Thursday, 23 July 2026
Pilllars of Eternity
Sunday, 11 June 2023
Obsidian Entertainment lift the lid on their new fantasy RPG, AVOWED
Obsidian Entertainment have revealed more about their new fantasy RPG, Avowed.
Set in the same world as Pillars of Eternity (2015) and Pillars of Eternity II: Deadfire (2018), Avowed is a first-person game set in the Living Lands, an island located far to the north of the Eastern Reach and Deadfire Archipelago. The game will allow players to tailor their protagonist's specialisation, with them able to use swords, pistols, magic or some combinationthereof. The game will also have companion characters, and the game's first trailer introduces one of them, Kai, a Coastal Aumaua and former soldier turned adventurer.
The game will see the player tackling underground dungeons, exploring bustling port towns and fighting undead.
Avowed is currently scheduled for release in 2024 on PC and Xbox, and via the Game Pass service.
Thursday, 26 January 2017
PILLARS OF ETERNITY II: DEADFIRE formally announced
Pillars of Eternity II: Deadfire takes place on the Deadfire Archipelago, an island chain located far to the south of the Eastern Reach, the setting for the first game. The action kicks in when a long-missing god shows up, destroying your castle in the process, and then goes AWOL, leaving you to assemble a new party and follow a trail of clues leading to the Deadfire Archipelago.
Pillars of Eternity II: Deadfire seems to be targeting an early 2018 release window.
Thursday, 19 January 2017
Obsidian begins pre-announcing PILLARS OF ETERNITY II
Obsidian confirmed that Pillars of Eternity II was in development shortly after the game and it's two-part expansion, The White March, were released. However, that didn't officially constitute an announcement. They've now teased the game with a quote from the character Eder and some secret symbols in the game's fictional language. Sigh.
Pillars of Eternity II will, I strongly suspect, be an isometric, old-skool RPG like its predecessor. It's unknown if this game will be crowdfunded or not at this time. Their last game, the excellent Tyranny, was funded by a publisher, Paradox, so it'll be interesting to see which way they go this time.
I got about 20 hours into Pillars of Eternity (about halfway through the game) before I got a bit bored of it. I need to get back and finish it off. Unfortunately, the game suffered from being described as a "spiritual successor" to Baldur's Gate but featured inferior combat and a less-interesting story, both a problem when it's very easy to just go and play the updated version of Baldur's Gate instead. Tyranny showed more originality and flair, so hopefully Pillars II will be closer to that level of quality than the first game.
Tuesday, 17 May 2016
Obsidian Entertainment are working on three games
First up is Tyranny, a roleplaying game that they are developing for Paradox, due for release later this year. This game is set in a world where the bad guys have already won and the dark lord is in control of the land.
Second is Pillars of Eternity II. The original Pillars of Eternity (which I really need to get back to) was a big success and made Obsidian a solid amount of profit. A sequel is a no-brainer. However, this is in a rather early stage of development and Obsidian are still considering going back to Kickstarter for the sequel.
Most intriguingly, they have also got a third game under development in secret. This third game is, specifically, being worked on by Tim Cain, the creator of Fallout and former head honcho at Troika, Troika being the company that worked on Vampire: The Masquerade - Bloodlines using the then-cutting edge 3D Source Engine. The new game is using the now-cutting edge 3D Unreal 4 Engine, and Obsidian's new partners-in-crime Paradox recently gained the Vampire licence when they, er, bought the entire company lock, stock and barrel. Fans are already running around screaming in hope that Obsidian and Paradox may be collaborating on a new Vampire game with some of the same team who made Bloodlines working on it. Paradox also recently bought the specific Bloodlines trademarks and rights, which would allow them to make a direct sequel or remake the first game. There is also the possibility that this new game might be related to Obsidian's recent partnership with Paizo Publishing to make video games based on the Pathfinder RPG system.
Tuesday, 9 June 2015
Chris Avellone leaves Obsidian Entertainment
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 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.
Wednesday, 14 January 2015
PILLARS OF ETERNITY and GTA5 release dates
In addition, the PC version of Grand Theft Auto V has been delayed to 24 March. Rockstar, still smarting from the poor conversion of GTA4 back in 2008, has assigned the same team responsible for the excellent PC port of Max Payne 3 and has given them some extra time to polish the release. The PC version will be mostly the same as the recent PS4 and XB1 versions, complete with first-person mode, but will come with an added video playback editor and vastly superior graphics, with resolutions available up to 4K. The modding community is also getting ready to let rip on the game after it arrives.
Monday, 27 October 2014
PILLARS OF ETERNITY delayed, ELITE: DANGEROUS on track
There are two more big crowdfunded games due for fairly imminent release: old-school RPG Pillars of Eternity from Obsidian and massive space sim Elite: Dangerous from Frontier Developments.
Pillars of Eternity has, regrettably, been delayed. Obsidian are keen to make sure they have time to integrate all of the suggestions from the beta phase the game is currently in and to work on bug-fixing (something they don't have the best reputation for, sometimes fairly and more often not). Currently 'early 2015' is the target date, although it's unclear if they are thinking a modest delay to January or February or a more substantial one to say April or May.
Elite: Dangerous, on the other hand, is much closer to release. A third stage of the game's beta has just been released, adding yet more star systems and game mechanics (such as mining), and Frontier Developments have announced a launch party for 22 November, at which time the game's release date will be confirmed. They are still saying that the game will launch before the end of 2014, making a December release likely.
Bad news for Pillars of Eternity, although hopefully this does mean that when it comes out I should have enough time to actually play it. I'm currently about halfway through Wasteland 2, which is quite unfeasibly massive (and pretty good) RPG.
Tuesday, 12 August 2014
Obsidian and Paizo collaborating on a PATHFINDER project
The above picture from this year's GenCon is pretty much all we know so far, but the smart money would be Obsidian making a roleplaying game set in the Pathfinder world. Whether this would be a big-budget, 3D RPG funded by a major publisher or a smaller, lower-budget affair similar to Obsidian's Kickstarter game, Pillars of Eternity (due out before the end of this year), remains to be seen, although I suspect the latter is more likely.
Obsidian and Paizo have expressed their mutual admiration in the past, with Obsidian also suggesting that their Pillars of Eternity world could become a Pathfinder pen-and-paper campaign setting. This is a very good fit, and it'll be intriguing to see what form the project takes.
Update: Obsidian and Paizo Publishing have entered into a long-term licensing agreement. First up is a digital version of the Pathfinder collectable card game. This will be followed by a 'proper' CRPG at a later date.
Obsidian Entertainment, the developer of Fallout: New Vegas, South Park: the Stick of Truth and the Kickstarter phenomenon Pillars of Eternity, announced that they have entered into a long-term licensing partnership with Paizo Inc. to produce electronic games based on its popular Pathfinder Roleplaying Game intellectual property.
Obsidian's first licensed product will be a tablet game based on the highly successful Pathfinder Adventure Card Game, a cooperative game for 1 to 4 players. Players each have a unique character composed of a deck of cards and a set of stats. Characters have classes such as fighter, rogue, wizard and cleric, as well as numbers that define attributes such as strength, wisdom and charisma etc. Players will be able to customize their deck to better suit each individual's vision of their character.
"At Obsidian we have a long history of working with the greatest RPG franchises, and we're thrilled to get to play in the Pathfinder universe now," said CEO Feargus Urquhart. "We're huge fans and can't wait to bring what we do in the electronic gaming world to Pathfinder fans everywhere".
In the world of Pathfinder, players take on the role of brave adventurers fighting to survive in a world beset by magic and evil. The Pathfinder RPG is currently translated into multiple languages, with hundreds of thousands of players worldwide. The Pathfinder brand has also been licensed for comic book series, graphic novels, miniatures, plush toys, apparel, and is being developed into a massively multiplayer online roleplaying game.
"Obsidian is a video game developer at the top of its game", said Paizo CEO Lisa Stevens. "Being able to bring that type of experience and passion to Pathfinder can only mean great things, both for our loyal Pathfinder community and for all fans of great CRPG's."
Obsidian will be at Gen Con 2014 showing off an early prototype of the digital Pathfinder Adventure Card Game in the Paizo booth (#203) and in their own booth (#2151) featuring the first consumer hands on for Pillars of Eternity.
Sunday, 15 December 2013
Will Obsidian and Red Eagle put a WHEEL OF TIME RPG on Kickstarter?
They talk at length about ideas for a much more open-world style of game using the Unity Engine (which they are using for Pillars of Eternity), but they also drop hints to what the next Kickstarter should be. One of the ideas they are actively discussing is a licensed game as part of a pre-existing franchise. This, to me, hints that they might be talking about their long-delayed Wheel of Time RPG.
Backing up, about three years ago Obsidian signed a development deal with Red Eagle, the rights-holding company which controls the rights for Wheel of Time video games. This deal was to make a single-player RPG set in the Wheel of Time universe and world. Obsidian seemed excited by what they could do with the game, and fan response was positive, especially when it was revealed that Obsidian's best-known writer, Chris Avellone (the creative force behind Fallout 2, Planescape: Torment, Neverwinter Nights II: Mask of the Betrayer and Fallout: New Vegas - Old World Blues, several of the greatest RPGs ever made), would be working on the project.
However, nothing has happened with the idea since. Red Eagle was in charge of securing the funding for the game, and failed to do so. Electronic Arts signed a speculative distribution agreement for the game, but chose not to fund and formally publish it. With Triple-A RPG budgets heading towards $100 million (Skyrim, for example, cost $80 million and the Mass Effect trilogy not far off that per game), Red Eagle proved unable to come up with the cash themselves.
Last year, both Red Eagle and Obsidian launched Kickstarters. Red Eagle launched one to make a Wheel of Time casual strategy game for tablets and smartphones, Banner of the Rising Sun. They asked for $450,000 and raised $3,000, a hugely disappointing failure. Obsidian launched one to make an isometric, 'old-skool' RPG with impressive graphics but a much tighter focus on story and character. They asked for $1.1 million and instead raised over $4.1 million, an absolutely massive success.
With both Red Eagle and Obsidian willing to use Kickstarter to achieve their goals, it makes sense that they might consider joining forces to do the same for a Wheel of Time game. The viability of this depends on the deal with EA. If this has expired, there's nothing stopping them doing this. However, if EA retain the distribution rights the project will likely not be viable: Kickstarter is for games that otherwise wouldn't get off the ground, and the involvement of a massive company like EA would be toxic for any such campaign. Provided there are no obstacles, the combination of Obsidian's Kickstarter and game-making experience and Red Eagle's Wheel of Time licence could be highly appealing.
Obsidian will announce what their next project is in the spring, so we have a few months to find out if this is the direction they are going to go in.
Wednesday, 11 December 2013
PROJECT ETERNITY becomes PILLARS OF ETERNITY
Pillars of Eternity is a 'spiritual successor' to the Baldur's Gate series, set in a traditional fantasy mileu but with a few twists based around the concept of souls and soul magic. The game is also set in a colonial society rather than the traditional European imperial fantasyland.
As Obsidian, the same team was responsible for Fallout: New Vegas and Knights of the Old Republic II, two of the most interesting RPGs of the last decade (not to mention Alpha Protocol, Neverwinter Nights II, Dungeon Siege III and the forthcoming South Park: The Stick of Truth). In their former incarnation as Black Isle they also created Planescape: Torment, the Fallout and Icewind Dale series and provided technical assistance on the Baldur's Gate games from BioWare. As giants of the RPG genre, it'll be interesting to see what they pull off with this game, which eschews complex (and ultra-expensive) 3D graphics in favour of deeper gameplay, more immersive combat and stronger writing.
Pillars of Eternity is expected in mid-to-late 2014, and is one of my most eagerly-awaited games of next year.

















