I slutet av förra året stod det [n=16818 klart] att #Obsidian Entertainment knåpar på ett rollspel som baseras på Alien-serien. Än så länge är de flesta detaljerna kring titeln fortfarande hemliga men i en intervju på RPG Codex kan vi läsa oss till att de inte stannat vid filmerna för inspiration, de tar även hjälp av böcker och serietidningar för att fånga den rätta stämningen.
Pratstunden berör även deras erfarenheter med att jobba tillsammans med #LucasArts på #Knights of the old Republic samt aktuella #Neverwinter Nights 2.
How did you handle the pressure of your first project being a Star Wars title, a sequel to a Bioware game and a cross-platform release ? and still providing a deeper role-playing experience than the original?
We just didn't think about it. As they say, sometimes ignorance is bliss. Weirdly, I can say that about a lot of the games that we created ? when we were making Fallout we didn't think about what we were creating. We were just creating something that was cool. When Bioware was making Baldur's Gate and we were working with them on some of the broader design decisions, we didn't think about the fact that we were making THE Baldur's Gate. I think it was the same with KotOR2, we wanted to make the best game we could with the time, people and money that we had at our disposal. That probably sounds really "unsexy", but it's how I've approached a lot of things in my working life. Having said that, we knew that we had to make KotOR2 more than KotOR1, so we had to pick our battles very carefully. We probably had about a tenth of the art resources that Bioware had over the course of KotOR2, so we had to take that into account when we looked at what levels, creatures and effects we could create. Now because the game was heavily story and script driven, we knew we had to have a high powered design and design staff and having Chris Avellone on any project pretty much insures a certain quality (and quantity) of design material.