I wonder if there's any plans for Microsoft to have Obsidian and/or InXile transition to using Creation Engine for their action-oriented RPGs.
Would simultaneously remove the Epic cut which can be large for major developers, and move towards a more unified engine approach towards games.
seems like MS are doing the opposite by taking a path of least resistance.
State of Decay was using Crytek, the sequel was made using Unreal. Halo devs struggled adapting their own engine to larger open-world areas, and MS just allowed them use Unreal. Playground studios struggled with their Forza engine when developing Fable reboot, and MS allowed them use Unreal. Tango Gameworks and Arkane both ditched their idtech forks in favor of Unreal. I wouldn't be surprised if Machinegames will follow the suit and switch to Unreal for their Wolfenstein/Indiana Jones games.
From what I hear, the Creation Engine is really only something Bethesda themselves can understand. It is tailor made to produce Bethesda-style games, with large open worlds, radiant AI, etc. The last time an external developer used it was with Fallout 76, with disastrous results. I also hear that most of the engine is filled with haphazard patches and band-aids, so they really need to go back in and redo a lot of the code.
It was already used by Obsidian, and the devkit they ship is very similar to what they actually use in-house. Obsidian used the Fallout 3 creation kit for months(weeks?) until they could get Bethesda to get them the one Bethesda actually uses, btw.
Iirc Sawyer has referred to it as the most developer friendly engine he's ever worked with. No surprise, Bethesda has poured endless hours into developer tooling.
Perhaps Obsidian can wrap their heads around it just fine, but I doubt any other development houses are interested in it. Unreal is shiny and new, and automates a lot of the work more than Bethesda's engine can. Whether that's a good thing or not, the publishers don't care. They just want to publish more games cheaper and faster.
I don't know if Avowed will be competing with The Elder Scrolls, but if they use the same engine it would only risk cannibalizing ES VI's potential sales. Creation Engine games tend to play and feel similar, after all. Ideally if they didn't want to pay royalties to Epic anymore, they'd use Based free software like Godot and build games using that, but I won't hold my breathe of course.
Perhaps Obsidian can wrap their heads around it just fine, but I doubt any other development houses are interested in it. Unreal is shiny and new, and automates a lot of the work more than Bethesda's engine can. Whether that's a good thing or not, the publishers don't care. They just want to publish more games cheaper and faster.
I don't know if Avowed will be competing with The Elder Scrolls, but if they use the same engine it would only risk cannibalizing ES VI's potential sales. Creation Engine games tend to play and feel similar, after all. Ideally if they didn't want to pay royalties to Epic anymore, they'd use Based free software like Godot and build games using that, but I won't hold my breathe of course.
Sawyer dunked on Unreal for being behind the curve when it came to handling open worlds:
not to be dismissive here because the UE5 early access looks nice but breaking worldspaces into cells is how Bethesda's engine has worked for well over a decade.
UE is historically not great at doing open world stuff so this is a step in the right direction but also... lol.
The rumor is that Avowed was originally trying to be Obsidian's Skyrim with an open world but they ultimately had to downscope it to hub-and-spoke like The Outer Worlds because they just couldn't get it working properly.
And yeah I doubt Bethesda would share their tech with Obsidian unless MS actually forced them to (which they're not interested in doing at this time).
lol how all of the speaking characters have their faces covered. Microsoft is afraid of "ugly black women in our videogames!" backlash.
**** I was just about to comment on this. Although I think it's more because the game will still look **** ugly and they're trying to obfuscate that the visuals don't look any better after 6 years.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
You see the companion's avatar on the bottom there, she's white. I assume it's just a memory-saving measure e.g.
Glad in 2025 we're still having to use gimped work arounds from a 15 year old game so there can be more than a half dozen characters on screen at once assuming your cope is correct which it isn't they know the characters look like ****
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
I am more concerned that the dialogue paints science as a religion.
I refuse to believe they have the self-awareness for it to be an intentional critique of Redditor-esque culture and instead accidentally stumbled into it.
I am more concerned that the dialogue paints science as a religion.
I refuse to believe they have the self-awareness for it to be an intentional critique of Redditor-esque culture and instead accidentally stumbled into it.
why would they critique it? I assume all of the obsidian members really talk like that in real life.
probably won't even have killable NPCs because it's too hard for mushbrains to do and tim cain retired
This is what you get for not watching it all the way through. The video ends with the PC killing the quest NPC and you find an audiolog on her body that details what she already told you.
probably won't even have killable NPCs because it's too hard for mushbrains to do and tim cain retired
This is what you get for not watching it all the way through. The video ends with the PC killing the quest NPC and you find an audiolog on her body that details what she already told you.
The first game was stupid, annoying, R*ddit-fiesta. Obsidian's mediocrity has never bothered me, but that game went too far.
It made me frustrated while playing it. Frustrated that the people who made that game have a job and got paid for this instead of receiving 100 lashes at the town square as they should have.
“We have a lot of Perks that are catered towards non-traditional play styles,” Singh mentioned, giving an example of carving out a build for players who essentially kill every NPC in sight. You can go down that route and lean into it with Perks such as Psychopath and then Serial Killer that’ll grant bonuses, like permanent health boosts, for playing this way. “Especially in an Obsidian game where we allow you to kill anybody – the game's going to respond, it's going to roll with it, and you're going to still be able to complete the game. It's actually a really fun way to play in a second or third playthrough just to see how far you can take it.”
Rusty status: told
They're also removing respec outside of the introduction and removing grouped skills. Timbo's making it a bit more hardcore.
Cain said he liked this, he also didn't work on Outerworlds 2, but I suspect it was the contracting client he discusses in various videos where he reviewed the design of various levels.
Cain said he liked this, he also didn't work on Outerworlds 2, but I suspect it was the contracting client he discusses in various videos where he reviewed the design of various levels.
He's mentioned in some of his videos that he's remaining a programmer on TOW 2 and also working on a few other projects as a contractor. He just stepped down as a director.
I really only remember 2 good things from the first one.
What happened to Earth? Why did the destroyer vanish?
Some drunk old guy in a bar telling stories that were vastly more interesting than anywhere we could visit in game.
The rest was pretty **** awful. And that's being too nice. Tried playing it again maybe 5-7 months back. Didn't get past the first few minutes. I hate chest-cam 1st person.