xbox Series x|s Avowed | Disponibile

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:iwanzw:

Dai che per la Gamescom al massimo droppano la data. Secondo me già a Luglio la finalizzano.
 
Sarò cinico forse, ma mi sembra il minimo...
Posso essere cinico commentando il tuo commento?
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È ambientato nell'universo di Pillars?
Non lo sapevo :morris2:
Yes, lo dissero già al primo trailer. :sisi:
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Obsidian che fa quello che voleva fare da anni, mantenendo il pieno stile Obsidian.

Datemelo ora. :morty:
 
Posso essere cinico commentando il tuo commento?
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Yes, lo dissero già al primo trailer. :sisi:
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Obsidian che fa quello che voleva fare da anni, mantenendo il pieno stile Obsidian.

Datemelo ora. :morty:
Ad oggi allora direi che il cambio di art direction avvenuto dopo il reveal è più che legittimo :sisi: .

Difatti tende molto più verso quello di Pillars.
 
Prenotato oggi, non vedo l'ora. Speriamo di avere una data in tempi brevi sia per questo che per Indy :asd:
 
 

Can you tell me more about Avowed's third-person option? That's likely how I will play the game.
Carrie Patel, game director:
So, as you yourself have just noted, there are a lot of people who simply prefer it. There are people who prefer it for aesthetic reasons. They've built this character, and they want to see them in the world. There are people who prefer it because of accessibility reasons. First-person maybe makes the motion sick, and FOV sliders don't quite get them comfortable. So yeah, there are a lot of reasons to have it. There are a lot of players who prefer it for some reason or another. But we're still giving players the same Avowed experience in third-person. Gabe can speak more to that.
How extensive are the choices in the game and the narrative? Are we talking, like, multiple endings? And how many? Or is it more detailed than that?
CP:
Choice and consequence is something that unfolds for the player over the course of the game. There are choices that you're going to make that are going to have immediate effects, choices that you'll make that will have effects that you'll see maybe hours later, and some that you'll make that you'll come to see at the very end of the game, kind of how those play out further on into the future. But along with that, you've got choices that are very intimate and impactful for specific characters, and some that really affect the state of entire settlements of the Living Lands and the Living Lands at large.

So, when it comes to choice, we really try to provide breadth and a tapestry for the player. It's not like you just reach the ending and kind of you're choosing your ending. It's really the ending is the result of choices you've made along the way. Some of those are very intimate and character-focused, some of those are very broad and sweeping. But yeah, you'll definitely have moments where the way you made certain choices, or perhaps the way you treated certain characters early in the game will come back to reward or haunt you, or likely a bit of both a few hours later, when you meet those characters – allies and adversaries. And you'll have a number of choices that it's kind of… characters will be willing to trust you or will be not willing to trust you based on kind of the cumulative combination of choices that you've made up until that moment. So if you're trying to ally with someone, and you say, like, "Hey, you can trust me. I want to do this thing, let's work together," they might call out a handful of things you've done up to that point and say, "I don't think I can trust you," or, " what? I think you're right, so I'll give you this chance.
Click to shrink...
In the recent Xbox podcast you showed that you can flirt, and you showed the character Yatzli, who is very flirtatious. But there aren't romance options in the traditional sense, right? You're not building romantic relationships? You're not marrying characters or anything like that, correct?
CP:
Yeah, we decided to forego full romance paths in Avowed. It's something that we thought very hard about, and we talked about it as a narrative team. I think if you're going to invest in romance, everyone who's writing them needs to be absolutely, fully bought in. And the other thing you need to do is make sure that if you're going to provide that path, that you're balancing that with an equally meaningful and well-developed, non-romantic path because you never want players to feel that, "Well, the only way I really get to know this character or really get to form a meaningful bond with them, is if I commit to romancing them, which maybe isn't something I want to do." So, for all of those reasons, we decided to forego romances, specifically in Avowed. But we still built a lot of content around getting to know your companions. Forging deeper bonds with them and coming to understand their stories.
Do you embrace comparisons to The Elder Scrolls V: Skyrim? Or do you push against it?
CP:
I think the best comparison is The Outer Worlds. I think that gives a much clearer idea of the scope of the game and also the design and layout. Like The Outer Worlds, Avowed has a series of open zones that are connected and unlock over the course of the game, rather than one giant map that you can walk through from beginning to end. And yeah, in terms of the kind of the quest structure, the narrative structure, it's a lot closer to The Outer Worlds, as well.
Is it tonally similar to The Outer Worlds? Is it humorous in a comparable way?
CP:
Tonally, the best comparison is going to be Deadfire, the second Pillars game where you have a very grounded and serious political story. A very kind of weird and esoteric, metaphysical, and divine story beneath that. A lot of moments of seriousness, but also moments of levity to kind of to kind of break that up, and a lot of those things are very character-based. So yeah, I wouldn't compare it tonally to The Outer Worlds.
How long should we expect Avowed to be?
CP:
The best comparison for Avowed in terms of scope is The Outer Worlds. Players can expect a roughly similar experience, just like The Outer Worlds, depending on what kind of difficulty they play on, and how thoroughly they explore and invest inside content, versus just sticking to the main crit path missions.
 
Sempre più interessato al gioco.
 
Presentazione teatrale alla Gamescom di Fine Agosto :sisi:
 
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