History VideoGame / ProjectEternity

11th Dec '13 8:23:02 AM Koveras
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[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/pillarsofeternitylogo_5362.jpeg]]
'''''Pillars of Eternity''''', formerly known as '''''Project Eternity''''', is Creator/ObsidianEntertainment's SpiritualSuccessor to ''VideoGame/BaldursGate'' and ''VideoGame/PlanescapeTorment'', due out in April 2014.

Obsidian wanted to get back to its roots in the ''TabletopGame/DungeonsAndDragons''-style tactical RPG genre, but couldn't get any publisher support. They TookAThirdOption and went to the public via Website/{{Kickstarter}}. ''Pillars of Eternity'' ended up breaking [[VideoGame/BrokenAge the previous record]] for a Kickstarter project, meeting its initial $1.1 million goal in 27 hours, met every stretch goal the company put up, and finally ended with over $4.3 million (counting [=PayPal=] donations), nearly four times the original goal.

It has a website [[http://eternity.obsidian.net here]]. The Kickstarter page, including the pitch video, is [[http://www.kickstarter.com/projects/obsidian/project-eternity here]].
----
!!The game provides examples of the following tropes:

* AllDeathsFinal: Resurrection of a dead individual is flat-out impossible. Reincarnation, on the other hand, occurs naturally to everyone.
* AnimatedArmor: The aptly named "Animats". Basically the soul of a warrior that has been fused to a set of armor.
* ArcWords: "No sleep for the watcher", which first appeared in the [[http://www.youtube.com/watch?v=HKoDTzea79Y teaser trailer]].
* ArmorAndMagicDontMix: Averted. The primitive firearms of the setting are impractical and still quite weak, but they are effective at piercing wizards' spell shields, so wizards have turned to metal armor for defense.
* BagOfHolding: The "stash" section of the PlayerInventory is bottomless, but the trade-off is that you can only retrieve items from it (as opposed to putting them there) at the camp.
* BladeOnAStick: One-handed spears and two-handed pikes are available as weapons.
* BatOutOfHell: The "Skuldr" creature. It is a cross between a rat and a bat, and it doesn't have wings. That might not sound that terrible, but how about the facts that it is man-sized, bipedal, and quite muscular? Further more; it can also sense souls, making it hard to sneak by it.
* BlueAndOrangeMorality: The gods of the world all have their own agendas, which are often hard for mortals to comprehend. If someone is lucky, his or her goal might temporary overlap with that of a god, in which case the god will be benevolent towards that person. Of course, someone can also be unlucky, and have a god outright working in opposition of him or her.
* CallToAdventure: At the beginning of the game, the PlayerCharacter will witness a traumatic supernatural event that motivates them to embark on their adventure.
* CharacterClassSystem: The player classes are heavily influenced by ''TabletopGame/DungeonsAndDragons''.
** '''Barbarian''': Fight-loving brutes capable of going into UnstoppableRage for short periods.
** '''Chanter''': The equivalent of ''D&D'' bards, they are repositories of folk wisdom and tellers of tales, with songs capable of buffing and debuffing.
** '''Cipher''': Casters with PsychicPowers fueled by their souls, capable of mental manipulation.
** '''{{Druid}}''': Archetypical druids, with the usual focus on communing with nature, nature-based magic, shapeshifting, and so on.
** '''Fighter''': {{Badass Normal}}s that focus on weapons combat, but are also capable of stealth and are frequently [[GeniusBruiser highly educated]].
** '''[[BareFistedMonk Monk]]''': Archetypical monks; mobile warriors who fight unarmed and unarmoured.
** '''{{Paladin}}''': {{Warrior Monk}}s who devote themselves to a particular cause, which may or may not be a deity. Designed partly as a support caster also capable of periodically blasting foes in their immediate vicinity with an uprising of soul energy.
** '''Priest''': ReligionIsMagic. These are support casters heavily influenced by ''D&D'' clerics.
** '''Ranger''': {{Nature Hero}}es.
** '''Rogue''': Stealth experts and skillmonkeys--characters with a lot of skill points.
** '''Wizard''': Scientists of a sort, they are dedicated through long years of training to blowing people's heads off with soul energy. Unlike traditional wizards, they often wear heavy armor since gunpowder weapons can pierce their carefully prepared magical defenses.
* CharacterCustomization: The players are able to select the name, sex, class, race (including subraces), culture, traits, ability scores, portrait, and class-specific gear, skills, and talents for their characters at the beginning of the game.
* CombatDiplomacyStealth: It is possible to bypass combat completely if non-combat abilities are leveled up.
* {{Cooldown}}: Mostly averted, except that come abilities have limited uses per encounter or "per rest".
%%* DesignItYourselfEquipment: Via enchanting.
* {{DRM}}: Averted. Among the early stretch goals was a DRM-free version distributed through Website/GOGDotCom, and the hardcopy won't have DRM unless the owner chooses to register it with Steam.
* ElementalCrafting: All tiers of armor are designed to be useful in different situations.
* FantasyGunControl: Played with. The more advanced nations in the setting have developed wheel-lock muskets, but they're largely AwesomeButImpractical with the exception that they prove very good at fighting magic-users.
* FantasyPantheon: The pantheon is vast and varied. Relevant gods include Berath, god of cycles (including life and death); Eothas, god of light and redemption; Magran, goddess of war and fire; and Woedica, goddess of law, memory, rightful rulership, and vengeance.
%%* FeaturelessProtagonist
* FinalDeathMode: In the Expert mode, when characters die (have their Health reduced to 0) in combat, they are gone for good.
* GameMod: The game will allow modding by the community.
* HarderThanHard: The Path of the Damned mode removes all LevelScaling limitations (in other words: you get maxed out enemies regardless of your level) and cranks up the combat mechanics.
* HealingMagicIsTheHardest: Healing powers are hard to come by and have little effect.
* {{Hobbits}}[=/=]OurGnomesAreWeirder: Orlans are a blend of the two [[http://www.sorcerers.net/forums/showthread.php?t=58248 according to Project Director Adam Brennecke]]. They're short humanoids with two-toned skin and large, hairy ears. They've been victimized repeatedly by other cultures they've come in contact with and have either progressively retreated deeper into the wilds or resorted to guerilla warfare.
* ItemCrafting: Stretching from brewing potions to enchanting weaponry.
* KleptomaniacHero: The game explicitly encourages this by letting the player put anything they pick up into the bottomless "stash" inventory if they don't currently need it.
* LateCharacterSyndrome: Averted. The player meets all recruitable companions in the first half of the game.
* MarathonLevel: The Endless Paths, a mega-dungeon that started with three floors, with an additional floor added every 2,500 Kickstarter backers. It ended up having fifteen.
* MultiPlatform: Initially for [[IBMPersonalComputer Windows]], stretch goals added MacOS and {{Linux}} versions. Also distributed via two separate services, {{Steam}} and Website/GOGDotCom.
* MultipleLifeBars: Each character has the Stamina bar and the Health bar. Stamina is depleted and recovered rapidly in combat and results in a NonLethalKO when depleted. Health is lost and regained more slowly but having it hit 0 leads to either a permanent injury or the FinalDeath (on harder difficulties).
* {{Necromancer}}: Necromancers aren't universally viewed as evil (except by some fringe groups) but aren't commonplace, either.
* NonLethalKO: When the Stamina bar hits zero, the character is incapacitated but can be brought back by another party member's intervention.
* OurDwarvesAreAllTheSame: Averted. They have at least one major non-standard ethnicity, the boreal dwarves who seem to be what you get when you cross a dwarf with an Inuit. More tellingly, dwarves do not have a special affinity for beards.
* OurGiantsAreBigger: While far from titanic in size, members of the Aumaua races towers quite a bit over most humans.
* OurSoulsAreDifferent: The existence of souls is a proven fact in the world of Eternity, and have turned into an quickly emerging science as the understanding of how exactly they work, and especially how to manipulate them, is still very limited, and the fractions and religions of the world has widely differing views on how to treat the open questions and ethical lines they won't cross.
%% Fix the next one come launch.
%%* PartyOfRepresentatives: The party members are said to "cover a good range of culture and religion and factions in the game".
* PlayerHeadquarters: The player gains access to a stronghold relatively early on in the game as a place where idle companions can stay. Though it starts off looking rather dilapidated, it can be upgraded to provide various bonuses such as ingredients for ItemCrafting, unique vendors and some new activities. Upon receiving it, the player character becomes a landowner and can collect taxes from the surrounding lands, which increases based on the player character's prestige.
* PlayerInventory: The inventory is subdivided into three parts: what's currently equipped on the characters, what they can access at any time except in combat, and what the can access only in the camp, at home, etc. The former two categories have limited capacity but the last one ("stash") is [[BagOfHolding unbound]].
* PlayerParty: The player group consists of up to five (optional) companions at any time in addition to the main PlayerCharacter, for a total of six.
* PointAndClickMap: The world map is opened whenever the party reaches a "qualifying transition" and allows instant travel to known locations.
* RealTimeWeaponChange: Characters can switch between several different weapon sets in combat.
* RealTimeWithPause: The game uses real-time combat with the option to pause the game at any time to allow time to think and dole out orders partly as a deliberate throw-back to the Infinity Engine era, and partly because it suits the game.
* {{Reincarnation}}: One of the {{Central Theme}}s of the game.
* SaveGameLimits: In the Trial of Iron, one of the optional difficulty modifiers, the player only has one save slot -- and it is wiped permanently if the player character dies.
* SceneryPorn: [[http://hydra-images.cursecdn.com/eternitywiki.com/f/f5/PE-TempleEntrance01-1920x1080.jpeg The first screenshot mock-up released]] depicts a beautiful view of a country road leading up to a bridge connecting to an entrance into a cliff side, with the entrance being flanked by a pair of enormous, macabre reliefs carved into the rock, with a waterfall cascading to form a pond off to the side of one of the statues.
* {{Sea Monster}}s: These actively impede the overseas exploration of the setting.
* SkillScoresAndPerks: There are two separate skill point pools to spend on combat and non-combat abilities. Each uses resources from a different pool.
* SpiritualSuccessor: ''Eternity'' channels several {{Role Playing Game}}s from the Obsidian developers' past, including ''VideoGame/BaldursGate'', ''Videogame/IcewindDale'', and ''VideoGame/PlanescapeTorment''. Much of the original ''Torment'' team worked on this.
* SquishyWizard: Averted in that Wizards can wear heavy armor.
* TouchedByVorlons: Members of the Godlike player race were blessed before birth by one or more deities.
* UselessUsefulNonCombatAbilities: Averted. Non-combat abilities let you level up just as fast as with the combat approach.
* VestigialEmpire: The Aedyr Empire seems to be heading this way, having lost at least two of its colonies through civil wars with independence movements.
* WarGod: Magran, who pulls double duty as goddess of fire and whose priests are known to employ firearms and explosives.
* YouWillNotEvadeMe: All melee combatants can force close quarters combat via the Engagement rules. When being targeted by a melee fighter at close range, any attempt to move away will provoke an attack of opportunity that deals bonus damage and usually stuns you long enough for the attacker to catch up. There are ways to avoid that, of course, but they are costly and it's best to just not go anywhere near melee enemies at all.
----

to:

%%
%% ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.
%%
[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/pillarsofeternitylogo_5362.jpeg]]
'''''Pillars of Eternity''''', formerly known as '''''Project Eternity''''', is Creator/ObsidianEntertainment's SpiritualSuccessor to ''VideoGame/BaldursGate'' and ''VideoGame/PlanescapeTorment'', due out in April 2014.

Obsidian wanted to get back to its roots in the ''TabletopGame/DungeonsAndDragons''-style tactical RPG genre, but couldn't get any publisher support. They TookAThirdOption and went to the public via Website/{{Kickstarter}}. ''Pillars of Eternity'' ended up breaking [[VideoGame/BrokenAge the previous record]] for a Kickstarter project, meeting its initial $1.1 million goal in 27 hours, met every stretch goal the company put up, and finally ended with over $4.3 million (counting [=PayPal=] donations), nearly four times the original goal.

It has a website [[http://eternity.obsidian.net here]]. The Kickstarter page, including the pitch video, is [[http://www.kickstarter.com/projects/obsidian/project-eternity here]].
----
!!The game provides examples of the following tropes:

* AllDeathsFinal: Resurrection of a dead individual is flat-out impossible. Reincarnation, on the other hand, occurs naturally to everyone.
* AnimatedArmor: The aptly named "Animats". Basically the soul of a warrior that has been fused to a set of armor.
* ArcWords: "No sleep for the watcher", which first appeared in the [[http://www.youtube.com/watch?v=HKoDTzea79Y teaser trailer]].
* ArmorAndMagicDontMix: Averted. The primitive firearms of the setting are impractical and still quite weak, but they are effective at piercing wizards' spell shields, so wizards have turned to metal armor for defense.
* BagOfHolding: The "stash" section of the PlayerInventory is bottomless, but the trade-off is that you can only retrieve items from it (as opposed to putting them there) at the camp.
* BladeOnAStick: One-handed spears and two-handed pikes are available as weapons.
* BatOutOfHell: The "Skuldr" creature. It is a cross between a rat and a bat, and it doesn't have wings. That might not sound that terrible, but how about the facts that it is man-sized, bipedal, and quite muscular? Further more; it can also sense souls, making it hard to sneak by it.
* BlueAndOrangeMorality: The gods of the world all have their own agendas, which are often hard for mortals to comprehend. If someone is lucky, his or her goal might temporary overlap with that of a god, in which case the god will be benevolent towards that person. Of course, someone can also be unlucky, and have a god outright working in opposition of him or her.
* CallToAdventure: At the beginning of the game, the PlayerCharacter will witness a traumatic supernatural event that motivates them to embark on their adventure.
* CharacterClassSystem: The player classes are heavily influenced by ''TabletopGame/DungeonsAndDragons''.
** '''Barbarian''': Fight-loving brutes capable of going into UnstoppableRage for short periods.
** '''Chanter''': The equivalent of ''D&D'' bards, they are repositories of folk wisdom and tellers of tales, with songs capable of buffing and debuffing.
** '''Cipher''': Casters with PsychicPowers fueled by their souls, capable of mental manipulation.
** '''{{Druid}}''': Archetypical druids, with the usual focus on communing with nature, nature-based magic, shapeshifting, and so on.
** '''Fighter''': {{Badass Normal}}s that focus on weapons combat, but are also capable of stealth and are frequently [[GeniusBruiser highly educated]].
** '''[[BareFistedMonk Monk]]''': Archetypical monks; mobile warriors who fight unarmed and unarmoured.
** '''{{Paladin}}''': {{Warrior Monk}}s who devote themselves to a particular cause, which may or may not be a deity. Designed partly as a support caster also capable of periodically blasting foes in their immediate vicinity with an uprising of soul energy.
** '''Priest''': ReligionIsMagic. These are support casters heavily influenced by ''D&D'' clerics.
** '''Ranger''': {{Nature Hero}}es.
** '''Rogue''': Stealth experts and skillmonkeys--characters with a lot of skill points.
** '''Wizard''': Scientists of a sort, they are dedicated through long years of training to blowing people's heads off with soul energy. Unlike traditional wizards, they often wear heavy armor since gunpowder weapons can pierce their carefully prepared magical defenses.
* CharacterCustomization: The players are able to select the name, sex, class, race (including subraces), culture, traits, ability scores, portrait, and class-specific gear, skills, and talents for their characters at the beginning of the game.
* CombatDiplomacyStealth: It is possible to bypass combat completely if non-combat abilities are leveled up.
* {{Cooldown}}: Mostly averted, except that come abilities have limited uses per encounter or "per rest".
%%* DesignItYourselfEquipment: Via enchanting.
* {{DRM}}: Averted. Among the early stretch goals was a DRM-free version distributed through Website/GOGDotCom, and the hardcopy won't have DRM unless the owner chooses to register it with Steam.
* ElementalCrafting: All tiers of armor are designed to be useful in different situations.
* FantasyGunControl: Played with. The more advanced nations in the setting have developed wheel-lock muskets, but they're largely AwesomeButImpractical with the exception that they prove very good at fighting magic-users.
* FantasyPantheon: The pantheon is vast and varied. Relevant gods include Berath, god of cycles (including life and death); Eothas, god of light and redemption; Magran, goddess of war and fire; and Woedica, goddess of law, memory, rightful rulership, and vengeance.
%%* FeaturelessProtagonist
* FinalDeathMode: In the Expert mode, when characters die (have their Health reduced to 0) in combat, they are gone for good.
* GameMod: The game will allow modding by the community.
* HarderThanHard: The Path of the Damned mode removes all LevelScaling limitations (in other words: you get maxed out enemies regardless of your level) and cranks up the combat mechanics.
* HealingMagicIsTheHardest: Healing powers are hard to come by and have little effect.
* {{Hobbits}}[=/=]OurGnomesAreWeirder: Orlans are a blend of the two [[http://www.sorcerers.net/forums/showthread.php?t=58248 according to Project Director Adam Brennecke]]. They're short humanoids with two-toned skin and large, hairy ears. They've been victimized repeatedly by other cultures they've come in contact with and have either progressively retreated deeper into the wilds or resorted to guerilla warfare.
* ItemCrafting: Stretching from brewing potions to enchanting weaponry.
* KleptomaniacHero: The game explicitly encourages this by letting the player put anything they pick up into the bottomless "stash" inventory if they don't currently need it.
* LateCharacterSyndrome: Averted. The player meets all recruitable companions in the first half of the game.
* MarathonLevel: The Endless Paths, a mega-dungeon that started with three floors, with an additional floor added every 2,500 Kickstarter backers. It ended up having fifteen.
* MultiPlatform: Initially for [[IBMPersonalComputer Windows]], stretch goals added MacOS and {{Linux}} versions. Also distributed via two separate services, {{Steam}} and Website/GOGDotCom.
* MultipleLifeBars: Each character has the Stamina bar and the Health bar. Stamina is depleted and recovered rapidly in combat and results in a NonLethalKO when depleted. Health is lost and regained more slowly but having it hit 0 leads to either a permanent injury or the FinalDeath (on harder difficulties).
* {{Necromancer}}: Necromancers aren't universally viewed as evil (except by some fringe groups) but aren't commonplace, either.
* NonLethalKO: When the Stamina bar hits zero, the character is incapacitated but can be brought back by another party member's intervention.
* OurDwarvesAreAllTheSame: Averted. They have at least one major non-standard ethnicity, the boreal dwarves who seem to be what you get when you cross a dwarf with an Inuit. More tellingly, dwarves do not have a special affinity for beards.
* OurGiantsAreBigger: While far from titanic in size, members of the Aumaua races towers quite a bit over most humans.
* OurSoulsAreDifferent: The existence of souls is a proven fact in the world of Eternity, and have turned into an quickly emerging science as the understanding of how exactly they work, and especially how to manipulate them, is still very limited, and the fractions and religions of the world has widely differing views on how to treat the open questions and ethical lines they won't cross.
%% Fix the next one come launch.
%%* PartyOfRepresentatives: The party members are said to "cover a good range of culture and religion and factions in the game".
* PlayerHeadquarters: The player gains access to a stronghold relatively early on in the game as a place where idle companions can stay. Though it starts off looking rather dilapidated, it can be upgraded to provide various bonuses such as ingredients for ItemCrafting, unique vendors and some new activities. Upon receiving it, the player character becomes a landowner and can collect taxes from the surrounding lands, which increases based on the player character's prestige.
* PlayerInventory: The inventory is subdivided into three parts: what's currently equipped on the characters, what they can access at any time except in combat, and what the can access only in the camp, at home, etc. The former two categories have limited capacity but the last one ("stash") is [[BagOfHolding unbound]].
* PlayerParty: The player group consists of up to five (optional) companions at any time in addition to the main PlayerCharacter, for a total of six.
* PointAndClickMap: The world map is opened whenever the party reaches a "qualifying transition" and allows instant travel to known locations.
* RealTimeWeaponChange: Characters can switch between several different weapon sets in combat.
* RealTimeWithPause: The game uses real-time combat with the option to pause the game at any time to allow time to think and dole out orders partly as a deliberate throw-back to the Infinity Engine era, and partly because it suits the game.
* {{Reincarnation}}: One of the {{Central Theme}}s of the game.
* SaveGameLimits: In the Trial of Iron, one of the optional difficulty modifiers, the player only has one save slot -- and it is wiped permanently if the player character dies.
* SceneryPorn: [[http://hydra-images.cursecdn.com/eternitywiki.com/f/f5/PE-TempleEntrance01-1920x1080.jpeg The first screenshot mock-up released]] depicts a beautiful view of a country road leading up to a bridge connecting to an entrance into a cliff side, with the entrance being flanked by a pair of enormous, macabre reliefs carved into the rock, with a waterfall cascading to form a pond off to the side of one of the statues.
* {{Sea Monster}}s: These actively impede the overseas exploration of the setting.
* SkillScoresAndPerks: There are two separate skill point pools to spend on combat and non-combat abilities. Each uses resources from a different pool.
* SpiritualSuccessor: ''Eternity'' channels several {{Role Playing Game}}s from the Obsidian developers' past, including ''VideoGame/BaldursGate'', ''Videogame/IcewindDale'', and ''VideoGame/PlanescapeTorment''. Much of the original ''Torment'' team worked on this.
* SquishyWizard: Averted in that Wizards can wear heavy armor.
* TouchedByVorlons: Members of the Godlike player race were blessed before birth by one or more deities.
* UselessUsefulNonCombatAbilities: Averted. Non-combat abilities let you level up just as fast as with the combat approach.
* VestigialEmpire: The Aedyr Empire seems to be heading this way, having lost at least two of its colonies through civil wars with independence movements.
* WarGod: Magran, who pulls double duty as goddess of fire and whose priests are known to employ firearms and explosives.
* YouWillNotEvadeMe: All melee combatants can force close quarters combat via the Engagement rules. When being targeted by a melee fighter at close range, any attempt to move away will provoke an attack of opportunity that deals bonus damage and usually stuns you long enough for the attacker to catch up. There are ways to avoid that, of course, but they are costly and it's best to just not go anywhere near melee enemies at all.
----
[[redirect:VideoGame/PillarsOfEternity]]
11th Dec '13 4:19:26 AM TheAmazingBlachman
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%%* OurSoulsAreDifferent: To quote the developers, "souls are A Big Deal in Project Eternity's world".

to:

%%* * OurSoulsAreDifferent: To quote The existence of souls is a proven fact in the developers, "souls are A Big Deal in Project Eternity's world".world of Eternity, and have turned into an quickly emerging science as the understanding of how exactly they work, and especially how to manipulate them, is still very limited, and the fractions and religions of the world has widely differing views on how to treat the open questions and ethical lines they won't cross.
10th Dec '13 11:42:02 PM Koveras
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[[quoteright:293:http://static.tvtropes.org/pmwiki/pub/images/eternity-logo_8815.png]]

to:

[[quoteright:293:http://static.[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/eternity-logo_8815.png]]org/pmwiki/pub/images/pillarsofeternitylogo_5362.jpeg]]
10th Dec '13 11:41:08 PM Koveras
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Obsidian wanted to get back to its roots in the ''TabletopGame/DungeonsAndDragons''-style tactical RPG genre, but couldn't get any publisher support. They TookAThirdOption and went to the public via Website/{{Kickstarter}}. ''Project Eternity'' ended up breaking [[VideoGame/BrokenAge the previous record]] for a Kickstarter project, meeting its initial $1.1 million goal in 27 hours, met every stretch goal the company put up, and finally ended with over $4.3 million (counting [=PayPal=] donations), nearly four times the original goal.

to:

Obsidian wanted to get back to its roots in the ''TabletopGame/DungeonsAndDragons''-style tactical RPG genre, but couldn't get any publisher support. They TookAThirdOption and went to the public via Website/{{Kickstarter}}. ''Project ''Pillars of Eternity'' ended up breaking [[VideoGame/BrokenAge the previous record]] for a Kickstarter project, meeting its initial $1.1 million goal in 27 hours, met every stretch goal the company put up, and finally ended with over $4.3 million (counting [=PayPal=] donations), nearly four times the original goal.


Added DiffLines:

* ArcWords: "No sleep for the watcher", which first appeared in the [[http://www.youtube.com/watch?v=HKoDTzea79Y teaser trailer]].
10th Dec '13 10:27:34 PM TSBasilisk
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'''''Project Eternity''''' is Creator/ObsidianEntertainment's SpiritualSuccessor to ''VideoGame/BaldursGate'' and ''VideoGame/PlanescapeTorment'', due out in April 2014.

to:

'''''Pillars of Eternity''''', formerly known as '''''Project Eternity''''' Eternity''''', is Creator/ObsidianEntertainment's SpiritualSuccessor to ''VideoGame/BaldursGate'' and ''VideoGame/PlanescapeTorment'', due out in April 2014.
10th Dec '13 2:29:41 PM higherbrainpattern
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30th Oct '13 6:43:33 AM Whitecroc
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* OurSoulsAreDifferent: To quote the developers, "souls are A Big Deal in Project Eternity's world".
* PartyOfRepresentatives: The party members are said to "cover a good range of culture and religion and factions in the game".
* PlayerHeadquarters: The player will gain access to a stronghold relatively early on in the game as a place where idle companions can stay. Though it starts off rather dilapidated, it can be upgraded to provide various bonuses such as ingredients for ItemCrafting, unique vendors and some new activities. Upon owning it, you become a landowner and can collect taxes from the surrounding lands, which increases based on you prestige.

to:

* %%* OurSoulsAreDifferent: To quote the developers, "souls are A Big Deal in Project Eternity's world".
* %% Fix the next one come launch.
%%*
PartyOfRepresentatives: The party members are said to "cover a good range of culture and religion and factions in the game".
* PlayerHeadquarters: The player will gain gains access to a stronghold relatively early on in the game as a place where idle companions can stay. Though it starts off looking rather dilapidated, it can be upgraded to provide various bonuses such as ingredients for ItemCrafting, unique vendors and some new activities. Upon owning receiving it, you become the player character becomes a landowner and can collect taxes from the surrounding lands, which increases based on you the player character's prestige.



* PlayerParty: Up to five (optional) companions at any time in addition to the main PlayerCharacter.

to:

* PlayerParty: Up The player group consists of up to five (optional) companions at any time in addition to the main PlayerCharacter.PlayerCharacter, for a total of six.



* RealTimeWeaponChange: You can switch between several different sets in combat.

to:

* RealTimeWeaponChange: You Characters can switch between several different weapon sets in combat.



* SaveGameLimits: In the Trial of Iron, one of the optional difficulty modifiers, you only have one save slot--and it is wiped permanently if you die.

to:

* SaveGameLimits: In the Trial of Iron, one of the optional difficulty modifiers, you the player only have has one save slot--and slot -- and it is wiped permanently if you die.the player character dies.



* SpiritualSuccessor: To Obsidian's past {{RPG}}s including ''VideoGame/BaldursGate'', ''Videogame/IcewindDale'', and ''VideoGame/PlanescapeTorment'' in particular. Much of the original ''Torment'' team worked on this.
* SquishyWizard: Averted in that Wizards can wear heavy armor to some extent.

to:

* SpiritualSuccessor: To Obsidian's past {{RPG}}s ''Eternity'' channels several {{Role Playing Game}}s from the Obsidian developers' past, including ''VideoGame/BaldursGate'', ''Videogame/IcewindDale'', and ''VideoGame/PlanescapeTorment'' in particular.''VideoGame/PlanescapeTorment''. Much of the original ''Torment'' team worked on this.
* SquishyWizard: Averted in that Wizards can wear heavy armor to some extent.armor.



* YouWillNotEvadeMe: All melee combatants can do this via the Engagement rules. When being targeted by a melee fighter at close range, any attempt to move away will provoke an attack of opportunity that deals bonus damage and usually stuns you long enough for the attacker to catch up. There are ways to avoid that, of course, but they are costly and it's best to just not go anywhere near melee enemies at all.

to:

* YouWillNotEvadeMe: All melee combatants can do this force close quarters combat via the Engagement rules. When being targeted by a melee fighter at close range, any attempt to move away will provoke an attack of opportunity that deals bonus damage and usually stuns you long enough for the attacker to catch up. There are ways to avoid that, of course, but they are costly and it's best to just not go anywhere near melee enemies at all.
30th Oct '13 5:59:10 AM Hanz
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* PlayerHeadquarters: The player will gain access to a stronghold relatively early on in the game as a place where idle companions can stay. Though it starts off rather dilapidated, it can be upgraded to provide various bonuses such as ingredients for ItemCrafting, unique vendors and some new activities. Upon owning it, you become a landowner and can collect taxes from the surrounding lands, which increases based on you prestige.
17th Oct '13 2:21:48 AM Koveras
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* BagOfHolding: The player's inventory is subdivided into three parts: what's currently equipped on the characters, what they can access at any time except in combat, and what the can access only in the camp, at home, etc. The former two categories have limited capacity but the last one ("stash") is unbound.

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* BagOfHolding: The player's inventory is subdivided into three parts: what's currently equipped on "stash" section of the characters, what they can access at any time except in combat, and what the can access only in the camp, at home, etc. The former two categories have limited capacity PlayerInventory is bottomless, but the last one ("stash") trade-off is unbound.that you can only retrieve items from it (as opposed to putting them there) at the camp.


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* PlayerInventory: The inventory is subdivided into three parts: what's currently equipped on the characters, what they can access at any time except in combat, and what the can access only in the camp, at home, etc. The former two categories have limited capacity but the last one ("stash") is [[BagOfHolding unbound]].
25th Sep '13 3:27:21 AM Koveras
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Obsidian wanted to get back to its roots in the ''TabletopGame/DungeonsAndDragons''-style tactical RPG genre, but couldn't get any publisher support. They TookAThirdOption and went to the public via Website/{{Kickstarter}}. ''Project Eternity'' ended up breaking [[Creator/DoubleFine the previous record]] for a Kickstarter project, meeting its initial $1.1 million goal in 27 hours, met every stretch goal the company put up, and finally ended with over $4.3 million (counting [=PayPal=] donations), nearly four times the original goal.

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Obsidian wanted to get back to its roots in the ''TabletopGame/DungeonsAndDragons''-style tactical RPG genre, but couldn't get any publisher support. They TookAThirdOption and went to the public via Website/{{Kickstarter}}. ''Project Eternity'' ended up breaking [[Creator/DoubleFine [[VideoGame/BrokenAge the previous record]] for a Kickstarter project, meeting its initial $1.1 million goal in 27 hours, met every stretch goal the company put up, and finally ended with over $4.3 million (counting [=PayPal=] donations), nearly four times the original goal.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.ProjectEternity