DeepOcean
Arcane
- Joined
- Nov 8, 2012
- Messages
- 7,404
That is bad news for Obsidian then.Given what a huge success Horizon Zero Dawn was, most folks will put up with this stuff if they like the game.
That is bad news for Obsidian then.Given what a huge success Horizon Zero Dawn was, most folks will put up with this stuff if they like the game.
In fact I recall I was discontent with the king being too reasonable and ruins any kind of dramatic tension.
Honestly, they seem to have forgotten who their base is (white western males)... The premise had some promise, at least as far as spoofing corporatism run amuck. But as you say, the all/most men stupid and/or evil and womyn smart and/or good was a bit much - bordering bewteen cuck simulator and post modern feminist fanfic.
Given what a huge success Horizon Zero Dawn was, most folks will put up with this stuff if they like the game.
It's interesting they outsourced some of level design, not just art assets, for DLC to Black Shamrock. It's the developer of Paranoia CRPG and one of the studios under Virtuoso (which did Switch port and also some art outsourcing for the base game).
https://www.linkedin.com/in/carloazzari/
Conceptualising, designing and building levels and quests for games like The Outer Worlds: Peril on Gorgon.
https://www.linkedin.com/in/gerard-doyle-pf/
The Outer Worlds: Peril On Gorgon DLC
Lead Environment Artist:
The Black Shamrock studio was tasked in creating 3 large Interior spaces for the DLC: Peril On Gorgon
My role was to solely dress and light 1 large Interior space which was the OCI Facility.
I also worked on the other 3 interiors with the other artists and worked on lighting and dressing and making sure everything was up to task for each milestone right up to the end of the production from our side of the project.
Black Shamrock also worked on Grounded.
I was really lucky to be able to work on Obsidian's "The Outer Worlds" thanks to their co-dev partnership with Blackshamrock. We worked on two DLCs for Obsidian's "The Outer Worlds".
The first DLC, "Peril on Gorgon", we contributed largely from an art, level design and gameplay perspective.
On the second DLC, "Murder on Eridanos", Obsidian expanded on our responsibilities with them to include quest design. We designed and implemented 10+ side quests on top of fulfilling our previous roles.
I wonder if they're responsible for the new loading screen art made from the 3D models instead of traditional 2d drawings.It's interesting they outsourced some of level design, not just art assets, for DLC to Black Shamrock. It's the developer of Paranoia CRPG and one of the studios under Virtuoso (which did Switch port and also some art outsourcing for the base game).
https://www.linkedin.com/in/carloazzari/
Conceptualising, designing and building levels and quests for games like The Outer Worlds: Peril on Gorgon.
https://www.linkedin.com/in/gerard-doyle-pf/
The Outer Worlds: Peril On Gorgon DLC
Lead Environment Artist:
The Black Shamrock studio was tasked in creating 3 large Interior spaces for the DLC: Peril On Gorgon
My role was to solely dress and light 1 large Interior space which was the OCI Facility.
I also worked on the other 3 interiors with the other artists and worked on lighting and dressing and making sure everything was up to task for each milestone right up to the end of the production from our side of the project.
Black Shamrock also worked on Grounded.
They outsourced even more quest designs to them for the second DLC: https://rdbwork.wixsite.com/portfolio
I was really lucky to be able to work on Obsidian's "The Outer Worlds" thanks to their co-dev partnership with Blackshamrock. We worked on two DLCs for Obsidian's "The Outer Worlds".
The first DLC, "Peril on Gorgon", we contributed largely from an art, level design and gameplay perspective.
On the second DLC, "Murder on Eridanos", Obsidian expanded on our responsibilities with them to include quest design. We designed and implemented 10+ side quests on top of fulfilling our previous roles.
I did about 4 of them and they were 5 minute fetchquests with very inconsequential characters. They really weren't engaging at all.We designed and implemented 10+ side quests on top of fulfilling our previous roles.
Fucking GameSpot, fuck those morons
Is there a DLC where I can investigate the murders of the people that made this game?
My impression is that the initial hype of the game being "the FNV clone made by Obsidian" has completely died down, and no one really cares about it at this point
Despite all that normie teeheeing and cooing RN this game is not gonna have one tenth of the legs and long term presence PoE1 had. It's gonna be digested and shat out just like the cotton candy of a game that it it.
Also the only good obsidian DLC was Honest Hearts, so considering the base game's quality and their track record with DLCs over the years I see no reason to be interested in it.
Yeah,most of it was epic giveaways,they even got dominated by a goose game.Game has now sold 3 million units. This is from the latest Take Two financial report.
Also the only good obsidian DLC was Honest Hearts, so considering the base game's quality and their track record with DLCs over the years I see no reason to be interested in it.
Honest Hearts was garbage, what are you on about?
15 minutes of Joshua Graham in the entire DLC don't elevate it to goodness.
The location was interesting, the contents and premise the least retarded and most Fallout-like and most connected to the rest of the game, unlike other DLC (lobotomites? some asshole who stole the weapon from Freedom Force's Minuteman? Fucking ghostmen and fog?), and 15 minutes of Graham was enough.