{"id":1206674,"date":"2025-02-14T18:35:45","date_gmt":"2025-02-14T18:35:45","guid":{"rendered":"https:\/\/celebrity.land\/pt\/?p=1206674"},"modified":"2025-02-14T18:35:45","modified_gmt":"2025-02-14T18:35:45","slug":"avowed-creators-obsidian-have-mastered-the-art-of-sequels","status":"publish","type":"post","link":"https:\/\/celebrity.land\/pt\/avowed-creators-obsidian-have-mastered-the-art-of-sequels\/","title":{"rendered":"\u2018Avowed\u2019 Creators Obsidian Have Mastered the Art of Sequels"},"content":{"rendered":"\n<figure><\/figure>\n<\/p>\n<div>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tAcross the vast history of role-playing games, few studios have managed to be as influential as <a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.obsidian.net\/\" data-type=\"link\" data-id=\"https:\/\/www.obsidian.net\/\">Obsidian Entertainment<\/a>. Their work on beloved games like <em><a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/starwars.fandom.com\/wiki\/Star_Wars:_Knights_of_the_Old_Republic_II:_The_Sith_Lords\" data-type=\"link\" data-id=\"https:\/\/starwars.fandom.com\/wiki\/Star_Wars:_Knights_of_the_Old_Republic_II:_The_Sith_Lords\">Star Wars: Knights of the Old Republic II: The Sith Lords<\/a><\/em> (2004)<em>,<\/em> <em><a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/fallout.fandom.com\/wiki\/Fallout:_New_Vegas\" data-type=\"link\" data-id=\"https:\/\/fallout.fandom.com\/wiki\/Fallout:_New_Vegas\">Fallout: New Vegas<\/a> <\/em>(2010), and <em><a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/pillarsofeternity.fandom.com\/wiki\/Official_Pillars_of_Eternity_Wiki\" data-type=\"link\" data-id=\"https:\/\/pillarsofeternity.fandom.com\/wiki\/Official_Pillars_of_Eternity_Wiki\">Pillars of Eternity<\/a><\/em> (2015) has made them a fan-favorite studio for two decades now \u2014 just seeing their name attached to a project will ignite cheers of the faithful \u2014 but its background runs much further than you think. Although Obsidian opened shop in 2003, its founders consisted of former developers from Black Isle Studios, many of whom worked on a little game called <a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.rollingstone.com\/culture\/rs-gaming\/what-is-fallout-1234999543\/\"><em>Fallout<\/em><\/a><em> <\/em>(1997).<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tBeginning with the early Black Isle releases, including <em><a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" data-id=\"https:\/\/fallout.fandom.com\/wiki\/Fallout_2\" data-type=\"link\" href=\"https:\/\/fallout.fandom.com\/wiki\/Fallout_2\">Fallout 2<\/a><\/em> (1998) and continuing all the way through to the present with their new game, <a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.rollingstone.com\/culture\/rs-gaming\/avowed-xbox-review-1235265673\/\"><em><a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.rollingstone.com\/t\/avowed\/\" id=\"auto-tag_avowed\" data-tag=\"avowed\">Avowed<\/a><\/em><\/a> (out Feb 18), Obsidian has honed its successful formula for development, cementing systems and in-house design styles that have become synonymous with their voice. Their calling card is an unparalleled knack for heady storytelling; whether it\u2019s the exploration of how greed leads to ruin in <em><a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" data-id=\"https:\/\/tyranny.obsidian.net\/\" data-type=\"link\" href=\"https:\/\/tyranny.obsidian.net\/\">Tyranny<\/a><\/em> (2016), or the investigation of how history is controlled by those who write it in <a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" data-id=\"https:\/\/pentiment.obsidian.net\/\" data-type=\"link\" href=\"https:\/\/pentiment.obsidian.net\/\"><em>Pentiment<\/em> <\/a>(2022) \u2014 fans can always expect to be challenged by the studio\u2019s narratives just as much as are by the gameplay.\u00a0<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tAnd while there are some clear throughlines in each of Obsidian\u2019s projects that show how they\u2019ve evolved or iterated on their own ideas and interests, there\u2019s also an essential secret to the studio\u2019s success: they\u2019ve mastered the art of sequels.<\/p>\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube\">\n<div class=\"wp-block-embed__wrapper\">\n<div class=\"jeg_video_container jeg_video_content\"><\/div>\n<\/div>\n<\/figure>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tFrom early on, Obsidian made their mark not by creating big new IP, but by making fantastic sequels to already-established hits from other studios. Games like <em>Knights of the Old Republic II<\/em>, <em><a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" data-id=\"https:\/\/www.obsidian.net\/games\/neverwinter-nights-2\" data-type=\"link\" href=\"https:\/\/www.obsidian.net\/games\/neverwinter-nights-2\">Neverwinter Nights 2<\/a><\/em> (2006), and <em><a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.rollingstone.com\/t\/fallout-new-vegas\/\" id=\"auto-tag_fallout-new-vegas\" data-tag=\"fallout-new-vegas\">Fallout: New Vegas<\/a><\/em> \u2014 all sequels to <a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.rollingstone.com\/culture\/rs-gaming-lists\/best-video-games-of-all-time-1235215978\/\" data-type=\"link\" data-id=\"https:\/\/www.rollingstone.com\/culture\/rs-gaming-lists\/best-video-games-of-all-time-1235215978\/\">acclaimed games<\/a> from other developers \u2014 weren\u2019t just met warmly, but are considered by many fans to be better than their predecessors. While one might assume picking up on someone else\u2019s success and replicating (or improving) it sounds like an undesirable task, Obsidian co-founder and studio head, Feargus Urquhart, thinks that it was actually a boon.<\/p>\n<section class=\"brands-most-popular \/\/ editors-pick-module lrv-u-margin-tb-2 lrv-u-border-a-2 u-box-shadow-5-5 lrv-u-padding-lr-1 a-span1 u-padding-b-1@tablet u-overflow-hidden\">\n<h2 id=\"section-heading\" class=\"c-heading larva  lrv-u-text-align-center u-border-color-black a-font-theme-primary-xxs lrv-u-color-black lrv-u-text-transform-uppercase u-letter-spacing-0063 lrv-u-padding-t-050 u-padding-b-0375@tablet lrv-u-padding-b-050@mobile-max lrv-u-border-b-2\">\n<p>\t\tEditor\u2019s picks<\/p>\n<\/h2>\n<\/section>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\t\u201cFor me personally, going all the way back even to Black Isle, working on <em>Fallout 1 <\/em>and <em>2<\/em>, and working with BioWare on<em> <a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/baldursgateii.com\/%E2%80%8E\" data-type=\"link\" data-id=\"https:\/\/baldursgateii.com\/%E2%80%8E\">Baldur\u2019s Gate II<\/a><\/em>, I think there was just a long history of getting to work on sequels and look at what you want to do better, and what people actually want,\u201d Urquhart tells <em>Rolling Stone<\/em>. \u201cIt\u2019s just this constant building and constantly saying, \u2018Okay, this worked. This didn\u2019t work; this is. We just build and build.\u201d<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tAhead of the release of the <em><a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" data-id=\"https:\/\/avowed.obsidian.net\/\" data-type=\"link\" href=\"https:\/\/avowed.obsidian.net\/\">Avowed<\/a>, Rolling Stone<\/em> recently spoke with Urquhart, as well as the game\u2019s director Carrie Pattel, about Obsidian\u2019s legacy and how all those years of playing in other people\u2019s worlds allowed them to create (and perfect) their own.\u00a0<\/p>\n<h2 id=\"step-by-step\" class=\"heading larva \/\/   lrv-a-font-primary-l   \">\n\t\t<strong>Step By Step<\/strong>\t<\/h2>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tWhile Obsidian hasn\u2019t garnered the same level of brand recognition or cultural clout as big names like Bethesda (the studio behind <em><a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" data-id=\"https:\/\/fallout.fandom.com\/wiki\/Fallout_3\" data-type=\"link\" href=\"https:\/\/fallout.fandom.com\/wiki\/Fallout_3\">Fallout 3<\/a><\/em> and <em><a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" data-id=\"https:\/\/www.rollingstone.com\/culture\/culture-features\/skyrim-creator-on-why-well-have-to-wait-for-another-elder-scrolls-128377\/\" data-type=\"link\" href=\"https:\/\/www.rollingstone.com\/culture\/culture-features\/skyrim-creator-on-why-well-have-to-wait-for-another-elder-scrolls-128377\/\">The Elder Scrolls<\/a><\/em>), its reputation for improving on strong foundations with their sequels made them a cult favorite for those in the know. <em>New Vegas<\/em> is hailed by many as the best <em>Fallout<\/em> entry because of its fresh perspective on the series\u2019 setting and writing, taking the franchise into a previously unseen slice of the game\u2019s world and more deeply exploring the consequences of moral choices. <em>KOTOR 2<\/em> provided one of the most high-concept looks at the Light and Dark sides of the Force ever seen, depicting The Force itself as a kind of sentient entity, rather than just an energy source space mystics can tap into.\u00a0<\/p>\n<div class=\"post-content-image \/\/  \">\n<figure class=\"o-figure   aligncenter size-large aligncenter lrv-u-max-width-100p\">\n<div class=\"c-lazy-image  lrv-u-border-a-2\">\n<div class=\"lrv-a-crop-16x9\">\n<\/div>\n<\/div><figcaption class=\"c-figcaption  lrv-u-flex lrv-u-flex-direction-column lrv-u-align-items-center\">\n<p>\t\t\t\t\t<span class=\"u-border-color-black u-border-lr-2 lrv-u-padding-tb-025 lrv-u-padding-lr-075 lrv-u-border-b-2 lrv-u-width-100p lrv-u-text-align-center a-font-basic-secondary-s\"><em>Knights of the Old Republic II<\/em> was Obsidian\u2019s sequel that expanded on the first game and <em>Star Wars<\/em> lore at large.<\/span><\/p>\n<p>\t\t\t\t\t\t\t\t\t<cite class=\"lrv-u-text-transform-uppercase lrv-a-font-body-xs lrv-u-margin-t-050 lrv-u-text-align-center\">LucasArts<\/cite><\/p>\n<\/figcaption><\/figure>\n<\/div>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tWhile those games have become emblematic of what makes Obsidian\u2019s work shine, Urquhart notes that there\u2019s one work in particular that he thinks might highlight the studio\u2019s style best. \u201cIf you made me put my head on the table, and say I had to answer, from a standpoint of where we learned an incredible amount, I\u2019d say <em><a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.afternic.com\/forsale\/alphaprotocol.com?utm_source=TDFS_DASLNC&amp;utm_medium=parkedpages&amp;utm_campaign=x_corp_tdfs-daslnc_base&amp;traffic_type=TDFS_DASLNC&amp;traffic_id=daslnc&amp;\" data-type=\"link\" data-id=\"https:\/\/www.afternic.com\/forsale\/alphaprotocol.com?utm_source=TDFS_DASLNC&amp;utm_medium=parkedpages&amp;utm_campaign=x_corp_tdfs-daslnc_base&amp;traffic_type=TDFS_DASLNC&amp;traffic_id=daslnc&amp;\">Alpha Protocol<\/a><\/em> (2010),\u201d he says. \u201cIt\u2019s unique, which is one of our core focuses, even from things that are out today.\u201d\u00a0<\/p>\n<section class=\"brands-most-popular \/\/ recirculation-modules lrv-u-margin-tb-2 lrv-u-border-a-2 u-box-shadow-5-5 lrv-u-padding-lr-1 a-span1 u-padding-b-1@tablet u-overflow-hidden\">\n<h2 id=\"section-heading\" class=\"c-heading larva  lrv-u-text-align-center u-border-color-black a-font-theme-primary-xxs lrv-u-color-black lrv-u-text-transform-uppercase u-letter-spacing-0063 lrv-u-padding-t-050 u-padding-b-0375@tablet lrv-u-padding-b-050@mobile-max lrv-u-border-b-2\">\n<p>\t\tRelated Content<\/p>\n<\/h2>\n<\/section>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tThe 2010 espionage RPG bears the hallmarks of Obsidian\u2019s DNA, focusing on robust choices that mold the story around the player, dynamic writing that lets you lean into the kind of spy you\u2019d like to be, and complex game systems that inform that narrative as the experience goes on. Even in 2025, <em>Alpha Protocol<\/em> stands as the only game of its kind \u2014 it\u2019s a bit like <em><a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.ea.com\/games\/mass-effect\" data-type=\"link\" data-id=\"https:\/\/www.ea.com\/games\/mass-effect\">Mass Effect<\/a> <\/em>meets James Bond, featuring a protagonist that has a pre-established personality, but with a lot of wiggle room in how the player interprets them. The flexibility in how players can develop a character is novel, allowing them to morph actions and consequences that would otherwise be more linear if the hero\u2019s personality were more set in stone.<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tMany of Obsidian\u2019s games embrace that idea of novelty, with story setting or even gameplay mechanics that are different from anything it\u2019s tried before in previous works. This has enabled the studio to continuously learn something new with each game, and carry it forward into the next one. All of those lessons the studio has found over the years, like the pre-established hero of <em>Alpha Protocol<\/em>, have prepared it for <em>Avowed<\/em>, which ironically feels like the kind of sequel that the studio used to make years ago \u2014 but this time for its own IP. Similarly to <em>New Vegas<\/em>, <em>Avowed<\/em> exists in an established world but implements a fresh perspective and tone.\u00a0<\/p>\n<div class=\"post-content-image \/\/  \">\n<figure class=\"o-figure   aligncenter size-large aligncenter lrv-u-max-width-100p\">\n<div class=\"c-lazy-image  lrv-u-border-a-2\">\n<div class=\"lrv-a-crop-16x9\">\n<p>\t\t\t\t\t\t<img decoding=\"async\" class=\"c-lazy-image__img lrv-u-background-color-grey-lightest lrv-u-width-100p lrv-u-display-block lrv-u-height-auto\" src=\"https:\/\/www.rollingstone.com\/wp-content\/themes\/vip\/pmc-rollingstone-2022\/assets\/public\/lazyload-fallback.gif\" data-lazy-src=\"https:\/\/www.rollingstone.com\/wp-content\/uploads\/2025\/02\/014_c91708.jpg?w=1024\" alt=\"\" data-lazy-srcset=\"\" data-lazy-sizes=\"\" height=\"576\" width=\"1024\" \/><\/p>\n<\/div>\n<\/div><figcaption class=\"c-figcaption  lrv-u-flex lrv-u-flex-direction-column lrv-u-align-items-center\">\n<p>\t\t\t\t\t<span class=\"u-border-color-black u-border-lr-2 lrv-u-padding-tb-025 lrv-u-padding-lr-075 lrv-u-border-b-2 lrv-u-width-100p lrv-u-text-align-center a-font-basic-secondary-s\"><em>Avowed<\/em> builds on the world of <em>Pillars of Eternity<\/em> but shifts perspective like <em>Fallout 3<\/em>.<\/span><\/p>\n<p>\t\t\t\t\t\t\t\t\t<cite class=\"lrv-u-text-transform-uppercase lrv-a-font-body-xs lrv-u-margin-t-050 lrv-u-text-align-center\">Xbox Game Studios<\/cite><\/p>\n<\/figcaption><\/figure>\n<\/div>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\t<em>Avowed<\/em> takes place in the world of Eora, the same high-fantasy setting used in Obsidian\u2019s own <em>Pillars of Eternity<\/em> (2015), and its sequel <em><a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" data-id=\"https:\/\/pillarsofeternity.fandom.com\/wiki\/Pillars_of_Eternity_II:_Deadfire\" data-type=\"link\" href=\"https:\/\/pillarsofeternity.fandom.com\/wiki\/Pillars_of_Eternity_II:_Deadfire\">Deadfire<\/a> <\/em>(2018). Both <em>Pillars <\/em>games were developed entirely through crowd-funding, and are complex isometric RPGs in the style of the first two <em>Baldur\u2019s Gate<\/em> games, produced by BioWare in 1998 and 2000. And while <em>Avowed<\/em> carries on the narrative and world of Eora, it\u2019s a drastic leap into a completely different style of game.<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\t\u201cIf you make RPGs, you probably want to make a big fantasy opus, right?\u201d Urquhart says. \u201cIt\u2019s something we\u2019d always talked about, and we\u2019d worked on fantasy stuff before \u2014 like <em>Neverwinter Nights 2 <\/em>(2006).\u201d<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tDespite the fact that they\u2019ve developed epics before, most of Obsidian\u2019s fantasy experience had been in those highly complex isometric RPGs \u2014 the kinds of text-heavy, point and click adventures that were popular in the era of early <em>Fallout<\/em> and <em>Baldur\u2019s Gate <\/em>\u2014<em> <\/em>not something that appeals to a more casual audience. That was the next step; Obsidian wanted to follow in the footsteps of Bethesda, who\u2019d reinvented the <em>Fallout<\/em> franchise by turning it from a more rigid, hardcore experience into something more accessible with an immersive first-person POV.<\/p>\n<div class=\"post-content-image \/\/  \">\n<figure class=\"o-figure   aligncenter size-large aligncenter lrv-u-max-width-100p\">\n<div class=\"c-lazy-image  lrv-u-border-a-2\">\n<div class=\"lrv-a-crop-16x9\">\n<\/div>\n<\/div><figcaption class=\"c-figcaption  lrv-u-flex lrv-u-flex-direction-column lrv-u-align-items-center\">\n<p>\t\t\t\t\t<span class=\"u-border-color-black u-border-lr-2 lrv-u-padding-tb-025 lrv-u-padding-lr-075 lrv-u-border-b-2 lrv-u-width-100p lrv-u-text-align-center a-font-basic-secondary-s\"><em>Avowed<\/em> is the culmination of Obsidian\u2019s work building off other companies\u2019 IP.<\/span><\/p>\n<p>\t\t\t\t\t\t\t\t\t<cite class=\"lrv-u-text-transform-uppercase lrv-a-font-body-xs lrv-u-margin-t-050 lrv-u-text-align-center\">Xbox Game Studios<\/cite><\/p>\n<\/figcaption><\/figure>\n<\/div>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\t\u201cAfter crowdfunding, we had the idea of taking that isometric style and going to <em>Fallout 3 <\/em>[a first-person game]. That\u2019s what we wanted, and we were talking to a lot of publishers in 2018. It was the pitch that actually led to the acquisition conversations [by Microsoft],\u201d Urquhart explains.\u00a0<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tWhile the acquisition certainly opened new doors and resources for Obsidian, the studio\u2019s vision remained the same \u2014 providing complex RPGs with worlds that are easy to get lost in.\u00a0<\/p>\n<h2 id=\"continuing-the-thread\" class=\"heading larva \/\/   lrv-a-font-primary-l   \">\n\t\t<strong>Continuing the Thread<\/strong>\t<\/h2>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tEach Obsidian game needs to have something that separates it from their competitors, some kind of fingerprint that can be definitive. For the studio\u2019s last game, 2022\u2019s <em>Pentiment<\/em>, it was a gorgeous aesthetic that mimicked the illuminated manuscripts of the Middle Ages, meaning intricate hand-illustrated works of literature often adorned with gold, silver, and other valuable materials. With that in mind, <em>Pentiment<\/em> looks like an animated Medieval book. But the approach with <em>Avowed<\/em> is taking the absurdly labyrinthine web of lore and party dynamics of <em>Pillars of Eternity<\/em> and translating them into a more easily digestible introduction for new players.\u00a0<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tShifting the perspective of the fantasy world into a first-person action RPG wasn\u2019t a small task, but according to game director Carrie Patel, part of the fun is in the challenge. \u201c<em>Pillars 1<\/em> had a much darker aesthetic, and while <em>Pillars 2<\/em> still had existential threats, the world is very colorful,\u201d Patel says. \u201cThat\u2019s something that influenced a lot of us, especially those who worked on one or both games. There\u2019s a lot more tonal variety. For us as devs, we want to make sure this is something that feels fresh to us. If it feels fresh to us, it\u2019s easier to make something that feels fresh for players.\u201d\u00a0<\/p>\n<div class=\"post-content-image \/\/  \">\n<figure class=\"o-figure   aligncenter size-large aligncenter lrv-u-max-width-100p\">\n<div class=\"c-lazy-image  lrv-u-border-a-2\">\n<div class=\"lrv-a-crop-16x9\">\n<\/div>\n<\/div><figcaption class=\"c-figcaption  lrv-u-flex lrv-u-flex-direction-column lrv-u-align-items-center\">\n<p>\t\t\t\t\t<span class=\"u-border-color-black u-border-lr-2 lrv-u-padding-tb-025 lrv-u-padding-lr-075 lrv-u-border-b-2 lrv-u-width-100p lrv-u-text-align-center a-font-basic-secondary-s\">Earlier work like <em>Pillars of Eternity<\/em> were strictly isometric RPGs.<\/span><\/p>\n<p>\t\t\t\t\t\t\t\t\t<cite class=\"lrv-u-text-transform-uppercase lrv-a-font-body-xs lrv-u-margin-t-050 lrv-u-text-align-center\">Paradox Interactive<\/cite><\/p>\n<\/figcaption><\/figure>\n<\/div>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tFor <em>Avowed<\/em>,<em> <\/em>that sense of a new spark manifested in three key ways; through player choice, intentionally designed locations, and companions that feel real. Each of these tenets have been the focus of past Obsidian games, and all come together in confluence through <em>Avowed<\/em>, starting with choice.\u00a0<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\t\u201cGood player choice and role-play is about a tapestry of big choices that lead to really big consequences, as well as small and intimate, but very meaningful choices,\u201d Patels says, \u201cOne thing that\u2019s very useful to think about, in any game, is to give the player a starting premise. You\u2019re not a completely blank slate, there\u2019s this starting mission where you\u2019re sent to investigate and represent the Empire. Then roleplaying becomes determining how you\u2019re going to fulfill those roles, and if you might try to rebel or subvert them.\u201d\u00a0<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tUrquhart says that each decision then must have a defining moment where it feels truly unique to each and every player, which he refers to as the \u201cpunchline.\u201d This includes decisions big and small \u2014 from burning a city to the ground or keeping it intact, or choosing to bring an item back to a shop, only for the owner to name it after you in gratitude. These kinds of choices mold the world around the players themselves. That\u2019s where the second piece comes in: making sure that there\u2019s a riveting world that can actualize and support those choices.\u00a0<\/p>\n<div class=\"post-content-image \/\/  \">\n<figure class=\"o-figure   aligncenter size-large aligncenter lrv-u-max-width-100p\">\n<div class=\"c-lazy-image  lrv-u-border-a-2\">\n<div class=\"lrv-a-crop-16x9\">\n<\/div>\n<\/div><figcaption class=\"c-figcaption  lrv-u-flex lrv-u-flex-direction-column lrv-u-align-items-center\">\n<p>\t\t\t\t\t<span class=\"u-border-color-black u-border-lr-2 lrv-u-padding-tb-025 lrv-u-padding-lr-075 lrv-u-border-b-2 lrv-u-width-100p lrv-u-text-align-center a-font-basic-secondary-s\"><em>The Outer Worlds<\/em> played like <em>Fallout: New Vegas<\/em> but in space.<\/span><\/p>\n<p>\t\t\t\t\t\t\t\t\t<cite class=\"lrv-u-text-transform-uppercase lrv-a-font-body-xs lrv-u-margin-t-050 lrv-u-text-align-center\">Private Division<\/cite><\/p>\n<\/figcaption><\/figure>\n<\/div>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\t\u201cOne thing that is very consistent for us as a studio, and certainly between <em>The Outer Worlds <\/em>(2019) and<em> Avowed<\/em>, is that all the content we\u2019re placing is very intentional,\u201d Patels says. \u201cWe\u2019re trying to [build] intentionally created environments with great places to explore, where we can breadcrumb characters from one experience to the next. Our goal is never to just fill a world with stuff to keep players busy, because we all have plenty to do. \u201c<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\t<em>Avowed<\/em> makes sure you have a reason to visit every area of its world. A new bounty system encourages players to head to the far-flung corners of the map, and side quests frequently end up feeding back into the main narrative of each region. But the final piece of the puzzle was innovating on what Obsidian has always done best, characters.\u00a0<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tWhether it\u2019s helping the grim soldier Boone solve the mystery of his wife\u2019s kidnapping in <em>New Vegas<\/em>, or helping the awkward and asexual Parvati figure out how to take someone on a date in <em>The Outer Worlds <\/em>\u2014 Obsidian\u2019s games are built on the bedrock of compelling character writing, and companions that truly end up feeling like friends, or sometimes unfortunate enemies.\u00a0<\/p>\n<div class=\"post-content-image \/\/  \">\n<figure class=\"o-figure   aligncenter size-large aligncenter lrv-u-max-width-100p\">\n<div class=\"c-lazy-image  lrv-u-border-a-2\">\n<div class=\"lrv-a-crop-16x9\">\n<\/div>\n<\/div><figcaption class=\"c-figcaption  lrv-u-flex lrv-u-flex-direction-column lrv-u-align-items-center\">\n<p>\t\t\t\t\t<span class=\"u-border-color-black u-border-lr-2 lrv-u-padding-tb-025 lrv-u-padding-lr-075 lrv-u-border-b-2 lrv-u-width-100p lrv-u-text-align-center a-font-basic-secondary-s\">Obsidian games like <em>The Outer Worlds<\/em> brought their storytelling prowess to their own IP.<\/span><\/p>\n<p>\t\t\t\t\t\t\t\t\t<cite class=\"lrv-u-text-transform-uppercase lrv-a-font-body-xs lrv-u-margin-t-050 lrv-u-text-align-center\">Private Division<\/cite><\/p>\n<\/figcaption><\/figure>\n<\/div>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tJust like in <em>The Outer Worlds<\/em>, Obsidian has chosen to not implement a romance system for the player character in <em>Avowed<\/em>, and that\u2019s intended to give the player more meaningful platonic relationships. There are still romantic elements in <em>Avowed<\/em>, but the player can\u2019t actively pursue or court any of their NPC party. Instead, the relationships that are built can more deeply explore how characters fit into the world and culture, how they live their everyday lives, and what friendship and camaraderie can mean at important moments.\u00a0<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tTo Urquhart, omitting romance options allows NPCs to be more fully fleshed out within the story rather than be relegated to an object in the eyes of players. \u201cThey maintain their autonomy, and sense of personhood,\u201d he says. \u201cIn particular, one of the conflicts is about understanding what these characters are leaving behind and stepping away from to join the player, and what they might come back to. That is only a story we can tell if this person does not have to be ready to leave it all behind at the drop of the hat, just because the player is interested in them.\u201d\u00a0<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tFrom there, companions are developed even further by the relationships they have with each other, and how they interact at camp. For example, lizard-like Kai and dwarf Marius have a long history together, and they constantly talk about the hijinks they used to get up to. Surprisingly, though, there are only four companions in <em>Avowed<\/em>, far fewer than most other RPGs \u2014 including <em>Pillars of Eternity<\/em>, which had eleven.\u00a0<\/p>\n<div class=\"post-content-image \/\/  \">\n<figure class=\"o-figure   aligncenter size-large aligncenter lrv-u-max-width-100p\">\n<div class=\"c-lazy-image  lrv-u-border-a-2\">\n<div class=\"lrv-a-crop-16x9\">\n<\/div>\n<\/div><figcaption class=\"c-figcaption  lrv-u-flex lrv-u-flex-direction-column lrv-u-align-items-center\">\n<p>\t\t\t\t\t<span class=\"u-border-color-black u-border-lr-2 lrv-u-padding-tb-025 lrv-u-padding-lr-075 lrv-u-border-b-2 lrv-u-width-100p lrv-u-text-align-center a-font-basic-secondary-s\"><em>New Vegas<\/em> is often cited as the best <em>Fallout<\/em> for evoking the tone of the early games, which Obsidian staff had worked on.<\/span><\/p>\n<p>\t\t\t\t\t\t\t\t\t<cite class=\"lrv-u-text-transform-uppercase lrv-a-font-body-xs lrv-u-margin-t-050 lrv-u-text-align-center\">Bethesda Softworks<\/cite><\/p>\n<\/figcaption><\/figure>\n<\/div>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\t\u201cWhenever you enter camp, it\u2019s night and there\u2019s this warm crackling fire. Your companions are all hanging around doing their own thing, bantering. In having a smaller party, there\u2019s a sense of intimacy,\u201d Patel says, \u201cYou\u2019re a small group of people who have to rely on each other, and that also allowed us to bake each of these characters into the critical path more intentionally than in previous games \u2014 where they\u2019re entirely missable, but very big side content.\u201d\u00a0<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tIn many ways, <em>Avowed<\/em> feels like the culmination of disparate ideas from across Obsidian\u2019s catalog: the expressive visual style of <em>Pentiment<\/em>, the world-building of <em>New Vegas<\/em>, and the way the narrative reacts to the player like in <em>Alpha Protocol<\/em>. But if all those lessons are being put into place here, it begs the question, \u201cWhat comes next?\u201d<\/p>\n<h2 id=\"back-to-the-beginning\" class=\"heading larva \/\/   lrv-a-font-primary-l   \">\n\t\t<strong>Back to the Beginning<\/strong>\t<\/h2>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tObsidian has gotten to its current position because of the way they\u2019ve expanded universes created by someone else. The games they\u2019ve made aren\u2019t just imitating their predecessors, but trying to find a way to understand and evolve them. <em>New Vegas<\/em> gave <em>Fallout<\/em> an intoxicating new location to explore, a post-apocalyptic take on a city that values greed and power more than anything \u2014 letting the series explore the human condition in ways it never could before. <em>KOTOR 2<\/em> dissected the very foundations of the <em>Star Wars<\/em> universe at large, not just in <a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.rollingstone.com\/t\/video-games\/\" id=\"auto-tag_video-games\" data-tag=\"video-games\">video games<\/a>, and how The Force relates to real world ideas of fate and destiny. For these games, Obsidian was never content to just do the same thing again and again.<\/p>\n<div class=\"post-content-image \/\/  \">\n<figure class=\"o-figure   aligncenter size-large aligncenter lrv-u-max-width-100p\">\n<div class=\"c-lazy-image  lrv-u-border-a-2\">\n<div class=\"lrv-a-crop-16x9\">\n<\/div>\n<\/div><figcaption class=\"c-figcaption  lrv-u-flex lrv-u-flex-direction-column lrv-u-align-items-center\">\n<p>\t\t\t\t\t<span class=\"u-border-color-black u-border-lr-2 lrv-u-padding-tb-025 lrv-u-padding-lr-075 lrv-u-border-b-2 lrv-u-width-100p lrv-u-text-align-center a-font-basic-secondary-s\">From early on, the studio excelled at worldbuilding beyond already established foundations.<\/span><\/p>\n<p>\t\t\t\t\t\t\t\t\t<cite class=\"lrv-u-text-transform-uppercase lrv-a-font-body-xs lrv-u-margin-t-050 lrv-u-text-align-center\">LucasArts<\/cite><\/p>\n<\/figcaption><\/figure>\n<\/div>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tSimilarly,<em> Avowed<\/em> marks a chance for Obsidian to swing for the fences with their definitive take on fantasy RPGs that can rival the likes of even monumental series like <em>The Elder Scrolls<\/em>. It\u2019s also a critically important game for the studio, as it\u2019s their first release under the <a target=\"_blank\" rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.rollingstone.com\/t\/xbox\/\" id=\"auto-tag_xbox\" data-tag=\"xbox\">Xbox<\/a> Game Studios banner after their acquisition by Microsoft in 2018. But the crucial lessons taken from each game is on full display, with <em>Avowed <\/em>pulling from bits and pieces of nearly everything the studio has ever done.\u00a0<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\tThis game embodies the spirit of what makes Obsidian games special, and a chance to prove that the studio is one of the most prolific RPG houses in the industry, whose own original creations can stand above even their stellar work making sequels for others. But there\u2019s also a future beyond <em>Avowed<\/em>, as<em> The Outer Worlds 2<\/em> is slated for release sometime later in 2025. Even though the studio is currently focusing on making games in their own IPs, it\u2019s still building on what\u2019s come before, still finding new ways to make established worlds feel new again. And that\u2019s important.\u00a0<\/p>\n<p class=\"paragraph larva \/\/ lrv-u-line-height-copy  lrv-a-font-body-l   \">\n\t\u201cI think the important thing is being able to look at an IP, whether it\u2019s yours, whether it\u2019s somebody else\u2019s, brand new or established, and understand what it is that is core and foundational to it,\u201d Patel says. It\u2019s about understanding those core philosophies, traits, tones, and flavors, and then being able to find something that excites you enough as a dev team. That you have something new and worth doing in that space.\u201d<\/p>\n<\/div>\n<p><em> \u2018 The preceding article may include information circulated by third parties \u2019 <\/em><\/p>\n<p><em> \u2018 Some details of this article were extracted from the following source www.rollingstone.com \u2019 <\/em><\/p>\n<p><em> \u2018 O artigo anterior foi obtido e traduzido do site internacional da celebrity.land   \u2019 Source Link <\/em><\/p>\n\n","protected":false},"excerpt":{"rendered":"<p>Across the vast history of role-playing games, few studios have managed to be as influential as Obsidian Entertainment. Their work on beloved games like Star Wars: Knights of the Old Republic II: The Sith Lords (2004), Fallout: New Vegas (2010), and Pillars of Eternity (2015) has made them a fan-favorite studio for two decades now [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":1206675,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"jnews-multi-image_gallery":[],"jnews_single_post":[],"jnews_primary_category":[],"jnews_override_counter":[],"footnotes":""},"categories":[45],"tags":[],"class_list":["post-1206674","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-entretenimento"],"_links":{"self":[{"href":"https:\/\/celebrity.land\/pt\/wp-json\/wp\/v2\/posts\/1206674","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/celebrity.land\/pt\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/celebrity.land\/pt\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/celebrity.land\/pt\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/celebrity.land\/pt\/wp-json\/wp\/v2\/comments?post=1206674"}],"version-history":[{"count":0,"href":"https:\/\/celebrity.land\/pt\/wp-json\/wp\/v2\/posts\/1206674\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/celebrity.land\/pt\/wp-json\/wp\/v2\/media\/1206675"}],"wp:attachment":[{"href":"https:\/\/celebrity.land\/pt\/wp-json\/wp\/v2\/media?parent=1206674"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/celebrity.land\/pt\/wp-json\/wp\/v2\/categories?post=1206674"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/celebrity.land\/pt\/wp-json\/wp\/v2\/tags?post=1206674"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}