deliverance, just as important as combat and just as difficult. It isn’t possible to absent-mindedly click through every dialogue option. Your time to make decisions is limited, your choices affect your relationships with others, and you cannot take back what you say. Just like in real life, you have to think carefully about what you say to whom. Skill-based mini-gamesAlmost everything that can be turned into a game will be playable – and that extends to crafting, as well. Blacksmithing doesn’t happen in menus but rather with a hammer at a forge. These mini-games are skill-based and affected by the player’s stats. You’ll be able to forge, sharpen, and repair weapons, create potions and ointments through alchemy, pick locks and pockets, distill alcohol, and prepare food. The world Freedom to do whatever you want, whenever you want, whereveryou wantThe exploration of the world is free. If you don’t want to play the main quest line, it will “wait” for you, and you can go about exploring the world and doing other stuff – side quests, random events, hunting, crafting, small side stories, and much more. A giant world based on beautiful, real-world locations Cryengine allows us to quickly create huge areas of landscape. The world covers approx. 9 sq km2 (3.5 sq. miles), with a sprawling city, vast forests, majestic castles, and dozens of villages and hamlets devastated by war. Of course, there will also be underground locations to discover, like mines, secret passages, and catacombs. Emergent GameplayOur world is a living, breathing, and COMPLEX ecosystem, ready to be toyed with. Everything happens for a reason, every character has his/her daily routine, and every routine can be affected by the player. Characters are able to react properly to all player actions and adjust their routines to them. Advanced reputation and law system The world will organically react to your deeds. NPCs will report your crimes to authorities, who will punish you for your crimes accordingly, either with a fine, time in jail, or by subjecting you to the stocks or torture. Crime will affect economics and NPC behavior; people will get suspicious or aggressive after unresolved crimes. Your reputation will spread by word of mouth. Combat Creating intriguing, enjoyable, first-person melee combat systems has been a real challenge for developers. It's hard to mix easy, intuitive controls with a first-person view and sufficient variety of moves. Many have tried and failed. Our combat mechanics are the most challenging feature of our game. They’re based on actual 15th century techniques and designed in cooperation with medieval martial arts experts to be as authentic as possible. The controls are as intuitive as in first-person shooters and, thanks to a few tricks, we have a large amount of different moves and combos. On top of that, the whole thing is based on real-time physics and inverse kinematics, so when you hit something, your hands and weapon, not just your target, react accordingly, which is something that was not possible on last-gen hardware. Weapons You can specialize in different fighting styles and weapon classes and will constantly learn new moves and techniques, as well as unlock new weapons and armors. Every weapon has its own uses, pros, and cons. The sword is universal, but weak against plate armor; hammers are ideal against plate armor, but weak against sword; the longsword is strong, but slow, and cannot be used from horseback, etc. We will have several weapon classes: swords, longswords, daggers, sabers, axes, hammers, shields, bows, and crossbows. Battles and castle sieges You are no superhero - fighting multiple enemies at the same time is very difficult. It is often a good idea to have allies at your side (and, at times, a lot of them). Our goal is to have as many characters in fights as possible and to offer players big battles and castle sieges to take part in. Not many battles, mind you - more like one or two in the first act. For us, a battle is a climax, not a ‘wow’ moment that needs to happen every two minutes. The precise scope of these battles and the amount of characters on screen are still things we are evaluating – they are complicated feats to pull off even on next-gen hardware. HorsesHorses are your primary means of transportation in our sprawling world, but you can fight from horseback, as well. War horses can be used as living weapons with special moves and attacks (strafing, running backwards, several different kicks, etc.). Horses also serve as a secondary inventory for the player. We’ll have three types of horses in-game (courser, destrier, rouncey), and each offers different abilities, stats, skills, and perks. Your steed levels up on its own throughout the journey, and even comes with five slots for armor and attachments. RPG Systems What would a role-playing game be without character development and customization? Your character in Kingdom Come: Deliverance will have STATS (Strength, Speed, Agility, Vitality, and Speech), CONDITIONS (Stamina, Health, Hunger, and Sleep), SKILLS (Swordsmanship, Archery, Alchemy, and many others), and PERKS (special combat moves, crafting abilities, or varying advantages). Conditions change as you become injured, exhausted, etc. Stats and skills will increase when you use them. Perks can be unlocked or learned. Stats and conditions can be temporarily or permanently modified by alchemy. You must also eat and sleep - you need to keep your character alive, after all! Character customization Thanks to our clothing system, you can create the ultimate armored knight. We have 20 slots for weapons, clothes, and attachments, as well as 4 layers (!) of clothing or armor on every character. That’s a lot of customization options! Different types of armor are effective against different weapons. Your clothes and their state affect your charisma and reputation, which, in turn, influence NPC reactions toward you. They also affect your visibility and the noise you produce, which affect your stealth skills. Early access for backers Since we are going to self-publish the game and are asking for the help of the community, we are also willing to give something back and develop the game with the community. What does it mean? In about 6 months, we will release an early build of the game, with one smaller location (village and a part of the countryside) where you will be able to test core mechanics of the game. We will start with the basic mechanics (interaction with the world, inventory, map, NPC cycles) and we will constantly update this build with new features as we progress with the development (dialogues, bows, hunting, crafting, combat, horses). This is the access to Alpha version of the game and it will be available to all tiers from the Baron onwards. When the game is in Beta stage, we will release the full game beta as Early Access on PC (or any other platform where it’s going to be possible) for all backers up from the Knight Tier. Our backers can influence the development, help us improve the game, and give us feedback about our game mechanics. Technology We are using CryEngine to power our game. It’s a powerful, out-of-the-box toolset that runs on all major platforms and allows us to concentrate on the game instead of technology. It's been used to create cutting-edge games like the Crysis trilogy and Ryse, as well as the crowd-funded project Star Citizen. CryEngine affords us with unparalleled macro and micro details, including unlimited viewing distance, HD textures on all objects, and a functional day/night cycle with varying weather patterns, all set in a vast, beautifully lit, seamless world, free of cumbersome load times. On top of that, we are developing our own proprietary RPG-MAKING TOOLS for easy development of this and any future content, including custom support for game design, animations, branching dialogue, clothing definitions, et al. We plan to release these tools to the modding community in the future. We plan to release the game on all major platforms: PC, MAC, Linux and next-gen consoles. If you pledge for Baron tier and above, you will be free to choose any platform the game will be released on as your reward. Regarding Early Access to the game, at the moment we can guarantee it only on PC, however we will do our best to make it available on as many other platforms as possible. We are going to aim for simultaneous release on all supported platforms, but we cannot guarantee this for the next-gen consoles where the releases is subject to approval by the platform holders. Who are we? As a studio, Warhorse may be new to this industry, but the people behind it are not. Our team has worked on games like Mafia, Mafia 2, ArmA, Operation Flashpoint, Crysis 3, and Forza Horizon, to name a few. Most of us have worked together in the past, so we know each other well. As of now, we have about thirty people on staff, which is, of course, not enough to make the kind of large RPG we have in mind in any timely fashion. Ideally, we’d like to grow our studio to about 75 people for a project of this nature. Most of us have experience working on open world games (Mafia, Flashpoint), so we’re already quite familiar with the typical challenges, roadblocks, and potential pitfalls that come with their development. We want to avoid the common mistakes that can bog down a project of this nature, and that starts with having a clear vision, detailed design, mature technology, efficient internal processes, and an experienced team. Specifically, our plan asks for another 1,000 months of manpower, which means we need another 20 months to finish the game (this includes a six-month period for tuning and testing). We also believe that direct input from the community will help us a lot, allowing us to create an experience that people actually want to play, and we’re currently devising ways to make transparent our development process to Kickstarter backers, as well as non-investors still interested in the final product. If you’d like to learn a little more about our attitude as a company and as game makers, we invite you to take a look at our blog. In addition, below you’ll find a little information about some of our key team leaders: Dan VávraDirector and Design Lead for Mafia, Designer and Screen Writer for Mafia II. Over a decade of industry experience, starting as a 2D artist on 16-bit computers. Nominated for a Game Developers Choice Award for Excellence in Writing for Mafia. Mafia won Game of the Year and Best Screenplay awards in a number of countries and has an 89.5% score on GameRankings. Dan’s games have sold more than 5 million copies combined. He also contributed to Hidden & Dangerous, among other projects. Martin KlímaThe author of fantasy pen-and-paper RPG Dragon's Lair. In 1997, Martin founded ALTAR Interactive as an Executive Producer. After releasing Fish Fillets in 1997, the studio created the real-time strategy game Original War three years later. ALTAR then published the trilogy of UFO: Aftermath, UFO: Aftershock, and UFO: Afterlight. Martin later moved to Codemasters in the UK to work on Operation Flashpoint: Dragon Rising. Viktor BocanDesigner and screenwriter of computer games for 17+ years. Started with self-published text games for Atari 800 and then he worked as a lead designer in Bohemia Interactive (Operation Flashpoint: Cold War Crisis, OFP: Resistance). Later Viktor helped to produce ArmA, a spiritual successor of Operation Flashpoint, and then worked in 2K Czech on new, not yet announced title. In his spare time, Viktor creates games for 'smaller' platforms, including Nintendo DS, XBL, iOS, etc. Tomáš BlahoTomas was a Senior Graphics Programmer at Illusion Softworks (later 2K Czech), where he worked on multiple games, including Mafia 1 & Mafia 2 and Hidden & Dangerous 2. After finishing Top Spin 4 for 2K Czech, he moved on to Playground Games in the UK, working as Senior Graphics Programmer on Forza Horizon. He has a great deal of experience with development on non-PC platforms, having worked on Dreamcast, PS2, Xbox, PS3, Xbox 360, and iOS. Roman Zawada One of the most accomplished 3D artists in our country. Roman started at Bohemia Interactive working on Operation Flashpoint and later ArmA. He then moved to 2K Czech to work on Mafia 2, and later to Crytek to work on Crysis 3. His intimate knowledge of CryEngine is especially valuable to our current project. Why kickstarter? After seeing our trailer, you might ask: “why are we here? This is a big, expensive game that’s sure to cost a lot of money, right? Does no major publisher want it? This sounds suspicious.” The answer to those questions might surprise you. Warhorse is a comparatively small studio. We now have about thirty people, and it took us more than eighteen months to develop what you've just seen. All this time, we’ve been funded by a private investor, to the tune of almost 1.5 million dollars in total. We hope the product you’ve seen reflects that. Our plan was to develop a prototype, pitch it to publishers, and finish development with the subsequent money. We tried to do it that way (and you can read about our experiences on our blog), but in essence, even though everybody we met commended our work, praised our game’s visuals, and believed in our ability to deliver, negotiations would inevitably hit a dead end at the point where the publishers' marketing departments got involved. Why? "Your game is too niche. There’s no magic. People want wizards and dragons." We beg to differ. The response from players has always been great. We think gamers like history – look at the success of Total War, Assassin's Creed, Mount and Blade, and Red Dead Redemption. There is no medieval first-person RPG out there, but it does not necessarily follow that nobody wants one - only that there is no easy box for marketing to pigeonhole it in. Our investor is strong and capable of funding the complete development of our project. But he does not follow the game industry very closely, and needs proof that publishers and marketers are wrong about our game - that you are indeed interested in a mature, medieval RPG that emphasizes freedom and authenticity. And so we stand, as a studio, at a crossroads. Either those naysayers are right, and there truly is no desire for the game we are making, or we are right. Either way, we think Kickstarter is a great way to find out. The sum we are asking for is about ten percent of our total budget; for our investor, however, it is proof that there is real demand for the game, and that there is a point to keeping it funded. Every extra dollar will allow us to make the final product that much better because it means more money for development and more support from our investor. Should our Kickstarter campaign fail, it will mean that we were wrong, that there is no interest to play a game with the atmosphere of Braveheart, and that we will have to start considering working on some mobile MMO, because that's where the money is these days (or so everybody tells us). We are, however, positive that our instincts are right. Link zu Kickstarter Previews: Eurogamer Gamespot Rock Paper Shotgun PC Games (German)
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Well, everyone who missed the kickstarter can now take part via Steam Early Access. http://store.steampowered.com/app/230230/
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Update #70: New Year Project Update
LordCrash replied to BAdler's topic in Pillars of Eternity: Announcements & News
The screenshot of the ruins fills me with even more anticipation than I already had. The level of detail and the realistic but still absolutely consistent look gives me a warm feeling inside. The stats UI looks just plain beautiful. The font is on the point, the style is on the point, the layout is on the point....what should I say more? Man, you guys are pulling all the right strings right now. You couldn't have made a lifelong fan of oldschool RPGs and the BG saga more happy today evening....thanks. And I just can't stop watching at these screens.....- 491 replies
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Update #70: New Year Project Update
LordCrash replied to BAdler's topic in Pillars of Eternity: Announcements & News
I LOVE what I see here.... Please continue to amaze me, Obsidian...- 491 replies
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Update #69: Pillars of Eternity
LordCrash replied to BAdler's topic in Pillars of Eternity: Announcements & News
I think the animations will get better in the upcoming months.....at least I hope so. Edit: Still no kickstarter badge.....- 488 replies
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Update #69: Pillars of Eternity
LordCrash replied to BAdler's topic in Pillars of Eternity: Announcements & News
I'm sorry, but $35 is now the official pre-order price for Pillars of Eternity. The $29 slacker backer option seems to be gone.- 488 replies
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Update #69: Pillars of Eternity
LordCrash replied to BAdler's topic in Pillars of Eternity: Announcements & News
It seems to be a database/server problem. So I might work sometimes. You just have to be patient or lucky atm.....- 488 replies
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