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Found 13 results

  1. In some universes, such as call of cthulhu , berserk anime, demon souls , etc. demonic alien figures created the Universe. what if there was a plot twist in pillars that the deities were created by the engwithians to block these entities from influencing the universe ? i think it could be an interesting twist story-wise (but perhaps too dark for pillars of eternity) . it could also explain the existence of skaen, who could be a weaker form of these entities that did a pact with the gods to keep existing in the pantheon and acting as a diplomat between the gods and the entitites while the
  2. So both Pillars Of Eternity and Deadfire reviewed very well and were (so far for deadfire) well received by players too. However I do remember hearing a lot about how the story for POE was slow, boring , "dry" ect especially at the start. I've looked at a few reviews for this game and I am noticing that although it is reviewing very well some of the critics are saying the story is bad, they couldn't get into it and it's slow at the start. Now I don't think the story of Pillars Of Eternity is like the best story I have ever played in a video game or anything. I have plenty of criticis
  3. Alright, so I backed Pillars on Kickstarter, watched in joy as it was developed and run, enjoyed the dev commentary, appreciated the race and class previews, and I thought it all looked great. And I started playing and noticed few problems (aside from the bloody Kickstarter NPCs whom I ignored), but more and more built up as the game progressed. Finally, I came to a terrible conclusion as I attempted a second playthrough: This writing is dreadful. Not the dialogue, no, that's fine. Purple sometimes, but generally pretty good. What sucks is the epilogue and the player 'choices' made in-ga
  4. The story suggests us several ideas about the soul : if it cannot leave the cycle it returns to a new body on birth or to a weak body controlled by a weak mind the soul itself is a mixture of many souls the soul itself continues over many centuries of cycles and has the feeling of a new life only because it lost all the memories of its past lifes THE AWAKENING The explosion, biawac, machine and Thaos seem to have awoken a long forgotten memory that was inside your soul. As death seems to take you, you find life rekindled inside of you - life that has a different purpose and demands answer
  5. Alright, so, I went into Raedric's Keep and massacred everyone, and I mean everyone. I slaughter ever priest, sellsword and archer in the place, then get stuck at the first locked door. So I leave, level up and pick the lock on the high priest's door, free his friend from the dungeons and come back. He gives me a key he tells me will unlock any door in the place. Great, right? Only I used it once and now it's gone. This isn't exactly game-breaking, since I can once again leave, level up, come back and pick the locks again, but it's really, really inconvenient. Are keys supposed to self-destruc
  6. Welcome. In many previos games we seen how davs are developing thei games, and how thei are developing thair plots. This thred was made becouse i;ve enchounter opinions that games today are not "linear" and even some that skyrim is not linear becouse it has "sandbox" xD In general you coud progress a story in 3 difrend ways, Linear, halflinear or nonlinear. And i will exmplainf how that work. Linear You play thu pint A to point B next to point C, you have no influence on the story and no decisions, or you influence is reather cosmetical. The funny thing is that Skyrim in this poit
  7. Hi! Got this thought in another thread, first of all, what is "Second Wind"? -----------A------------- In Borderlands and Guild Wars 2 this is a feature you can use to "get back in the field", basically it is you fighting with your dying breathe to get back into the game. It makes no sense really because: A, I lost all of my health, yet I can still fight B, When I kill an enemy in this mode, I get "Second Wind" and can return to the battlefield (with a portion of health returned) C, If you fail to kill enemy during the time period you get "Game Over"/"Respawn". D, It is super f
  8. Can we please not reduce the plot of this amazing project into "Super Devil wants to dominate the world and creates an eternal dictatorship and we have to stop them"? I have great rejection to plots based on shallow "good vs. evil" line. Maybe it is my history major, summed up with the reading of my old dusty books from AD&D, stuff like Complete Book of Villains, Dungeon Master Guide, specially the part of story creation and motivation, or my many years of DM-ing... well, i just don't like to be caught into moral presumptions of a eternal battle of good vs. evil. It is very annoyin
  9. Hey kid, we have different stories about it. What do you think about building storyline mechanics with respect to different difficulty options? I mean that gameplay would vary not only in difficulty, but in storyline or amount of quests that player receive. It may look like developer have to build handful unique stories and will demand double of money and HR. My idea is to build one complete main plot and set of side stories/quests, and until certain difficulty modes (suppose those 3 special most difficult goals) player wont get all side quests (developers may even randomize offered set) an
  10. While it's becoming clear that souls will play a major part of the plot. It makes sense to make some research how our view of souls have shifted through the early stages of philosophy. i found this great link about the ancient theories of soul . To see our perception shifting through some trade-off between life and dead to the three aspect view from Plato was quite interesting.
  11. DISCLAIMER: THIS IS JUST A DISCUSSION POST, IT'S NOT MEANT TO DICTATE DEVELOPMENT GUIDELINES TO THE GUYS @ OBSIDIAN. This is an article that appeared on Kotaku abouth three months ago (july 25, 2012). I think it gives some insight about the development process behind Project Eternity. -------------------------------------------------------------------------------------- Chris Avellone Teases Planescape: Torment Successor Like its nameless protagonist, Planescape: Torment might come back from the dead. Speaking to GamesIndustry.biz in an interview posted today, Obsidian co-found
  12. I LOVE what I am seeing in the updates. This all sounds fantastic, and I really hope we get the role-playing freedom promised here. What I would love to see is a storyline that really coerces the character to participate. New Vegas had a great (though pretty harsh) opening hook. Arcanum opened well, too; bad guys were after you from the start. Fallout of course was very motivating, although the hard time limit has been hotly debated ever since (I don't think it's necessary). This is a great chance for a CRPG to have a story written from the ground up that can include a temperamen
  13. There are gameplay difficulties, but I think it would be better if the plot is challenging as well :D So, what do you think? For example, Morrowind belongs to "Hard." If you kill plot-important NPCs, you will get a "you should feel bad" message and you can't continue the main plot, therefore "game over." For JRPG players, Persona 3 and 4 also belongs to "Hard"
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