Showing posts with label chris avellone. Show all posts
Showing posts with label chris avellone. Show all posts

Thursday, 25 June 2020

Production of THE EXPANSE impacted by misconduct allegations

The producers of The Expanse television series are dealing with a series of misconduct allegations against actor Cas Anvar, who plays Alex Kamal, the pilot of the Rocinante.


The allegations broke as part of a renewed discussion of misconduct related to the video games industry; the specific allegations against Anvar relate to his time in video game fandom and attending conventions following his appearance in Assassin's Creed: Revelations (2011), voicing the character of Altair. Anvar is reported to have made unwanted advances towards multiple female cosplayers and convention attendees.

Anvar has so far made no response to the specific allegations. The co-creators of The Expanse confirmed they are taking the allegations seriously and will be working with Amazon Television to do their due diligence and decide on what action to take moving forwards.

Season 5 of The Expanse had been completed before the COVID-19 pandemic began and is currently scheduled to air on Amazon Prime later this year. If Anvar was to leave the show, it would presumably have to take place before production of Season 6 began. It should be noted this is very much a minor concern when ranged against the extremely large number of allegations raised against the actor by multiple people, and the seriousness of them.

Over the weekend, similar allegations were also made against Chris Avellone, arguably one of the most famous writers in video games (having worked on titles including Knights of the Old Republic IIFallout 2Fallout: New Vegas and Planescape: Torment, amongst others). In Avellone's case he immediately apologised to several of the women involved. His recent work for several companies is now under review, and in some cases has been terminated.

Saturday, 13 April 2019

Respawn and EA lift the lid on STAR WARS: FALLEN ORDER

Developers Respawn Entertainment and publishers Electronic Arts have lifted the lid on their new Star Wars game, Fallen Order, with a trailer and confirmation of a release date.


Fallen Order is set a few years after the events of Revenge of the Sith and sees the player controlling a Jedi Padawan named Cal Kestis (played by Cameron Monaghan, the Joker in Gotham), who escapes the chaos of the Republic's fall to go into hiding as a mechanic. Exposed as a Force-user when he uses his powers to save a fellow worker from certain death, he goes on the run, hunted by Imperial agents.

The game is an action title with a focus on movement, speed and combat, both with blasters and a lightsabre. Most promisingly, the game is confirmed to be a single-player-focused experience with no multiplayer element. The game was apparently strongly inspired by the classic Jedi Knight series of action games released between 1995 and 2003 (Dark Forces, Jedi Knight, Mysteries of the SithJedi Outcast and Jedi Academy).

"Human stretch goal" Chris Avellone is one of the writers on the game. Avellone previously wrote for Knights of the Old Republic II: The Sith Lords (2004) and other titles including Fallout 2, Fallout: New Vegas, Neverwinter Nights II, Planescape: Torment, Pillars of Eternity, Divinity: Original Sin II and the forthcoming Dying Light 2.

The game is part of a package negotiated between EA and Lucasfilm to release a series of new Star Wars video games. However, the only releases from this deal to date have been multiplayer titles Battlefront (2015) and Battlefront II (2017) (although the latter had a brief story campaign as well). A story-focused game from Visceral Games, inspired by Uncharted, was cancelled in 2017, whilst a possible new game from BioWare, a remake or sequel to the Knights of the Old Republic series, never got off the ground. Reportedly, EA had strong issues with both projects due to their single-player focus, with them preferring "games as service" models with a heavy multiplayer focus with incremental updates and the potential for players spending more money through microtransactions.

That Fallen Order is therefore a single-player title is surprising, given that Respawn's previous single-player-focused game, Titanfall 2, sold modestly and their biggest recent success was multiplayer shooter Apex Legends. It's possible that Fallen Order survived this purge due to fast work by Respawn, superior negotiating team by the company's management (especially since Apex Legends went stratospheric) and EA's own desire for damage control to its own reputation.

Whatever the case, Star Wars Jedi: Fallen Order is the most promising Star Wars video game in many years, and it will be out on X-Box One, PlayStation 4 and PC on 15 November 2019.

Friday, 20 July 2018

PATHFINDER: KINGMAKER gets a release date

Pathfinder: Kingmaker, an expansive computer RPG set in the signature Pathfinder world of Golarion, will be out on 25 September this year.


Kingmaker is a Baldur's Gate-inspired CRPG which allows you to both take part in traditional roleplaying activities, like quests, monster-slaying, dungeon-delving and romances, but adds on a strategic layer of realm management (similar to the old Birthright setting for Dungeons and Dragons). As you progress through the Stolen Lands - a sort of unclaimed no-man's land in the middle of the River Kingdoms (the pen-and-paper incarnation of which was contributed to by China Mieville, slightly randomly) - you gain more control and influence over the local population, allowing you to build a town and rule over it as a tyrant or a benevolent ruler. As the game progresses your influence over the region grows.

The game's storyline was co-written by the omnipresent Chris Avellone, who has contributed to games including Fallout 2, Planescape: Torment, Icewind Dale, Neverwinter Nights 2: Mask of the Betrayer, Knights of the Old Republic II, Fallout: New Vegas, Alpha Protocol, Wasteland 2, Torment: Tides of NumeneraDivinity: Original Sin II and the forthcoming Dying Light 2.

Pathfinder was, for a while, the world's most popular pen-and-paper roleplaying game. Created as an alternative to the unpopular Dungeons and Dragons 4th Edition (which not so much threw the baby out with the bathwater but hurled it into orbit), Pathfinder developed from the D&D 3rd Edition rules and sold many hundreds of thousands of copies. After the release of the considerably better-received D&D 5th Edition, Pathfinder lost its crown for a while but is now looking to reclaim the spotlight with a 2nd Edition of its own game rules, a recently-released SF variant (Starfinder) and now its first spin-off video game.

Monday, 27 March 2017

The two greatest video games of all time get new editions

The two greatest video games of all time (arguably) are both being re-released in spanking new editions fit for modern gamers.


First up is StarCraft Remastered. Blizzard have confirmed that they are re-releasing the original, classic StarCraft and its expansion Brood War is a new edition complete with new resolutions (essential as the old game had a locked, low-res perspective) and reworked graphics. Surprisingly, the game is still in 2D and does not use the StarCraft II engine. Although not confirmed, it is also assumed that they will be replacing the old, CG cut-scenes with reworked ones.

The original version of StarCraft will remain available but, impressively, will now be free. Even more startlingly, as StarCraft Remastered uses the same codebase as the original, players will be able to switch between modes at the touch of a button and original players will be able to play against those using the new version of the game in multiplayer.

More controversially, the UI will apparently not be improved. This means that you will still only be able to select 12 units at a time and you won't be able to auto-send newly-built units to resources.

Despite these age-old limitations, StarCraft is still widely regarded as one of the best real-time strategy games of all time (challenged only by Company of Heroes, Hostile Waters and Homeworld), mainly due to its sublime unit balance between three completely different sides and fast-placed gameplay. Arguably, StarCraft II added too many variables to the mix and made the game a bit more challenging, whilst the original's smaller roster still allowed for a wide mix of strategies whilst being more constrained. Less arguably, the original game has a far better-written, more interest and more concise story than the sprawling, increasingly silly sequel.


Also getting the remaster treatment is (probably, although it's not been quite 100% confirmed yet) Planescape: Torment. Widely-regarded as the greatest CRPG of all time, the game is set in the Outer Planes and the bizarre city of Sigil, and sees the player taking on the role of the Nameless One, an immortal entity who has to discover the secrets of his past and the nature of his own reality. The game is notable for its commitment to dialogue, characterisation and ideas over combat, blood and looting. The game recently gained a "spiritual successor" in the form of Torment: Tides of Numenera.

Planescape: Torment Enhanced Edition is being handled by Beamdog, who previously handled the expanded and enhanced versions of both Baldur's Gate games and the two Icewind Dale titles.

Tuesday, 28 February 2017

TORMENT: TIDES OF NUMENERA released

inXile Studios have released their long, long-gestating CRPG, Torment: Tides of Numenera.


A "spiritual" successor to the greatest CRPG ever made, Planescape: Torment (1999), Tides of Numenera is set in Monte Cook's Dying Earth/Book of the New Sun-inspired pen-and-paper RPG setting, Earth a billion years in the future where technology and magic have become indistinguishable. Colin McComb, one of the creative geniuses behind the Planescape D&D setting and a writer on Planescape: Torment, is one of the lead designers on the new game. Chris Avellone, the creative lead of Planescape: Torment, also contributed quests and prose to the new game, as has bestselling fantasy author Patrick Rothfuss.

So far Torment: Tides of Numenera has wracked up some excellent reviews. It is available now on PC, X-Box One and PlayStation 4.

Thursday, 9 February 2017

TORMENT: TIDES OF NUMENERA story trailer released

inXile Studios have released the story trailer for their roleplaying game Torment: Tides of Numenera. This is the "spiritual successor" to the classic Black Isle CRPG Planescape: Torment, set instead in Monte Cook's Numenera roleplaying setting.


A billion years into the future, a man strives to escape death by transferring his consciousness from body to body. However, each time he leaves a body, a new consciousness is born within. At first he embraces these entities as his "children" but as time passes he becomes colder and more remote, more willing to cast off these offspring. Until he transfers to his last body, and a new being is born...you.

Colin McComb, who co-designed and developed both the Planescape roleplaying game and Planescape: Torment itself, is the project lead on the game. Chris Avellone (CRPG demigod and lead developer of Planescape: Torment back in the day) has contributed quests and characters to the game, as has fantasy novelist Patrick Rothfuss (The Name of the Wind).

Torment: Tides of Numenera will be released on 28 February.

Wednesday, 14 December 2016

TORMENT: TIDES OF NUMENERA gets a release date

inXile Studios have confirmed that, after many delays, their crowdfunded computer roleplaying game Torment: Tides of Numenera will be released on 28 February 2017.



Described as a "spiritual successor" to the classic 1999 Black Isle RPG Planescape: Torment, Tides of Numenera is set a billion years in the future on (or near) a post-human Earth inhabited by the ruins of eight great civilisations. Heavily inspired by Jack Vance's The Dying Earth and Gene Wolfe's The Book of the New Sun, this is a deep, reactive CRPG which will encourage dialogue and puzzle-solving as well as violence as a way of solving problems.

The game is primarily written by Colin McComb, who wrote a lot of Planescape: Torment as well numerous Planescape sourcebooks back when it was a Dungeons and Dragons campaign setting. George Ziets (Neverwinter Nights II, Fallout: New Vegas) is another lead writer. Chris Avellone, the project lead on Planescape: Torment, has also contributed a couple of quests and characters, as has Patrick Rothfuss, the writer of The Name of the Wind.

This is one of the more promising CRPGs in development at the moment, and it'll be interested to see if the lengthy gestation period (the game will launch four years after its Kickstarter campaign started, which is a long time for an isometrically-viewed CRPG) will result in an appropriately impressive game.

Saturday, 11 June 2016

TORMENT: TIDES OF NUMENERA delayed until 2017

inXile Entertainment have confirmed that their CRPG Torment: Tides of Numenera, a spiritual successor to the classic 1999 game Planescape: Torment, has been delayed until early 2017.



The game is currently in beta and a preview is currently available to play for backers, but inXile say that bringing the game up to release standard and completing localisation for its many hundreds of thousands of words of dialogue will take slightly longer than they had been planning for their late 2016 release.

Torment: Tides of Numenera is set in the Dying Earth-esque SF/fantasy mashup world of Monte Cook's pen-and-paper roleplaying system. The game will feature combat and intrigue, but is more interested in exploring story, character and themes, and will proritise wits, roleplaying and dialogue over violence. The game's writers include CRPG veteran Chris Avellone (Fallout 2 and New Vegas, Mask of the Betrayer, Planescape: Torment) and novelist Patrick Rothfuss (The Name of the Wind, The Wise Man's Fear).

Wednesday, 13 April 2016

FALLOUT unlikely to be outsourced again, according to NEW VEGAS developer

According to Fallout 2 and New Vegas designer Chris Avellone, Bethesda are unlikely to outsource the creation of future Fallout games to external companies. They did this for 2010's Fallout: New Vegas, when they employed Avellone's former employers Obsidian Entertainment to make and release Fallout: New Vegas and fans have been speculating that Bethesda may repeat the trick to reduce the 3-5 year gaps between their games.

Avellone's statement comes after controversy surrounded the release of New Vegas. The game was released in a buggy state after Obsidian passed the code to Bethesda for QA and testing. Obsidian subsequently took the blame for the game's release problems, which saw the game get initial lower review scores than Bethesda's Fallout 3. However, after patching the game turned out to have a very long tail and now regularly tops polls and critics' choice lists as the finest Fallout game. It's worth noting that Obsidian are, effectively, a reconstituted version of Black Isle, the company that created the Fallout franchise in the late 1990s and produced the first two games in the series (Avellone was project lead on Fallout 2 and New Vegas's DLC Old World Blues, and worked on New Vegas itself and its other DLC as a designer and writer).

Further controversy unfolded when it was revealed that Obsidian missed out on a bonus payment that was north of $1 million that they would have received if the game had scored just one percentage point higher on Metacritic. The fact that the game became Bethesda's biggest-selling-ever title on release, shipping 5 million copies in its first month on sale (almost double Fallout 3's first-month sales), was apparently not rewarded. Bethesda's next two games have sold more, Skyrim shifting 7 million copies in its first month in 2011 and Fallout 4 almost 12 million last November.

Despite these issues, Obsidian did propose a new Fallout project to Bethesda a few years ago. This game would have been set in Los Angeles, expanding on the Boneyard setting established in earlier games.

However, whilst Avellone's remarks might be misconstrued as Bethesda becoming more controlling of the franchise or petty over past criticisms, there's actually a far more practical explanation. Outsourcing a game requires close coordination between the IP holders and publishers, and the whole production studio. In New Vegas's case, this required Bethesda - based just outside Washington, DC - and the LA-based Obsidian to coordinate development which ended up being less practical than expected. Bethesda, more likely, will want to employ their own in-house secondary team to create games at a faster pace, and last year they announced the formation of a new team in the (relatively) closer location of Montreal to do just that.

Bethesda have hinted at some major announcements at E3. It seems unlikely that The Elder Scrolls VI will be announced so soon, so it's more likely to be about games under development from their other studios.

Chris Avellone is currently at Larian Studios working on Divinity: Original Sin II. Alongside the likes of Patrick Rothfuss, he's also contributed writing and story development to inXile's Torment: Tides of Numenera, which should be released this summer.

Tuesday, 3 November 2015

TORMENT: TIDES OF NUMENERA delayed until 2016

Surprising no-one, inXile's new computer RPG has been delayed until some time in 2016. Torment: Tides of Numenera is a spiritual successor to Planescape: Torment, arguably the greatest CRPG of all time, and is set in the Numenera roleplaying setting created by Monte Cook.


The delay was unsurprising given the crowded late 2015 release schedule and the fact that the game has only recently started seeing more substantive previews and trailers being released (see above, focusing on the game's "Crisis" encounter system).

Torment: Tides of Numenera will also be of interesting to epic fantasy fans, featuring as it does some quests and characters written by Kingkiller Chronicle author Patrick Rothfuss, as well as material from Chris Avellone (of Fallout 2, Fallout: New Vegas, Planescape: Torment and Mask of the Betrayer fame).

Friday, 10 July 2015

New BALDUR'S GATE game announced

Fourteen years after the release of the last game in the Baldur's Gate saga, Throne of Bhaal, it's been officially announced that we're getting a new one. Baldur's Gate: Siege of Dragonspear will be released "soon" by Beamdog Games for PC and tablet devices.




Siege of Dragonspear is an "interquel", taking place between Baldur's Gate and Baldur's Gate II: Shadows of Amn. The new game will take approximately 25 hours to complete and will use the same Infinity Engine as the old games. It is officially an expansion to Baldur's Gate: Enhanced Edition (despite being almost as large as the entire original game), so you will require that to play it.

This isn't Baldur's Gate III but more of an extra episode in the saga, filling in the blanks on what happened between the first two games. There wasn't much of a narrative gap between the two games, beyond murky mentions that something happened that encouraged you to leave Baldur's Gate after you'd saved it in the first game.

The new game has some interesting pedigree: the developers have avoided the "evil for evil's sake" villains of the original game and even got the much-in-demand Chris Avellone on board to review the script. There's also been updates to the graphics, UI and inventory systems which will roll out across all of the other Infinity Engine Enhanced Editions as well.

Apparently Beamdog want to ultimately combine Baldur's Gate, Tales of the Sword Coast, Siege of Dragonspear, Baldur's Gate II: Shadows of Amn and Throne of Bhaal into one humungous mega-game that will take hundreds of hours to complete and take players from Level 1 to (at least) 27. But that project is apparently still a way off in the future.

Tuesday, 9 June 2015

Chris Avellone leaves Obsidian Entertainment

Chris Avellone, one of the best-known writers in the CRPG field, has left Obsidian Entertainment, the company he co-founded a dozen years ago, for pastures new.

"What can change the nature of a man?"
"Being reduced to a floating, disembodied skull."
"Oh, right."


Normally, a change of career for a video game staffmember would not be news-worthy, but Avellone is one of the most critically well-regarded writers in the genre. He started out at Interplay, in particular its Black Isle RPG development team, where he won early acclaim for directing the development of Fallout 2. Following that he worked on what is widely regarded as the greatest CRPG ever written, Planescape: Torment. He proceeded to work on Icewind Dale and its sequel before leading development of Project Van Buren, the code-name for the original Fallout 3. During the development of Van Buren Black Isle was abruptly shut down due to financial issues and Interplay effectively ceased to exist as a games development company.

Avellone and several of his Black Isle colleagues regrouped to found Obsidian Entertainment in 2003. BioWare, who had produced the Baldur's Gate series for Interplay and worked alongside Black Isle, gave Obsidian their first break by convincing LucasArts to hire them to make Knights of the Old Republic II: The Sith Lords, with Avellone taking a key writing role. Although hamstrung by budget and time constraints, Knights of the Old Republic II won critical acclaim for its subversive deconstruction of the Jedi and the simplistic black/white morality of the Star Wars universe. Obsidian subsequently developed Neverwinter Nights II, Alpha Protocol and Fallout: New Vegas, the latter of which re-used some of the old Van Buren ideas. Avellone worked on all of these games, gaining kudos for his key work on the Mask of the Betrayer expansion for NWN2 and Old World Blues for New Vegas.

More recently, Avellone has been allowed to branch out and outsource work to inXile Entertainment (made up of other ex-Interplay and Black Isle staff), contributing quests, dialogue and characters to both Wasteland 2 and the upcoming Torment: Tides of Numenera. His last big project for Obsidian was working on the hugely successful crowdfunded RPG Pillars of Eternity.

Avellone's writing is noted for being rooted in character and thematic development, philosophy and internal realisation, unusual for a medium which is usually more story and action-focused.

According to Twitter, the break with Obsidian was wholly mutual. Avellone's next project is unknown, but speculation is rampant that he may team up with inXile, who recently regained access to the Van Buren trademark. Although it won't be a Fallout game (the rights for which reside with Bethesda, who recently announced Fallout 4), there is speculation that Van Buren will be re-tooled either as a whole new post-apocalyptic franchise, or may form the basis for the inevitable Wasteland 3.

Sunday, 29 March 2015

Early thoughts on PILLARS OF ETERNITY

Obsidian Entertainment's latest computer roleplaying game, Pillars of Eternity, was released three days ago and has attracted blanket critical acclaim from the gaming press. Pillars hits the sweet spot of nailing the nostalgic feel for the RPGs of yesteryear whilst also bringing some modern sensibilities on board. It's not flawless - in fact I'm rather surprised that some of its more glaringly obvious interface and presentation flaws have been brushed over by reviewers - but it's a pretty excellent game so far.


Obsidian was formed out of the ruins of Black Isle, Interplay's in-house CRPG development studio which created the Fallout franchise and worked on the Icewind Dale series, as well as creating the single greatest CRPG of all time, Planescape: Torment. They also published the Baldur's Gate series (developed by a nascent BioWare before they were swallowed by the EA machine) and helped with the development of Baldur's Gate II. After the collapse of Black Isle, the reconstituted Obsidian developed games including Neverwinter Nights II, Star Wars: Knights of the Old Republic II, Dungeon Siege III, Fallout: New Vegas, Alpha Protocol and South Park: The Stick of Truth.

However, as an independent studios working on-hire for big publishers, Obsidian found themselves at the mercy of publishers changing contracts, altering terms and conditions and drastically cutting development time at limited notice. On no less than three occasions, Obsidian games were released buggy (Fallout: New Vegas), not-quite-complete (Knights of the Old Republic II) and apparently in a barely tested beta build (Alpha Protocol). On all three occasions the publishers were to blame: Bethesda did not run sufficient QA on New Vegas* (something they have a reputation for on their own titles, with Daggerfall and Oblivion in particular released in a buggy state, with even the mighty Skyrim suffering from problems); LucasArts reversed a deadline extension for KotOR II at the last moment*; and the people at Sega who had commissioned Alpha Protocol had left and their replacements just wanted to get rid of the game ASAP to save money*.


This left Obsidian with a reputation for, depending on your POV, either extreme misfortune or simply an inability to release a game that worked properly. On games where they had much greater development time and all of the agreed promises were kept, such as Dungeon Siege III and South Park, the games were delivered in a good state. However, what is remarkable is that Obsidian's laudable commitment to intelligent game systems, player choice and top-quality writing have shone through even on their most buggy games.

Pillars of Eternity was an attempt to both change that reputation, with Obsidian in total control over every aspect of development and QA, and also to bring back some of the classic feel of the old Black Isle days. The game is a homage to the Baldur's Gate and Icewind Dale series, but isn't quite as old-school fantasy as it appears. Whilst classic elves and humans and wizards are all present and correct, the game throws some curveballs into the mix, such as arctic tundra dwarves and the ability to assess non-player characters by gazing into their souls. It's a big game - at a reported 50-60 hours in length it's bigger than any Black Isle game bar the monstrously huge Baldur's Gate II, and bigger than any game Obsidian has developed before - but also one that focuses on the moments and the details.


I'm now seven hours into the game and am rocking a five-member team of adventuring nutters around the Dyrwood. So far we've fought a crazy giant bear, fought off a horde of mushroom men, laid to rest dozens of zombies and almost been slaughtered by, erm, a pack of boar. My team consists of stalwart dwarven fighter (my main character), a posh elven wizard named Aloth with a nice line in sarcastic invective, a religiously-minded warrior named Eder, an enigmatic priest named Durance who likes to think he is Kreia from Knights of the Old Republic II but is actually The Sphinx from Mystery Men, and Kana Rua, a 'chanter' who sings inspiring ballads whilst unloading shots from his mobile hand cannon (did I mention the game has occasional moments where it goes randomly steampunk on the rest of the setting's epic fantasy behind?). They're a memorable, crazy bunch of characters who it's fun to go delving into dungeons with.

The game mixes up tricky side-quests (complete with trademark Chris Avellone-penned morality labyrinths) with a series of interconnected main storylines revolving around your character's newfound ability to gaze into souls, resulting in him/her becoming known as "The Watcher". There's also the interesting ability to gain control of a ruined castle and rebuild it into your own personal stronghold. You can retire to the castle between quests to re-arm and resupply. Your unused-in-the-current party NPCs can chill out there or strike out on solo, off-screen missions and you can fortify the place so it looks more impressive. Oh, and there's also a (wholly optional) 15-level mega-dungeon directly underneath the castle if you feel like an extra challenge.


The game does the usual Obsidian thing of emphasising roleplaying alongside combat (although, unlike some of their other games, you can't avoid combat altogether) and you can use intelligence and wits to overcome problems as well as homicidal ultraviolence. There's also some nice ability-based effects: give your beserker barbarian some high intelligence and he or she will engage in combat more tactically and do extra area-of-effect damage to groups of enemies.

It's not perfect. Obsidian didn't quite catch all of the bugs and there's a few minor ones knocking around that are fairly irritating. There's also some very curious UI decisions. There's a "Stash" option which means you have no inventory limit and never have to worry about weight limits. This is good, because weight limits are extremely irritating and games enforcing them only serves as pedantic busywork. However, the game then doesn't allow you to rest at will to recover between fights. You have four campfires and can only rest four times before having to resupply. So you go into tough areas, make some progress, rest, make some more progress, rest, etc until you run out of campfires and have to run back to the nearest inn or store to buy some more. Which is pretty much just pedantic busywork. Obsidian giveth and Obsidian taketh away...

Far more annoying is that certain commands, including most buff spells and abilities, are not available until combat starts. So you can't cast a few bless/fortify spells upon spotting trolls in the distance before wading in. You have to trigger the fight and then cast the buffs (if you have time before the enemy close the distance) which is pretty ridiculous. For these reasons, whilst Pillars of Eternity approaches the quality of the old Infinity Engine games it doesn't quite match them in terms of user-friendliness and playability.

Still, it's the best of the recent retro-nostalgia-crowdfunded RPGs (certainly more engaging than Divinity: Original Sin and Wasteland 2, both fine games, at least so far), it's huge, it's fantastically well-written and it's easily the best traditional fantasy RPG to appear since at least Icewind Dale II in 2002 (it knocks the first two Dragon Age games into a cocked hat, that's for sure). It might all go pear-shaped in the next 43 hours, so my full final review will have until then, but for now I can firmly recommend the game.

* Allegedly.

Friday, 27 March 2015

Wasteland 2

AD 2102. The world is still basking in the afterglow of a devastating nuclear war. In Arizona, a law-enforcing militia known as the Desert Rangers is trying to bring justice and order to a land plagued by bandits, warlords and crazed cyborgs. When Desert Rangers start turning up dead, it becomes clear that someone or something has it in for the Rangers, and their attempt to find out who is responsible will take them to every corner of Arizona, and far beyond.



Wasteland 2 has an interesting history. The original Wasteland was a hugely successful, genre-defining roleplaying game when it was released by Electronic Arts in 1988, featuring a rich story and solid gameplay for the time. Brian Fargo and his team at Interplay later left EA to go solo. In 1996 they tried to get the rights to make an official sequel but EA turned them down. So they had to make a spiritual successor, a similar post-apocalyptic game with a nicely non-copyright-infringing, alternate-history twist to set it apart. The result was a game called Fallout. You may have heard of it, and its increasingly massive, mega-selling sequels.

Years later, after Interplay went down in flames and the Fallout franchise rights were purchased by Bethesda, Fargo and some of his team-mates regrouped as inXile Entertainment, purchased the Wasteland IP rights from a now-more-relaxed EA and raised over $3 million from crowdfunding. The game was finally released in September 2014. To say it represented a labour of love for its creators, who had spent a quarter of a century trying to get it made, is an understatement.

So much for the history, what about the game? Wasteland 2 is a top-down roleplaying title. You create a party of four characters from scratch who can then be joined by up to three additional companions as the game proceeds. You control the development of both the created and original characters, determining where skill points are assigned and what equipment they use. The game demands a fairly broad-based approach and it pays to split skills between party members, so making one a computer specialist, another a master lockpicker, another a medic etc is pretty much essential. All characters need to pour points into their fighting skills as well, with the game providing a nice variety of ranged (rifles, pistols, miniguns, laser weapons, sniper rifles, shotguns etc) and melee weapons. There are also non-violent skills, most notably the conversation skills which can dramatically change how conversations, quests and entire storylines unfold. Roleplayers will enjoy seeing how much combat in the game can be avoided by picking the right dialogue options and using either logic, determination or appeals to mercy as befitting the other character's nature.

Grenades and bazookas can be a vital equaliser in really tough fights.

Wasteland 2 is reasonably attractive graphically, although the first half of the game is very, very brown. You spend so much time zoomed-out it's not really a problem (the - fortunately very brief and rare - in-game cut scenes are a bad idea), and the game's excellent graphic design shines through at every point. The game employs the old Infinity Engine technique of having some well-designed maps and areas that aren't actually that huge, but cleverly-designed paths and well-placed enemies can make crossing them a lengthy challenge. There's also an absolute ton of them. Wasteland 2 is a massive game, taking most players north of 50 hours to complete (I did in 54, and that included rushing some late-game areas and not exploring every nook and cranny as it was no longer necessary) and does a good job of maintaining interest over that time. I certainly never found myself glancing at the time and wishing the game was over like I did through most of the second half of Dragon Age: Origins, for example.

The writing is pretty good, although inconsistent. Chris Avellone was parachuted in from Obsidian to help on several sections and his Planescape: Torment co-writer Colin McComb played a large role, resulting in a twisting and turning narrative which never shies away from asking hard questions and leaving players feeling that all choices are bad ones. However, some other sections of the game are more pedestrian and more easily resolved through combat. The writing is good but certainly not a major selling-point of the game (as it is for Pillars of Eternity, for example). Combat is more enjoyable, being turn-based and emphasising positioning and cover. XCOM fans will particularly enjoy the fights. As better weapons are secured and combat skills are levelled up, battles become more elaborate and enjoyable. However, towards the end of the game your party will start outstripping the enemies arrayed against it and tactics will become less important as you shrug off massive volleys of enemy fire like gnats.

Although your party does eventually become unstoppable walking tanks, it takes a while to get there. Unlike most RPGs, the game is pretty stingy with ammo and money. Looting items provides only a small return, while the cost of everything is absolutely astronomical. Late in the game I still found kitting my side out with enough bullets to get through a few fights without running dry to be ruinously expensive. It doesn't help that the game is also stingy with its vendors and their bank balances, sometimes necessitating large trips across the map stopping off at every merchant you know to stock up.

Despite small and undetailed textures, the graphics can be ocassionally excellent.

The other key weakness is the overly exacting use of skills. Having Safecracking and Lockpicking as separate skills felt like one step too far into pedantry, as was the splitting of Medic and Surgeon. It does force some hard choices in levelling your characters, which is good, but the gap between tough choices and unnecessary busywork is very small and the game does step over it several times.

Still, if Wasteland 2 repeats some of the mistakes of old-school RPGs, it also embraces some of the best bits. There are lengthy, branching storylines with multiple outcomes. Quests with three or four different outcomes which have associated subquests with their own branching endings. Entire storylines can be missed if you don't open the right door. Decisions made in the opening minutes of the game have huge consequences in the endgame. One wrong judgement during a particularly tense, dramatic confrontation with a bunch of warrior-priests can determine if a nearby town is enslaved, left alone or destroyed. Wasteland 2 gives every one of your decisions weight and consequence, and makes you care about those consequences.

Wasteland 2 (****) is occasionally tough, sometimes obtuse and perhaps overuses the brown texture colour a tad too much. It's also brilliantly designed, well-characterised and knows how to gut-punch the player when they're least expecting it. Amongst the recent surge of old-school RPGs it may be the ugliest (although this is very relative) but it's definitely one of the most rewarding. Wasteland 2 is available now on PC from Steam and GoG, with PS4 and X-Box One versions to follow later this year.

Sunday, 23 March 2014

Icewind Dale II

A band of adventurers are among the mercenaries called in to help defend the remote settlements of Icewind Dale after they come under attack by an army of monstrous creatures. Investigating the causes of the raids, the team embark on a lengthy trek into the hostile Spine of the World mountains.


Icewind Dale II was released in 2002 and was the fifth and last game to use the Infinity Engine. Originally used for Baldur's Gate in 1998, the Infinity Engine had powered a whole series of classic roleplaying games and was arguably the last great 2D engine before most games switched to 3D technology. At the time of its release, Icewind Dale II was heavily criticised for using old tech, made even more apparent by it coming out just a month or so after BioWare's Neverwinter Nights, with it's all-singing, all-dancing 3D engine.

Played without regard for such concerns, Icewind Dale II emerges as an enjoyable, solid roleplaying game much in the vein of its predecessor. The Icewind Dale games are very much the 'brainless action movie' branch of the Infinity Engine tree, where combat is emphasised over roleplaying. There isn't anything too wrong with that, especially since Icewind Dale II also puts more emphasis into puzzle-solving, quest-resolving and occasional bursts of proper roleplaying. You still spend 80%+ of the game hacking enemies apart, but there's a little bit more story and character to proceedings this time around.

As with the previous game, you create a party of six adventurers from scratch. Balancing melee combat characters with ranged ones with magic users (and a rogue to help open all of those locked chests of loot) is key to completing the game effectively. Unlike the other Infinity Engine games, Icewind Dale II uses the Dungeons and Dragons 3rd Edition rules which gives your characters much greater choices of weapons (no more arbitrary restrictions by class), classes (no more arbitrary restrictions by race) and skills and feats, which improve your combat abilities.

You start the game in the town of Targos which is under goblin attack. After dispatching the attackers you find yourself running around town getting to know people and finding out more about what's going on. This being a game by Black Isle (which splintered apart shortly after this game's release, the remnants reforming as Obsidian and Troika), with such CRPG luminaries as Josh Sawyer and Chris Avellone working on it, the game features some amusing meta-commentary about the genre. One soldier recounts how he started his adventuring life by killing rats for ages because it was 'character-building', whilst running around town doing trivial odd-jobs for pitiful amounts of money. This was funny at the time, but is slightly tragic in 2014 given how many modern RPGs still insist on using the same structure.


The game is linear, with your team moving from objective to objective without as much ability to go off and do some exploring by yourself (although there a few optional side-quests). This makes sense in the context of the game - you are a mercenary party on a military commission to halt an invading army - and also given the time restrictions the game was made under, but it does feel a little constraining at times. The game is also pretty relentless and, in the midgame especially, becomes something of a grind. The environments are beautiful, ranging from palaces made of ice to spectacular underground caverns and windswept mountain passes filled with snow. However, too often there is little to do in these environments rather than bludgeon lots of things to death and search for loot. There are a few moments of satisfying roleplaying - doing a side-mission near the end of the game makes the final battle considerably easier, whilst you can completely skip a lengthy and lethal battle in a mind-flayer fortress by convincing their relentlessly logical leader that it's just safer to let you pass - but the focus is very much on fighting.

Fortunately the fighting is pretty good. As usual you can pause the game to issue orders and battles soon become a frenzied rush of arrows, swords swinging and spells flying past. As the game progresses enemies become more likely to use magic, so it becomes necessary for your party to use magic to buff your characters or summon small armies of monsters to act as cannon fodder. Unlike, say, the Dragon Age games, which have a seriously tiny spell selection (presumably for simplicity's sake), Icewind Dale II offers a large range of spells, weapons and combat options which can tend towards over-complexity, but also give the player a satisfying choice of tactics to pursue. Many seemingly-impossible battles can be won by simply changing tactics or even just the positioning of your characters: bottlenecking large enemy forces in narrow passages is a simple but often decisive tactic.

So the combat is good, the choices for character development are better than any previous Infinity Engine games and the story is moodily and effectively told through animated storybook cut-scenes. For its time, the 2D graphics are impressive (if inevitably a little pixellated on modern machines) and the music is splendid, though there isn't a whole lot of it. The game is pretty long (clocking in at well over 20 hours) so you get a lot of content for your money. The game gets grindy and repetitive at times, but it's worth persevering for the satisfyingly epic conclusion.

Icewind Dale II (****) is a worthy follow-up to Icewind Dale and a decent conclusion to the Infinity Engine era of roleplaying games. You can get the game now from GoG, where it has been optimised to run well on modern machines, or you can also get it as part of a triple-pack with the original Icewind Dale and its expansions (UK, USA).

Sunday, 30 June 2013

Map of PROJECT ETERNITY

Project Eternity is the working title (though possibly the final one, given how popular it's turned out) of Obsidian's new, old-school RPG due out in mid-2014. Funded by fans on Kickstarter, it's planned to be a bit of a throwback to the days of the old Infinity Engine days (which powered the Baldur's Gate and Icewind Dale series of RPGs, plus Planescape: Torment).



Obsidian have released a new map of the world where the game is set, which is promised to be a traditional fantasy world with a few twists (such as the dwarves being more inspired by Inuit culture than traditional Tolkien dwarves, and one of the planned NPCs is a female dwarven character). They've revealed that the city of Defiance Bay (which can be seen in the north-west) will be a major location in the game and much of the action will be set in the vast Dyrwood.

Source: Chris Avellone via Anonymous of Holland (check out the link for an interview with a more Eternity-focused interview with Chris Avellone as well).

Wednesday, 26 June 2013

Chris Avellone on RPG design, PROJECT ETERNITY and too many great games to count

At the Rezzed gaming conference this weekened, Obsidian developer Chris Avellone did a presentation on CRPG design. You can check it out here.



Avellone has a CV that is interesting. At Black Isle back in the day he was the project lead on Fallout 2 and Planescape: Torment (probably the greatest Western CRPG of all time) as well as working on Icewind Dale and its sequel. At Obsidian he was the lead designer on Knights of the Old Republic II, Fallout: New Vegas - Old World Blues and Alpha Protocol. He also worked on Neverwinter Nights II and its expansion Mask of the Betrayer as well as the main game of Fallout: New Vegas. He has also been hired out to inXile to assist on the upcoming Wasteland 2 and Torment: Tides of Numenera. Avellone is a noted proponent of player choice and including more complex thematic, and philosophical elements than is normally found in games, not to mention more complex characterisation.

Some of those things are discussed in the interview, along with progress on Project: Eternity, some interesting info on how they made Planescape: Torment and Fallout: New Vegas, and on the merits of Kickstarter as a business model. He also namechecks Brandon Sanderson and Patrick Rothfuss in a discussion of magic systems, though he doesn't mentioned Obsidian's planned Wheel of Time CRPG (which is still on hold until Red Eagle raise the funding for it).

Friday, 22 March 2013

TORMENT update: Rothfuss and Avellone in

The Kickstarter for Torment: Tides of Numenera is roughly halfway done, with 14 days to go before the end of the appeal. However, the game is already funded: having asked for $900,000, inXile Studios have actually received $2.9 million. The game is now deep into what Kickstarter calls, 'stretch goals', that is additional incentives for people to keep funding in the form of added content to the game.


First up, if the game hits $3.25 million then the writing team will be expanded to include bestselling fantasy author Patrick Rothfuss (The Name of the Wind, The Wise Man's Fear). Rothfuss will be adding about 10,000 words of content to the game in the form of dialogue and characters. He won't be doing any more because of his commitments to finishing off The Doors of Stone, the third and concluding volume of The Kingkiller Chronicle.

Much more enticing (to this blogger, anyway) is that at $3.5 million, inXile will add Chris Avellone to the writing time. Avellone was the primary writer and designer of the original Planescape: Torment (to which Numenera is the spiritual successor), as well as Fallout 2, Neverwinter Nights 2: Mask of the Betrayer and the forthcoming Project: Eternity. He also worked on Icewind Dale and its sequel; Fallout: New Vegas (including leading the design of several of its DLC episodes); and Alpha Protocol. He has also done some writing for inXile's previous Kickstarter game project, Wasteland 2. He is often cited as the finest writer of Western CRPGs. Exactly why Avellone still hasn't written a novel, I don't know, as I suspect it would be awesome. Avellone will be creating a new NPC character for the game and writing their dialogue, but will also be serving as an editor and a fresh pair of eyes on the work of the rest of the team as well.

With still two weeks to go, I suspect this Kickstarter will breeze past both targets and probably end up somewhere on the other side of $4 million when all is said and done. It's shaping up to be a very interesting game.

Friday, 8 February 2013

Mass Effect 4 - Knights of the Old Republic 3

Following up their comments a few weeks ago, Obsidian have confirmed that they have pitched a new Star Wars roleplaying game to LucasArts. The new game won't actually be Knights of the Old Republic III, as it will be set between Revenge of the Sith and A New Hope. Obsidian's top writer, Chris Avellone, has developed and written the story. Obsidian are waiting to hear back from LucasArts and their new owner, Disney (who have made discouraging noises about not wanting to focus on big gaming projects any more) about their pitch.

Don't expect to be seeing many - or any - of these guys in the new Mass Effect.

Meanwhile, BioWare have made a lot of confusing comments about Mass Effect 4. The only thing they have seemingly confirmed is that it will not be called Mass Effect 4. In a bizarre twist one of the developers has said that "the game does not have to come after. Or before. Or off to the side. Or with characters you know." Actually, logically it kind of does, unless it's set in a completely different universe (and hence wouldn't be a Mass Effect title). Good to see that BioWare still can't make a single announcement about the Mass Effect franchise without turning into a confusing mess. However, it does confirm that Mass Effect 4: Whatever is now in active development.

Meanwhile, Ubisoft have confirmed that Far Cry 3 has sold 4 million copies since its release, far outstripping their projections. As a result, they have confirmed that a Far Cry 4 will be released within the next three to four years. Surprising no-one, they have also confirmed that a new Assassin's Creed game is in the offering for 2014. Assassin's Creed III has sold a staggering 12 million copies since its release just three months ago.

Wednesday, 17 October 2012

PROJECT ETERNITY smashes funding goals

As covered previously, Obsidian Entertainment have been working on a brand-new, 'old-school' RPG with the working title Project Eternity. The game is heavily influenced and inspired by their own classic games (when they were working as Black Isle), such as Planescape: Torment, Icewind Dale and the early Fallout games, as well as those of their associated companies, such as BioWare's Baldur's Gate titles. To help fund the title, Obsidian requested fans to pledge $1.1 million via the Kickstarter crowdfunding website.

Click for massive version.

A month later, the Kickstarter has come to an end with Obsidian having raised $3,986,929 via the website, plus an additional $140,099 in PayPal contributions. The result being that the game achieved all of its planned stretch goals and will now be radically enhanced as a result. This includes the game now shipping on PC, Mac and Linux platforms, in multiple languages and with several added areas (including a whole new city and a major, 14-level dungeon complex).

The game is tentatively set for release in April 2014.