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About karelia

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  • Pillars of Eternity Backer Badge
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  1. I hope that the game is sufficiently streamlined so that we do not have to deal with superfluous factors such as customisation, optional quests or exploration - ideally we should be aiming for Modern Warfare 2 in isometric form.
  2. I'm planning on replaying Dragon Age 1 and 2. I always like to have a good 3 month lag(at least) before I try any new release, so all the critical bugs are patched and major DLCs are released. I tend to play the original immediately and enjoy the excitement of discovering everything with friends/online people, then leave a big gap until all the dlc has been released and play through again. This is useful to me because often the DLC is different in quality to the original - either slightly better or worse - or might change the balance/experience of the original. Both policies are good! ^__^
  3. I agree with Elrond, that releasing it very quickly after the Christmas spending-spree would be a bad idea. A few months into 2015 would feel reasonable to me, and ensure they have a long scope for developing and implementing the improvements that they are delaying for. If it dropped before Feb I would be a little worried for its sales potential. Not to mention that people will still be playing Dragon Age 3 right after Christmas, and perhaps still WL2 - it's a big game. Witcher 3 may also compete with it for media and buyer attention.
  4. I'm so relieved that Obsidian chose to do this. It allows for the game to be improved based on the beta feedback for the backers, but also importantly, allows the game a higher level of polish which will give it better review scores and consequent sales on release. Hopefully this investment of time will allow the game to become the franchise that most of us wish it to be.
  5. I suppose my preference fits the escapism option to a tee. The main thing I enjoy about genre fiction is agency - it is much easier to 'do' things, whether they are grand story arcs or something as mundane as looting a person's house without fear of meaningful consequences. I'm not sure that this is entirely a power-fantasy, as the things I enjoy doing are often ridiculously mundane or even undesirable to do in real life (for example, sneaking around sewers). I feel that this type of activity simply cannot work as well within a non-fantasy (or sci-fi/what-have-you) setting, as essentially thi
  6. Thanks - the elemental lore is interesting, though as another mentioned, the rain one is a bit hard to visually recognise as such without already knowing. Nice to see even the common Kobold-like creatures are going to have in-depth lore - I hope that there will be books scattered around the game documenting creature behaviour, maybe even anthropological style documents in diary format? The common "encyclopedia" style way of documenting creatures in games like Baldur's Gate with their myth-like tone always stuck me as a little disconnected from the creatures actually existing on the doorstep
  7. While I find some of BG1's music to be unparalleled in character (for example the vibrant temple music), I do agree that if it were to be used in a modern game it would require modification to avoid repeating too much. I feel that the simplest way would be simply to spread out the loops more, and add some more ambient music in between, perhaps based on the melodic material of the music it interleaves - maybe for smaller instrumental forces, for example a solo woodwind in dialogue with the ambient nature sounds. I also feel that half of the reason it loops so often is because the developers
  8. Great update, thanks. I like how you were able to talk about the music in as detailed a way as the other updates, and while I understand that people who just view music as a functional backing may not enjoy this update, many others are interested. I agree with your mentioning of the problems of transitioning tracks. Even Tchaikovsky had problems with sectional transitions. Like many of the other respondents, I like the dynamic range and tone of the music, but had reservations about the lack of a clear thread through it. This is not neccessarily a complaint about it shifting in mood or being s
  9. This is a good point - if the road post-dates the scary dragon bones, the bend makes sense, if it pre-dates it, then perhaps traces of the former straight road, which people now take a wider arc around, could be there. I feel really dumb even quibbling over such small things, but this is the natural reaction to any area I see - wanting it to be 'perfect'.
  10. Mazhlekov's mock-up was really impressive to me - I get that the final paint-over is yet to be done on the original image, but hopefully one of the artists might see his suggestion and be surprised at how such a simple change of colours and attention to detail made the scene immediately much more reminiscent of Baldur's Gate 1. IMO this is a vindication of the idea of Kickstarter levels of transparency with sharing work in progress material, and makes me grateful to Obsidian for sharing them - hopefully - before they are finalised, so to be able to potentially take in any feedback that mig
  11. (Sorry if double post - other is waiting approval) I have a question about the "green" environment issue one or two have raised. I don't personally have a problem with many wilderness/semi-forested areas, because I loved the original Baldur's Gate, but I am curious - the world of Eternity seems fairly well developed in places, and even as far back as the middle ages in Europe, most of a country's land - for example in England or France - had been been converted to farm land in some form or other. Will we see areas a bit like WoW's Westfall (agricultural prairie land)? Incorporating human t
  12. Great so far, and I'll be especially interested to see how you make the dragon bones less gently "placed" down - a bit more overgrowth/dirt with the art pass, but also potentially the bones should be more seperated. Looking forward to more.
  13. This is how I see this issue. Eternity is not hack'n'slash, mate. The defeated foes, opened containers etc. will not throw up with whatever gold or gems or other treasures they have stored. Gold will not be laying around on the ground like sand on the beach. You want to loot something, then you just gotta do it the cklick-on-it-and-check-what-is-inside way. As a character, you will decide if you take all the content, or just pick some that you like and leave the unwanted trash. This is how it worked in all the games that devs are taking inspiration from (BG, IwD, P:T). So, even if there is a p
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