In just over 24 hours the KickStarter campaign reached and exceeded its 1.1 million dollar goal, which allowed a set of stretch goals to be announced which includes features such as new playable races, a mac build of the game and an entirely new region in the game. It’s shown in all the titles that we’ve released. Dialogue writing and characterization are really important to us at Obsidian, as a studio. The Creative Director for Pillars of Eternity, Chris Avellone said “We’ve been able to touch on various mature themes in some of our previous titles, but not really with the same amount of depth that this project will allow for. On September 14th of 2012 the countdown ended and a KickStarter campaign went live alongside additional information surrounding the game, saying that the entirely original game would feature “compelling storylines, deep companions, tons of exploration, moral complexity, and fun tactical combat”. Is it clear? Digging for truth buries the seeker.” That is the Leaden Key, in part, in whole. The reason we don’t explain it is the reason we use it. The next day, the site was updated and it was revealed that the mysterious Project X had been replaced with a countdown and the following text, “The book unread is unwritten. In the beginning Pillars of Eternity was simply an amorphous game being teased by Obsidian on their official website under the title, Project X that was represented by a number 4 with an Ouroboros (from ancient Greek, Uroboros is the snake that constantly consumes itself in a never ending cycle that the Greek philosopher Plato described as being the first ever living thing and a mythologically constructed being) circling it.
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