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About fucking time!
"Your character's going to grow their skills as they use them, both in combat, but also in our conversations," said Singh.
Tyranny uses a classless RPG system. While you still level up with experience points, you grow your skills with magic and weapons by actually using them. If you're hoping to resolve conflicts through persuasion, intimidation, or other speech-based methods, you'll gain experience and new abilities through dialogue, too. Combat works similarly to Pillars of Eternity: real-time with pause, so you can issue commands to your companions. And the relationships you form with your companions will play a role in combat as well.
"For combat, we've built on top of the foundation that Pillars of Eternity has set. And we wanted to do that in meaningful ways," Singh says. "So, we recognized that people really enjoyed building relationships with companions, and we thought 'What if we took that into combat as well?' To do that, we've actually introduced some new abilities that are really powerful called companion combos. Companion combos are devastating abilities that can either work as great openers or even change the tide of battle, and you gain these from building your relationship with your companions."
I saw one such combo being used, called Death From Above. During a skirmish, our Fatebinder used a magic-infused punch to strike the ground at the feet of one of his companions. The companion, as if on a springboard, shot up into the air and launched a barrage of arrows that rained down over a group of enemies.
The more you develop these relationships, the better a fighting team your party will become. This even includes companions you don't get along with. "You can actually get unique abilities depending on if they really love you or they hate you," said Singh. "You have some different advantages for either of those."
I asked why not getting along with a companion would still result in gaining special combos. "Sometimes pissing somebody off gets you the reward you want as opposed to making them like you," explained Brian Hines, Tyranny's Game Director.
That's true of the player's reputation with non-party NPCs as well. "Not only does the reputation that you gain with factions control how people view you but it also gains you new abilities," said Singh. "You actually get different abilities if a faction sees you in a good light or not. So if somebody's angry with you, you can actually push them more towards [anger] and actually gain unique abilities for doing so. Same with being on their good side."
These combos are especially powerful, with one example having the player throwing an archer buddy into the air, who then proceeds to rain arrows down on their opponents.
There’s one called Death From Above, with this ability the player channels energy [and] punches the ground, launching their companion into the air and while they're in the air they have the opportunity to rain arrows from above.
The shift is most immediately obvious in the art style. While Tyranny has that same isometric angle and a familiar interface, both the way the world is conveyed as well as its actual setting are very different. It’s more stylised, pushing out of the semi-realistic medieval Europe that has served as fantasy’s home for so long, towards bigger weapons, flashier magic and an early Iron Age tech level.
“We thought [Pillars] was a really gorgeous game but we wanted to go in a different direction on this one,” explains lead producer Matthew Singh. “We took a stylised approach to both our characters and our environments and gave it more of a mediterranean feel, which we thought would give us a unique world. In addition, we wanted to get away from the settings that you're used to so instead we actually [put] it towards the end of the Bronze Age and the beginning of the Iron Age. It was a very brutal time and it helps us tell the stories that we want to about human greed and corruption, so we thought it was a cool place to do it.”
"In our game," said Singh, "within character creation, we actually let the player decide how that conquest happened, and based off the decisions that you make there, you actually shape the starting state of the world. And so, depending on those choices you're actually going to get a very different experience."
I saw some evidence of this during the demo. Our Fatebinder visited a town called Plainsgate, in a land that was devastated by powerful magic during the war. Plainsgate used to be a flourishing farming community that bore crops and could feed thousands, but post-war it's become barren and is constantly rocked by earthquakes.
In another game we visited the same town, though due to different choices made during character creation the events of the war had played out differently. In this game the conflict in Plainsgate had been much more severe, and the land was even more damaged by magic to the point where a portion of the town had actually crumbled into a chasm. It's name was even different: in this reality, it was called Halfgate.
More than just the landscape was changed due to the choices made at the start of the game. In one instance, we were allied with a faction called the Scarlet Chorus, one of Kyros' many armies which served him during the war. In the second playthrough, the Scarlet Chorus considered the Fatebinder to be an enemy. While both the Fatebinder, the Scarlet Chorus, and other factions serve the Overlord, it clearly doesn't mean everyone gets along.
A player's choices at the beginning of the game can also determine which quests they'll take on. On the trip to Plainsgate we were looking for a half-human prisoner called a Beastman who might have information on how to break the magic spells that had been cast over the land and restore it to its past farming glory. In the Halfgate version, however, we were there to kill the Beastman. These types of changes brought on by player choices while creating their character are one way Obsidian is hoping to make the game a different experience on subsequent playthroughs.
“We thought [Pillars] was a really gorgeous game but we wanted to go in a different direction on this one,” explains lead producer Matthew Singh
I saw some evidence of this during the demo. Our Fatebinder visited a town called Plainsgate, in a land that was devastated by powerful magic during the war. Plainsgate used to be a flourishing farming community that bore crops and could feed thousands, but post-war it's become barren and is constantly rocked by earthquakes.
In another game we visited the same town, though due to different choices made during character creation the events of the war had played out differently. In this game the conflict in Plainsgate had been much more severe, and the land was even more damaged by magic to the point where a portion of the town had actually crumbled into a chasm. It's name was even different: in this reality, it was called Halfgate.
But it’s not. Breaking with tradition once more, Obsidian says Tyranny is probably somewhere under or around twenty hours. In other words: It’s Alpha Protocol sized. Something you’re actually likely to replay.
Is there any information on what char gen there is?
Right from the beginning you get choices in how the world was conquered. The game starts out with a sort of choose your own adventure story that impacts how the world appears when you arrive.
“We thought [Pillars] was a really gorgeous game but we wanted to go in a different direction on this one,” explains lead producer Matthew Singh
So this is the guy guilty for this horrible cartoonish looks? Trust the hindus to shit on everything.
Chocolate rocks now officially poop.
Um, thanks, we'll call you.“We've taken the core combat system [from] Pillars of Eternity and built on top of it in interesting ways,”
Apart from reducing the player's party size to four characters, gameplay shares a great deal in common with Pillars of Eternity and its predecessors, with an action-pause tactical combat system, attacks based on random number generators, and health points. Unlike Pillars of Eternity, the game is expected to ship with fully-functional companion combat AI, which Eternity obtained as a post-launch patch. If you've played virtually any modern squad-based RPG, companion combat AI will probably seem familiar to you: your companions act semi-autonomously based on preset roles (like 'healer' and 'the one that always dies'), while leaving the player the option to assume direct control if that AI ever stops working as intended.
Also, similar to the loyalty system in New Vegas, you can unlock new combo skills with your companions based on your rapport with them. However, unlike (say) Fire Emblem, these combo skills will be "mostly" limited to characters partnering with your avatar. Which honestly strikes me as a huge missed opportunity for Obsidian to attract the same passionate fanbase of shippers Bioware enjoys, but well, their loss, I suppose.
The game's setting is a world called Terratus.