"It’s not as if people stopped wanting games like Icewind Dale or Baldur’s Gate, it was more that BioWare moved on as a studio and Black Isle went away. I hear from people all the time that they run out of the newer games to play and go back and play Baldur’s Gate 2 or Torment for the fifth or sixth time."
"Our goal is to use voice over as flavor and not as something that exists for every written word in the game."
"[A] huge focus on support abilities and not just combat ones."
"The system itself (real-time with pause) works great for robust RPG systems that have a lot of moving parts and encourage the player to not just throw their characters at the enemy, but to think tactically. I always love the big battles in Baldur’s Gate 2 – the felt like puzzles that I had to crack in order to win with a minimum of casualties on my side."
"When we looked at whether to go the Icewind Dale route or the Torment / Baldur’s Gate route, we felt the latter tied much better into the focus we are going to put into the story and character development. We want the central character to be one that players will hopefully not just play through Project Eternity with, but into sequels as well. Like Torment and Baldur’s Gate, players will find companions to join their party – crafted by the incredible talents of Chris Avellone and Josh Sawyer."
Give money, you bastards.
Edited by The Crotch, 14 September 2012 - 08:06 PM.