RPG Thread XVI Supports Project Eternity's Kickstarter

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Just read that Greg Zeschuk and Ray Muzyka, co-founders of BioWare in 1995, are leaving the studio to pursue careers outside of the video game industry.

Link
 
[quote name='Ryuukishi']Still waiting on Final Fantasy Dimensions... :([/QUOTE]

FFD is out in Japan on Android so it should be a matter of time, but the odds of seeing other Square Enix RPG on Android are not as good. I just don't see Android catching up at this point.
 
[quote name='elessar123']If they actually get close to the Linux version, I will probably pitch in for the $1k. I'm sick of Wine and dual booting.[/QUOTE]
Daaaamn. Item or character?
 
[quote name='elessar123']Item. Probably a crit happy bow.[/QUOTE]

Cool! Name it the Elessar then when I come across it I'll know whose idea it was!
 
[quote name='keithp']Cool! Name it the Elessar then when I come across it I'll know whose idea it was![/QUOTE]

If I do name it, I'll post in here =P

But it's also done by a sheet you fill out, afaik. And depending on a system, a bow might not be a good choice. Katars are also a possibility. But if they don't have monks who can use katars... yea, I'd need more details.
 
[quote name='Feargus Urquhart']We were actually contacted by some publishers over the last few months that wanted to use us to do a Kickstarter. I said to them "So, you want us to do a Kickstarter for, using our name, we then get the Kickstarter money to make the game, you then publish the game, but we then don't get to keep the brand we make and we only get a portion of the profits" They said, "Yes".[/quote]

Daaaaaaamn.

Big Q&A-ish thing from Feargus last night: forums.obsidian.net/topic/60336-feargus-urquharts-qa-on-kickstarter-comment-thread/#entry1194849

EDIT: Update 4 talks about DRM-free (yes, via GOG), higher digital-only tiers, and beta access for backers.
 
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Even though I own and have beaten KH many times and beaten 358/2 days and hated COM with a fiery passion I'll buy it for original KH in HD if it actually comes out here.
 
Really hoping KH HD comes to the US (though I see no reason why they wouldn't), and they do a second HD collection. I assume they split it up because: A. There's too many games to put in one collection and B. They can pad the time between releases so HD Collection 2 comes closer to KH3 or can come with some sort of KH3 promo vid to build hype.

Wonder if it'd include dual language audio tracks? The US cast is great imho, but it'd be cool to replay it "undubbed".
 
[quote name='Zmonkay']Wonder if it'd include dual language audio tracks? The US cast is great imho, but it'd be cool to replay it "undubbed".[/QUOTE]
I doubt it will, but for me, it would be really weird to hear the Disney characters in Japanese anyway, especially the iconic ones like Mickey, Donald, and Goofy.
 
YAWWWWSHH, IKUZUUAHHH!!!!!!

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It doesn't include 358. Only HD cut scenes. And why no KH2? This is only a two game collection. Kinda weak.
 
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[quote name='elessar123']It doesn't include 358. Only HD cut scenes. And why no KH2? This is only a two game collection. Kinda weak.[/QUOTE]


Because they don't want people to experience mediocrity?
 
[quote name='j-cart']Because they don't want people to experience mediocrity?[/QUOTE]
Wow, a time traveler from 1995! Wait'll you hear about the Square-Enix of our amazing future world.
 
KH2 to me felt like what Capcom did with DMC2.

That's all.

Though it would be refreshing to play CoM on the big screen :D
 
$50,000 from their next stretch goal (new race, class, and companion at $1.8 million), another update - they seem to be doing them daily - with some details on the game: http://www.kickstarter.com/projects/obsidian/project-eternity/posts/312639

Developing setting and atmosphere are very important to us at Obsidian. We try to build worlds that are believable even when they are fantastic. To do that, we strive to create people, cultures, and conflicts that are both strongly defined and heavily interconnected. In observing community discussion about the game, we've noted two recurring requests for more detail: on the nature of souls and on the level of this world's technology. This update deals less with culture details and more specifically with those two topics since they are fundamental to the way the world works. There's also some information at the end about a new $5,000 backer tier we're excited to introduce. Thanks for reading!
N.B.: I know I said I'd talk about mechanics today. I forgot that I had already said I'd talk about technology earlier. Sorry! The next update I do will talk about non-combat skills the nature of classes in Project Eternity.
Souls

As we hinted at in our pitch videos, souls are A Big Deal in Project Eternity's world. The mortal world has not unlocked all of the secrets of how souls "work" and differing schools of metaphysical philosophy can be found in virtually every culture. What is known is that sapient souls move through an endless cycle of waking life and purgatorial slumber among the gods. Often this slumber lasts for years of "real" time, but occasionally it is brief, with a soul immediately moving on to a new life.
Far from being a flawless process, souls are subject to "fracturing" over generations, transforming in myriad ways, and not quite... working right. Some cultures and individuals place a high value on "strong" souls, souls with a "pure" lineage, "awakened" souls that remember past lives, "traveled" souls that have drifted through the divine realms, or those that co-exist with other souls in one body. However, the opposite is also true, resulting in negative discrimination and sometimes outright violence.
Through a variety of techniques (e.g. martial training, meditation, ritualistic evocation, mortification of the flesh), some individuals are able to draw upon the energy of their soul to accomplish extraordinary feats. These abilities range from the mundanely superhuman to the explosively magical. Having a strong soul seems to make this easier, but sometimes even people with fragmented souls are able to accomplish the extraordinary. The individual's body seems to act as a conduit and battery for this power, drawing in replenishment from seemingly omnipresent "fields" of unbound spiritual energy in the world around them.
Thinkers, spiritualists, and scientists of the world have theorized for thousands of years about the nature and purpose of this process, but others have turned to prayer for answer. Rather than illuminate the presumed higher purpose of this cycle, the gods have obfuscated the truth, at times spreading cosmological lies, pitting believers and empowered chosen agents against each other, and tacitly approving the prejudices of their followers to maintain power.
Whatever the fundamental nature of mortal souls is, the people of the world accept the reality of what they have observed: that all mortal bodies contain perceptible energy bound to the individual, and that once they die, their energy will move forward in the eternal cycle that they are all a part of -- that as far as they know, they have always been a part of.
Technology

The cultures of Project Eternity are in a variety of different technological states. Though some remote civilizations are still in the equivalent of Earth's Stone Age or Bronze Age, most large civilizations are in the equivalent of Earth's high or late Middle Ages. The most aggressive and powerful civilizations are in the early stages of what would be our early modern period, technologically, even if they are not culturally undergoing "Renaissance"-style changes.
For most large civilizations, this means that all of the core arms and armor of medieval warfare have reached a high level of development: full suits of articulated plate armor, a variety of military swords, war hammers, polearms, longbows, crossbows, and advanced siege weaponry. Architecturally, these cultures also employ technologies found in Earth's Gothic structures, allowing them to create towering vertical structures.
The most recent technologies seeing use in the world are ocean-going carrack-style ships and black powder firearms (notably absent: the printing press). Cultures with large navies and mercantile traffic are exploring the world, which has led to contact with previously-unknown lands and societies and settlement in new lands. Despite their intense drive, these explorers have been restricted from aggressive long-range exploration by monstrous sea creatures that pose a lethal, seemingly insurmountable threat to even the stoutest, most well-armed ships.
Black powder firearms are of the single-shot wheellock variety. Largely considered complex curiosities, these weapons are not employed extensively by military forces. Their long reload times are considered a liability in battles against foes that are too monstrous to drop with a single volley, foes that fly or move at high speed, and foes that have the power of invisibility. Despite this, some individuals do employ firearms for one specific purpose: close range penetration of the arcane veil, a standard magical defense employed by wizards. The arcane veil is powerful, but it does not react well to the high-velocity projectiles generated by arquebuses and handguns. As a result, more wizards who previously relied on the veil and similar abjurations have turned to traditional armor for additional defense.
New $5,000 Tier

Bam! We started with a $5,000 tier that allowed the backer to set up an inn and receive some additional items. Fortunately or unfortunately, that sold out almost immediately. We've come up with a new tier that is aimed toward (but not limited to!) the forum communities that have shown (and continue to show) us so much support. Some of the most fun we've had as players, DMs, and game designers has happened when we got to deal with a group of enemy adventurers -- mercenaries, thugs, whatever you want to call them -- squaring off against the party. This new tier allows you to build a fighting force of extraordinary magnitude to throw at the player. We've also switched around a few of the bonuses in this tier, giving out more digital downloads. We can't wait to see what you come up with
 
Project Eternity: I need you, now.

Anyone picking up Torchlight 2? My buddy is trying to get me to, but I don't generally play these things (or anything, really) online. Played through D3 once and got bored, but supposedly TL2 is better. (Note: I LOVED Titan Quest back in the day).
 
Computer broke for the last month, anything big in RPG's happen since then other than the Obsidian Kick starter?

In the meantime though I finally picked up Nier and played it. I really did not like the game, it was way too overwrought with sadness for characters I just could not seem to care for. By the time I got to the final choice, I felt no reason to do either than just to finish the game and put it down.
 
So I'm just about through FNV with my third character. Deciding on if I should acquire the DLC, if it's worth my time. Not in the "it's not bad" sense, but in terms of all the other stuff I want to play with the sliders jacked up.

On that point, golly FNV looks better with sliders jacked up. I didn't go so far as to download texture packs, but I've got it modded pretty well and it's pretty (and it's stable enough). Even mah pipboy looks better.

I'm still uncovering new content on the third character. It's an ambitious game, they took a swing at "big scope." A few notes that aren't prioritized...

Wild wasteland wasn't worth it. Gets me aliens and a few other goofy choices, but no big changes as far as I can tell. I'm going to look up exactly what it modifies after this 3rd character is done.

Can't get over how unsatisfying this game is in its beginning and end. The end especially. The NCR choice I especially don't understand given that it's the one the player is shoehorned into. In a narrative that hinges on a wasteland of possibility, you make the primary (i.e. default) alignment for the player's character the de-facto good guys with a questionable idea of order (i.e. militaristic hierarchy)?

Why not make it an upstart faction, make the end more hopeful and promising, one that acknowledges the instability, even embraces it? The NCR choice feels so futile and bland, we know where enforcing order on a "wild wasteland" is headed. Obsidian makes that abundantly clear for all faction quests.

Maybe it's unfinished, I dunno, but I have to treat it as a finished product. In that sense the storytelling is very tasteless, it makes me hesitant to tackle the DLC, especially if it's mostly unconnected to the main narrative of FNV.
 
So I started a game of Chrono Trigger, first time ever. Hell, I haven't even seen footage of this game before.

Just met the Frog dude, named him Paul.
 
Just hit the $1.8 mil stretch goal!

1.8 million, New Playable Race, Class, and Companion!
The options grow for your main character and the roster of your motley crew expands with the addition of a new companion from the selected class.
 
[quote name='keithp']Just hit the $1.8 mil stretch goal![/QUOTE]

I like stretch goals, but I think they should have more fun with the waypoints.

$500k should've been "bootable." $600k should've been "spyware free edition." Maybe $2M could be "comes with 50% less herpes." Stuff like that.
 
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Loved this answer from Chris Avellone:

Project Eternity is geared towards bringing back the magic of classic RPGs like Baldur’s Gate. Can you give us a run-down of what key values you absolutely have to include in the game to make sure the end product meets hits that target?

Significant character creation with classes, races, skills, and character development. Party-based tactical combat – some of the mage battles in Baldur’s Gate and the boss rival adventuring crew battles in Icewind Dale 2, especially the Holy Avenger fight and the Chult dragon fight, are moments we want the player to challenge themselves with in Eternity.

There has to be a meaningful, strong selection of companions, along the lines of the Baldur’s Gate and Planescape: Torment crew, and a strong storyline, quests, and freedom to move, explore, and quest as you would in an Infinity Engine game.

You also need reactivity to events in the world and factions based on your actions, as well as narrative and character continuation into future titles – backers and players willing.
 
Holy Avenger battle reference! The sole reason I roled a paladin in BG, and now continue to do so in all subsequent RPGs!

Man, first BG "remake", now PE. I'm gonna be in RPG heaven...
 
Project Eternity is sounding more and more awesome each day. Every single one of these, and particularly the first and last ones, covers an issue I've had with so many other RPGs. Maybe I should stop reading. I don't want to overhype myself, especially this early.

[quote name='Project Eternity']
Design Goals

In putting together our non-combat system, we have made a list of goals for the design of these skills and the rules they need to follow.

  • Non-combat skills are gained separately from combat skills. You shouldn't have to choose between Magic Missile and Herbalism. They should be separate types of abilities, and you should spend different points to get each one.
  • Non-combat skills do not use the same resources as combat skills. You don't spend the same stuff for a non-combat skill as you do for combat skills. Some don't use anything at all to use, so you will never find yourself unable to blast an opponent if you get caught sneaking.
  • All non-combat skills are useful. If we add lockpicking to the game, we will make sure that there are locks to pick and worthwhile rewards for getting past them.
  • All non-combat skills can be used frequently. If you take disarm traps as a skill, you should expect more than two traps in the entire game world. Frequency of application has a large impact on how useful something is.
  • Combat can be avoided with non-combat skills. There will often be ways to avoid fighting. Yes, we will have the standard methods of talking your way out of a fight or sneaking around an encounter, but there will be other ways too. Perhaps you can re-sanctify a desecrated cemetery to prevent any further undead from rising, or maybe figuring out a way across a ruined bridge will always avoid the bandits on this side of the river.
  • Avoiding combat does not lead to less experience gain. You shouldn't go up levels any slower by using your non-combat skills rather than your combat skills. We plan to reward you for your accomplishments, not for your body count.
[/QUOTE]
 
Energy Breaker, a SNES game from Neverland (the team that made Lufia 1 and 2), finally got an English translation patch.

Stolen from GAF

[quote name='jiji']
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About the Game

Energy Breaker is an isometric strategy RPG developed by Neverland Co. and released by Taito Corporation in 1996. Set on the idyllic Zamlia Island, you play as Myra, an amnesiac young woman with a thirst for adventure. The story begins with Myra being visited in a dream by a mysterious woman calling herself Selphia, only to meet her in real life the next day. On the advice of Selphia, Myra heads to Eltois, the Wind Forest, hoping to catch up with a man who may know about her past. Shortly after arriving at the Wind Forest, Myra joins up with Lenardo, an old scientist who's hunting for the Reincarnation, a legendary flower whose scent is said to have the power to bring the dead back to life...



Gameplay

Though Energy Breaker is a strategy RPG, unlike most SRPGs, you can freely explore your surroundings and talk to characters between battles. In fact, it's more like a normal JRPG with an SRPG-style battle system. The basics of battle have much in common with other SRPGs, but some additional stats, Balance and Energy, will give you something to think about. You need Balance points to perform actions, like moving or attacking, and you need to develop and manage your characters Energy levels for each element to unlock or use different skills. You'll also need to keep a close eye on your characters' life as well - the more damage they've sustained, the slower they'll regain Balance.



The game rewards exploration: most maps have hidden paths and treasure, and searching every inch of the environment often turns up useful items and occasionally, items or events that flesh out the story. If you're the kind of player that likes hugging walls and hammering the A Button, this is the game for you!



Released at the end of the SNES's life, the game has a beautiful presentation marred only by Yasuhiro Nightow's crappy art. Scroll down for screenshots!

The soundtrack is pretty rad too - here are some samples (track names from the patch):


Main Characters

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Myra: The heroine of this game. She's kind of a dreamer and has a bit of a reputation for being unreliable. She uses her talent with "string-whips" to fight...elegantly?

Dr Lenardo: An old man who has mastered both science and medicine. Something of a mad scientist with a mysterious past. Fights as a team with Gulliver, his robot assistant.

Star: He might look like a weedy, fresh-faced youth, but in actual fact, he's an immortal with another personality lurking deep within. He uses the powers of his other self in combat.

Dorothy: An unfortunate orphan. Perhaps as a result of this, she acts rather precociously. She's not very strong, so she relies on Pygma, the baby dragon that accompanies her, for support.

Leon: Known as The Whirlwind General, Leon is surrounded by mystery. He's a specialist at fighting with a sword in each hand, and makes use of a range of swordplay skills in combat.



About the Patch/Getting the Patch

12 years in the making, this unofficial translation makes Energy Breaker available in English for the first time. It includes extensive reprogramming to allow for features such as proportional fonts, bugfixes and improvements on the original code, and a lovingly translated and polished script that puts it head and shoulders above most official translations of contemporary games. For more background on the translation, see the readme included with the patch!



You should be able to get the latest version of the patch at http://eb.yuudachi.net/.

If you are reading this in the future and the site no longer exists, try http://www.romhacking.net/.



Sample Screenshots

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Preview Video
http://www.youtube.com/watch?v=yos5wcO-KDE
(Note: This was taken before release and includes a couple of bugs not present in the final version.)



[/QUOTE]
 
Well I don't support project eternity.

Holy crap I loved Lufia 1 & 2! Never heard of Energy Breaker, but the SRPG aspect is turning me off.
 
I started Zettai Hero Project: Unlosing Ranger vs Darkdeath Evilman.

I thought - ok, NIS, its gonna be some sort of nontraditional RPG, like Soul Nomad or Ogre Battle.

I had no idea it was a roguelike-ish game. This is fine, I was just expecting something else. This is what I get for buying UMDs without the box
 
What's wrong with Unity?

Random JRPG update: Beat Dark Cloud earlier today. Was not a fan of the fishing, and especially not the boss battles, but it was kind of neat to see what's by now an ancient Level-5 artifact. They've come a long way since then.
 
[quote name='blueshinra']What's wrong with Unity?

Random JRPG update: Beat Dark Cloud earlier today. Was not a fan of the fishing, and especially not the boss battles, but it was kind of neat to see what's by now an ancient Level-5 artifact. They've come a long way since then.[/QUOTE]


Unity is great for making short budgeted games. But the amount of bugs the Unity engine causes is ridiculous.

A full fledged RPG using the Unity engine is really asking for a lot problems. Obsidian deciding to use Unity is just asking for trouble.

Usually Unity is tied to a web browser, so say bye to any offline gaming. Unless if they are able to get this thing have its own stand alone launcher.
 
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