The participant company and selection and consequence mechanics have long been bedrock elements in Obsidian Entertainment’s role-playing games, and the studio remains committed to upholding this tradition in their forthcoming title as well.
According to GamesRadar’s recent interview with area designer Berto Ritger, nearly every quest may be triggered through alternative means, influenced by players’ decisions and approach choices.
“For every quest in the game, I firmly believe that there’s at least one, possibly multiple, ways to initiate it,” he said. Here is the rewritten text in a different style:
“With the power to manipulate time, you can tackle missions in any order you see fit. Additionally, you’re able to retrieve items and equipment from various stages and distribute them as needed, or even eliminate characters if required.” You may access a dungeon or exit one through an unconventional path, departing from the typical routes. Let people explore and learn at their own pace, allowing them to grow organically through life.
The extent to which quests will vary due to these choices remains uncertain, but for fans of the genre, it’s reassuring to hear that player agency is being prioritized in this approach. Here’s a professional editor’s revised text:
Once again, one of Obsidian’s greatest strengths has been consistently showcased, making it exciting for fans of the studio’s work to see them build upon this success with their next title.
Is set to release on February 18 for Xbox Series X/S and PC. Determine your PC’s minimum requirements here.