![]() ![]() ![]() The art team’s careful recreation of illuminated manuscripts is more of a departure. You can see some of Obsidian’s RPG pedigree in the “super dialogue-focused” adventure game Pentiment, which prioritises narrative and character development as the player investigates a murder in 16th Century Bavaria. Almost all see the player leading a party of characters through dense storylines and carefully constructed worlds, with combat often taking a backseat to interpersonal dynamics and branching dialogue trees. That’s a pretty good description of most of the Obsidian canon, which includes games like Fallout: New Vegas, Star Wars Knights of the Old Republic II: The Sith Lords, and Pillars of Eternity. ![]() “I’m always thinking about how we don’t need to just peg ourselves as ‘we make region-based, character-focused, party-based, first person RPGs that use our dialogue tool set’,” he says of the move to a more “eclectic” slate of games. The Honey I Shrunk the Kids-inspired survival adventure Groundedand medieval monastery murder mystery Pentiment are hardly the games most fans would expect from one of the industry’s most acclaimed – and iconic – RPG studios, but Urquhart sees a method to the madness. That track record makes it all the stranger that the latest two releases from Obsidian Entertainment, the development studio he’s led since founding it in 2003, aren’t RPGs at all. Across a decades-long career as both developer and publisher he’s worked on three Falloutgames, most of the good Dungeons & Dragons titles, and even an unexpectedly successful RPG spin on South Park. Few have left as heavy a mark on the world of role-playing games (RPGs) as Feargus Urquhart. ![]()
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