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Josh Sawyer on His Influences, Going From Playing D&D to Designing, a Potential ‘Pillars of Eternity 3’, RPG Mechanics, and More – TouchArcade

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I loved Obsidian Entertainment’s Pentiment last year, and with its upcoming anniversary, I figured it was a good time to speak with Josh Sawyer (Studio Design Director at Obsidian) concerning the sport, RPG mechanics, his profession, the video games he’s taking part in now, and much more together with a couple of non-gaming matters. This is likely one of the longer interviews we’ve achieved. Normally, I’d wish to cut up a characteristic like this into two elements, however I’m positive followers of Josh Sawyer’s work like studying so much anyway. This interview was carried out on a video name. It was then transcribed and edited for brevity within the case of some parts.

TouchArcade (TA): For individuals who don’t know you, inform us just a little bit about your self, and your present place at Obsidian Leisure.

Josh Sawyer (JS): My title is Josh Sawyer. I began within the online game business in 1999 at Black Isle Studios. I initially began as a web site designer. The primary sport I labored on was Planescape Torment, designing the web site for that, after which Icewind Dale and Baldur’s Gate 2.

I then turned a designer on Icewind Dale, and I labored at Black Isle till it closed or simply earlier than it closed. I then went to Halfway for a few years that didn’t actually work out. Then I went to Obsidian. In 2005, I labored on Neverwinter Nights 2, after which after that I directed Fallout: New Vegas, Pillars of Eternity 1 and 2, and Pentiment. I’ve been the studio design director on the studio for 5 years.

TA: So what precisely is a studio design director?

JS: It varies from studio to studio. Some studios don’t have a studio design director. At Obsidian, it’s type of like probably the most, not essentially probably the most senior, however it’s type of just like the advisor to all the opposite designers on the studio, and the one that provides recommendation and suggestions on all issues associated to design. So it’s not like I’m really in control of the design on the studio, however I’m in control of giving suggestions and common route.

The person administrators and builders are free to disregard that in the event that they wish to, however my job is to type of attempt to set the requirements for the studio in design.

TA: This isn’t the identical as when a writer provides suggestions to the builders? I feel you talked about in one other interview I used to be watching just lately the place publishers often don’t have the suggestions which matches what the gamers would need from a sport. So that is totally different to that proper?

JS: I feel it’s often knowledgeable particularly by my expertise at Obsidian. I’ve solely actually labored on function taking part in video games or issues adjoining to function taking part in video games for my complete profession, so I don’t all the time have the fitting reply, however I feel I’ve loads of expertise engaged on these video games.

I’ve loads of expertise seeing how gamers react to suggestions, so I attempt to simply method from the angle of what does our viewers type of count on? Not that we all the time should do what they count on, however what’s it going to supply expertise for them based mostly on their expectations? Generally which means defying their expectations. However now we have to be sure that we’re making that selection consciously and never type of like by chance or that we’re, you already know, mainly simply being conscious of what we’re doing.

TA: Earlier than you have been at Black Isle, you talked about that your dad was a sculptor, and also you wished to be an illustrator in some unspecified time in the future. So how did you go into net growth again then? What occurred in between these two issues?

JS: It’s a extremely bizarre path. My dad is a sculptor, and he did just a little little bit of illustration. I’ve by no means been good at sculpting. After I was younger for my age, I used to be good at illustration. After I received older, shade blindness made it very tough. I feel as loads of really like kids transfer from drawing with pen and pencil into making an attempt to color, and for me portray was fairly tough, particularly pores and skin tones due to shade blindness. I had additionally been doing loads of music in highschool, so then I went to highschool for music and theater and, that didn’t work out, so I shifted over to historical past.

However by all of that, I had been fascinated about computer systems, and I had been fascinated about graphic design and studying issues like Photoshop. I used to be in faculty within the mid 90s, and that’s when private web site growth actually took off, and I began making my very own web sites and studying, studying extra about Photoshop, studying to code issues in HTML or use markup mainly and JavaScript and yeah, and I taught myself flash animation simply because I wished to do goofy issues on my web site. Then that’s what I did for type of odd jobs in faculty. I might do freelance web site design and that’s how I received my job at Black Isle.

I graduated with a historical past diploma. I didn’t know what I used to be gonna do with it. However I had been doing skilled web site design, and once I utilized it Black Isle actually wished somebody who knew use flash animation as a result of that was type of leading edge on the time, and I bear in mind very distinctly. They stated that of the 62 candidates for the place, I used to be considered one of solely three that really knew Flash, so I used to be simply actually on the proper place on the proper time. As a result of Black Isle labored on function taking part in video games and video games, and I actually like I had performed a ton of D&D, particularly in faculty, I performed manner, manner, manner an excessive amount of D&D. So Icewind Dale was challenge for me to type of transfer over onto, though it took loads of convincing for them to present me a shot, however it labored out.

TA: So that you talked about in an interview with PC Gamer that you simply’ve been taking part in D&D stuff fairly often since 1985. I do know you’ve spoken fairly a bit about Fallout while you wished to do a Fallout sport on the time, however how did it really feel going from taking part in D&D a lot to turning into such an vital a part of D&D historical past now?

JS: It’s bizarre. I believed it was incredible. I used to be so thrilled to work on a D&D sport. I’ve stated this earlier than, however I didn’t actually perceive what sport devs did, or that there have been designers, or like the way it labored. It was simply type of a black field from the surface, however then as I began to know the event course of, I believed I may do job at it.

I used all my D&D data. Perhaps an excessive amount of as a result of, I feel on Icewind Dale and Icewind Dale 2 my angle may be very hardcore. All of the fights have been type of balanced for like excessive min-maxers and those that have been tremendous tremendous into D&D, however it was actually incredible. Like I’ve stated once I received into the business that: I’d like to work on a Fallout sport, I’d like to work on a D&D sport, and I’d like to work on a historic sport.

It took like 20 years mainly to get to the final one, however I started working on a D&D sport instantly, and it’s loopy as a result of I do know there are tons of people that actually by no means get to work on the video games that they wish to, or it’s a wrestle for them to work on the video games that they wish to. I contemplate myself type of triply fortunate that I had the chance I had not solely to get right into a sport business job, however then grow to be a designer, after which grow to be a designer on a D&D sport as my first sport. So tremendous, tremendous lucky.

TA: I found your work by Pillars of Eternity as a result of it was throughout this large CRPG revival and it even noticed a bodily launch and hit consoles. Lots of people saved praising Fallout: New Vegas, however I haven’t performed a lot of it. After I performed Pillars of Eternity, I had that Danny Devito “I get it now” second. Within the same PC Gamer interview, you stated that due to how these video games have been funded on Kickstarter versus self funded, they have been designed with some compromises. I wished to know if Pentiment lastly allowed you to make the whole lot you wished with none compromise precisely the way you wished it. Is that correct?

JS: You realize, time is all the time an element and, I’m making a sport for one more firm. When you gave me extra time, I’d actually do extra stuff with Pentiment. However, I really feel like I received a good period of time on Pentiment and extensions. Aside from that, although, the whole lot creatively was absolutely below my management. I don’t consider I compromised on any of that stuff.

It was the sport that I wished to make, made the way in which that I wished to, and I used to be acutely aware of particular selections like no VO which some persons are not going to love. That’s okay. There have been issues that I believed have been concession. Enabling simple learn fonts. Some individuals simply have problem with the tremendous quaint issues. So yeah, flip it on. Let him do this, however the whole lot else was principally simply, that is what I wished to do and, I don’t actually contemplate something that I did to be a concession or one thing I remorse.

It’s all just about achieved the way in which I wished to do. If individuals stated or if Microsoft stated right here’s one other 12 months, positive, there’s different stuff I do. That’d be cool. However aside from that, I really feel very proud of it.

TA: Since Pentiment launched, you’ve achieved so many interviews and also you’ve spoken concerning the books that impressed the sport and the books that impressed you. Would you say that the Nuremberg Chronicle and Name of the Rose have been the most important inspirations for it?

JS: Yeah, visually, Nuremberg Chronicle is what Hannah pulled loads of reference from, particularly for the woodcuts. We additionally checked out a lot of, particularly Flemish, illuminated manuscripts from the late fifteenth century.

The Très Riches Heures du Duc de Berry was one of many large inspirations that we checked out, however aside from that, by way of the fiction, yeah, it was actually The Identify of the Rose. Each for the monastic type of focus, and in addition for the character of the thriller, and having to do with books and data and forbidden data and issues like that. Then after that it was loads of historic stuff which, you already know, I’ve talked about at size earlier than.

TA: So Pentiment is nearing its 1 12 months anniversary. Microsoft’s smaller video games, which I’ve been an enormous fan of, like Hello-Fi Rush, received main updates. Pentiment hasn’t gotten any main latest replace, however I used to be questioning if there was something deliberate which you’ll reveal. Perhaps a bodily launch or an artwork ebook alongside any anniversary replace?

JS: Something that hasn’t been introduced, I can’t announce, however I’ll say that you already know, so the vinyl got here out and instantly bought out. There’s one other urgent of that occuring.

(I discussed the way it bought out whereas I used to be asleep.)

I type of predicted that it might promote much more than was initially predicted. So we’re doing one other run of that. I don’t know what the amount is or when it’s coming in, however that’s occurring.

We all know that lots of people desire a bodily launch. We all know that lots of people need an artwork ebook. Lots of people have requested that. We’ve talked about it, however there’s nothing to announce but.

TA: Pentiment was developed utilizing Obsidian Leisure’s OEI instruments. Inform us just a little bit about how these have advanced over time by the numerous initiatives you labored on.

JS: Yeah, that’s a giant query. So the engine that we used was Unity, however for all of the writing we used OEI instruments. There’s loads of different sport information that we developed in OEI instruments as nicely.

So OEI instruments began in 2006. We have been beginning to work on what would grow to be the Aliens challenge, and I had an concept as a result of I had labored with biowares instruments, dialogue instruments, particularly in a flat listing which is the Infinity Engine type, after which the Cascading Tree type the place you type of simply have you ever broaden the tree and it type of branches down branches down, and what we present in working particularly on Neverwinter Nights 2 and Neverwinter Nights 2: Masks of the Betrayer is that there have been actual points with massive dialogues. They turned very tough to navigate, and I had been working so much on state machine editors utilizing really Visio as a movement chart editor to edit state machines, and I believed may we probably have a dialogue editor that’s specified by a graphical node construction, and that turned the inspiration of OEI instruments.

I designed the fundamental interfaces for that, and labored with our instruments workforce. Truly I can’t bear in mind if it was known as the instruments workforce on the time. Core know-how group. However I labored with them to develop that, after which we began utilizing it on Aliens. Aliens got canceled, however then that software set saved getting used on subsequent initiatives. I consider it was used on South Park: The Stick of Truth. It was used on each Pillars video games. It was used on Tyranny, The Outer Worlds.

It’s getting used on Avowed, and naturally it was used on Pentiment and every challenge has new wants, and a few of these issues are integrated into the core of the software, and a few of them are challenge particular, which is very nice.

So while you run the software set, you load the challenge settings you need, and you then get the options which are helpful for that challenge. It’s a really, very highly effective software. I’m glad to see that there at the moment are third social gathering instruments like Articy Draft which are comparable in total construction. It makes me be ok with the choice to go to a node based mostly editor as a result of that’s what most firms are utilizing now.

It’s considered one of my favourite instruments to work with. I’m all the time on the lookout for new methods to enhance it.
I feel on Pentiment, one of many new issues that we added was the flexibility to have node teams, as a result of you possibly can have like 500,000 node dialogue, and it turns into very tough to navigate. So now we have the flexibility to type of group nodes collectively, and shade code them with a label in order that while you zoom out you possibly can see the totally different elements of the dialog. It’s very nice. We’re all the time making an attempt to evolve it, however I feel it’s top-of-the-line instruments I’ve seen for narrative design or particularly for branching dialogue, let’s say.

TA: In an interview with Alanah Pearce last year, you talked about the way you used the “wine mother” descriptor for Heady and Hannah got here up with the proper design. Are you able to give us one other enjoyable character design story for Pentiment?

JS: Hannah actually has a present for taking a quick description, and turning it into one thing actually incredible, and I feel Samuel Grau, the landsknecht, was one of many first characters that I described, and the outline I feel I stated he towers over everybody. He’s the tallest character within the sport. He ought to look actually menacing, but in addition he has a extremely ridiculous and flamboyant outfit, and there’s so many reference photographs you will discover for illustrations of landsknechts, and the model that Hannah got here up with was not like strictly a historic one, however it appears to be like prefer it may very well be. It’s very distinctive. It’s very colourful.

We had enjoyable with Samuel as a result of when now we have him sitting nearly each time while you encounter him, and the the type of aim that I had is that when he really stands up, when the brawl occurs in The Golden Hand, you possibly can really see how large he’s, and it’s imagined to be this type of intimidation second.

I additionally actually preferred how nicely she developed the nuns like Gertrude and Hannah. Truly, with the entire monks and nuns, we had an excellent problem as a result of they’re all wearing very comparable outfits, and since we don’t have a ton of element within the faces. Hannah actually needed to work to get distinctive physique shapes for these. So that you get Gertrude who nearly appears to be like like a sphere. She’s so spherical. She’s very, very spherical, after which you’ve got Illuminata who appears to be like like a bowling pin. She’s so tall and bowling pin formed.

Loads of that was taken from Cartoon Saloon. The Secret of Kells was a giant inspiration, and we seen in Secret of Kells that the monks on the Abbey have been all these, like, actually daring shapes. They have been actually distinct, and really exaggerated, however it actually made them really feel distinct. In The Identify of the Rose movie that Jean-Jacques Annaud directed, he particularly stated that he solid individuals as monks who seemed actually bizarre and it ends in these very distinct trying characters like Malachi, the librarian is that German actor who has, like, a extremely placing type of excessive cheekbone face with a extremely pronounced nostril and crimson hair. It’s so distinct and stunning versus like Jorge, who may be very previous and has cataracts, and a extremely drawn face. That simply actually caught with me, and I feel Hannah did a extremely unimaginable job making the monks really feel very distinct whereas nonetheless making them really feel kind of like they have been carrying habits and robes which are very constant.

TA: After I performed Pentiment on Steam deck, I believed, no matter it being Steam Deck Verified, that it was the proper sport for the system. I advised individuals to simply purchase it on Steam and overlook about Xbox Recreation Go, and simply play it on Steam Deck. I additionally considered how good it might be to play on an iPad. I do know Microsoft would need individuals to play it by xCloud streaming on cellular, however do you assume a local launch for Nintendo Change or iPad could be attainable?

JS: I feel it’s attainable. I feel due to the Steam Deck, lots of people instantly ask, may this be on Change? I feel that there’s nothing that may forestall it technologically from being on Change.I might love the sport to be on as many platforms as attainable, however time will inform.

TA: When you had an opportunity to work on any single challenge proper now with none funds or time limitations, and you possibly can get no matter workforce you wished, would you make Pentiment 2, Pillars of Eternity 3, or Fallout New Vegas 2?

JS: I don’t assume I might make Pentiment 2. I actually do really feel very happy with that sport. It’s not like I don’t wanna return to it ever, however I simply did it, so I’d in all probability wait just a little bit. I feel if it really was a vast funds, I feel I might strive Pillars 3 as a result of I do know what the funds was for Deadfire, which was not a complete lot and I’ve heard from a number of individuals what the funds was for Baldur’s Gate 3, and I’m not gonna speak about numbers, but when I received that funds, positive, I’ll make Pillars 3.

I feel that may be loads of enjoyable to do, to do like a excessive manufacturing worth social gathering based mostly fantasy RPG. I’m fairly proud of Pillars and Deadfire, however I do assume that if it weren’t crowdfunded, I might in all probability make it flip based mostly. I’m not saying to not have an actual time with pause system, however I do assume that the Deadfire flip based mostly system which I can’t take credit score for, that Nick Carver and Brian MacIntosh, was actually cool. However, the sport wasn’t designed for it, so really designing the sport for flip based mostly, fewer encounters, smaller encounters, however rather more tactical, I feel that may be loads of enjoyable, and having superior cinematics and all that stuff. That may be nice.

TA: I’m glad you talked about that, as a result of I used to be gonna ask what you considered Baldur’s Gate 3. I’m slowly taking part in by it. I do know you might be as nicely. I feel you talked about how Baldur’s Gate 3 ended the actual time with pause versus flip based mostly debate. I additionally wished to know what you particularly want to do in your personal sport should you didn’t have to fret about what the viewers wished.

JS: I’m nonetheless involved about what the viewers desires, however I favor flip based mostly as nicely. I simply assume it’s simpler to design extra intricate combats. I like video games with loads of stats, clearly. (he laughs). However the issue with actual time with pause is that it’s actually very tough for individuals to to really parse all of that info and one of many issues I’ve heard so much from individuals who’ve performed Deadfire in flip based mostly, is that there have been issues concerning the sport just like the affliction and inspiration system that they didn’t actually perceive very clearly till they performed it in flip based mostly. Different mechanics like penetration, they didn’t absolutely perceive till they performed it in flip based mostly. So I’m not saying that each one these techniques are good, however I do assume like I like doing extra crunchy stuff with techniques, and that’s it’s simply simpler to make that stuff clear and work in a flip based mostly setting.

So I might do one thing like that, I’ve stated earlier than the digicam in BG3 which is actually the Divinity Original Sin 2 digicam. I don’t favor that as a result of I like designing for a particular perspective.

I feel you possibly can do this with a scripted digicam in 3D. I feel that may be tremendous cool. You are able to do that and it could possibly work and be loads of enjoyable and. I feel that’s that’s the factor. For me, a lot of the issues I’ve with BG3 should do with the interface. It has to do with the digicam or the interface and the way you handle talents and click on on issues and a few of that stuff is type of a headache to me to be sincere. I actually, at the least for Pillars and Deadfire, I attempted to maintain the interface, on condition that it’s a really sophisticated sport, I attempted to make it as easy to work together with as attainable, and I feel we did a fairly good job on it, so that may proceed to be my focus.

Any time I’m gonna make a sport the place I do know that there’s loads of complexity in it, I need the complexity to be not in interacting with the interface, however within the psychological a part of it, not the bodily a part of it.

TA: Have you ever performed the Icewind Dale Enhanced Version, and did you play it on cellular or console? When you did, what did you consider the interface?

JS: I performed not by the entire thing, however I did play Icewind Dale Enhanced Version. I really assume I performed it on iPad when it got here out. I did assume that these video games have been surprisingly playable on an iPad since you’re basically you possibly can marquee choose and you are able to do all that stuff, and that’s cool. It did introduce loads of high quality of life, stuff that was good, like looting radiuses, and stuff like that.

Most of my points have been have been actually with how Icewind Dale was designed for D&D with out kits, you already know, second Version D&D with out kits, so a lot of the factor that I seen was once I performed it, the entire Baldur’s Gate 2 kits fully annihilated all of the steadiness of the sport.

I believed it was enjoyable taking part in it on the iPad. I wouldn’t say shocked, however I used to be stunned at how playable it was.

TA: Again to your inspirations for Pentiment, while you posted your shelf of books, I wished to know what your opinion was on bodily versus Kindle for books.

JS: I like each. Sure books I like having on Kindle, particularly if I’m touring, and I’ve to pack loads of issues. I like having a Kindle. It’s simply that I’ve carried too many books round for too lengthy, and it will get to essentially be a problem, particularly should you’re touring a bunch. So Kindle, I feel is ideal for that, and I like utilizing my Kindle for it. However, I principally purchase bodily books. If it’s not one thing that I do know I’m gonna be studying whereas touring, I’ll purchase a bodily ebook. I’ll often purchase a used bodily ebook. I’ve a reasonably first rate library, however then I’ll give them away.

After I got here again into the workplace after loads of the lockdown stuff ended, I simply had so many books. I believed to myself that I needed to eliminate them. Even at residence, I had all these further books. I hadn’t checked out any of these in a very long time. Different individuals may benefit from them, so I gave them away.

I like them each. I don’t really feel like there’s one that’s inherently higher. One factor I do like, as a result of I’m fluent in German, however I’m not a local speaker, is that if I learn issues in German, I like the flexibility to have a twin language dictionary to simply instantly search for within the Kindle what the phrase is, which remains to be an interruption to the movement, however it’s simpler than actually having German English dictionary subsequent to me prefer to open up, in order that’s actually cool.

TA: You will have three automobiles proper now. What’s your favourite of them?

JS: Ohh it’s in all probability my 2004 Volkswagen R32.
I purchased it new in 2004 and I by no means actually get bored with driving it, and each infrequently it wants upkeep, not really that a lot for an nearly 20 12 months previous German automotive, however each infrequently I’m like perhaps I ought to get a brand new automotive after which I go searching at new automobiles and don’t need any of them. There’s one thing about them, both aesthetically or mechanically or electronically, the place I don’t wanna cope with that.

I hit a pothole a couple of weeks in the past that broke the oil pan within the automotive, which was not cool.
And there’s nonetheless a stain within the parking storage at Obsidian, which isn’t cool. But it surely’s really been stunning, like most individuals wouldn’t consider like I’m gonna.
I ideally drive a 19 12 months previous German automotive and it’s tremendous dependable, however mine’s been tremendous dependable. And it’s loads of enjoyable.

(I requested if he ended up modding it so much like his first car.)

Not fairly as a lot, so I put an aftermarket exhaust on it and it turned extremely annoying, so I put the inventory exhaust again on, however I’ve put coilovers on it, which I simply changed as a result of it’s at 150,000 miles, and I put entrance and rear sway bars on it, and that’s just about it. California has very strict emissions management and it’s not a turbocharged automotive, so it’s laborious to essentially get loads of further energy out of the engine with out slapping a turbo on it. That may instantly fail emissions.

The factor is it’s lots fast for me like the one different factor I considered doing is getting a brief shifter. The shifter is very nice on it, however a brief shifter I feel could be a pleasant twentieth anniversary modification. I did inform myself that if I saved the automotive for 20 years, I might, I might really get a repaint on it, like the identical shade. The roof is basically tough. It appears to be like actually dangerous, and there’s like solar injury as a result of I drive it not every single day, however I’ve been driving it for nearly 20 years now.

TA: I do know you’re not a espresso particular person, and I often ask about espresso in interviews so let’s discuss cheese. What are your favourite cheeses?

JS: So Red Dragon, which is a Welsh cheddar with mustard, is considered one of my absolute favorites. I additionally actually like aged cheddars and laborious cheddars. Hook’s makes some nice 10 12 months and 15 12 months cheddar which is dear, however it’s very very sharp and crumbly, and you may style the crystals forming in it.

Fromager d’Affinois is a triple cream, which is basically, actually incredible. These are in all probability my large ones. There’s heaps and plenty and plenty of cheeses that I like. Rising up in Wisconsin, I additionally love contemporary cheese curds, that are tough to seek out in California. My household lives about, I feel 6 miles, perhaps 9 miles away from a creamery the place each both Tuesday or Thursday morning, you possibly can simply go on to the creamery and purchase contemporary cheese curds and contemporary cheese curds are so scrumptious. It’s type of nearly on the extent of halloumi, the place it’s like that good, it’s identical to very salty contemporary cheese and it’s prefer it’s a snack, however it’s simply I may eat like a complete bag of that and get sick instantly.

(Editor’s word: the next query has a minor spoiler for act 2 of Pentiment and Act 3 of Kentucky Route Zero)

TA: I wished to ask so much about particular video games like Kentucky Street Zero and Evening within the Woods, and I do know you’ve spoken concerning the latter so much, however I wished to know what you thought particularly concerning the Kentucky Route Zero Act 3 music phase the place the music “Too Late to Love You” performs. That particular second.

JS: I feel that the entire sport has a lot of parts of magical realism, and one of many issues that’s very cool about it, and that second I simply thought was very good as a result of it was such a dramatic transformation in entrance of your eyes. The truth that you might be type of like selecting the lyrics as you undergo the music after which she’s singing them. I believed it was very nicely built-in in a cool manner, and it was really, though this didn’t present up till the patch, however Pentiment in act 2 when brother Rüdeger sings, it was actually impressed by that second in Kentucky Route Zero as a result of brother Rüdeger’s sings and all of the monks are caught within the library, and it begins panning again and the whole lot turns into clouds, the place all of the monks are and Andreas at the moment are, like actually sitting in clouds within the sky whereas Rüdeger sings a music. It was that concept of being like this transcendent second that lifts everybody out of the difficulty that they’re in only for the time that he’s singing after which they arrive again down into the actual world.

TA: What have you ever been taking part in in addition to Baldur’s Gate 3?

JS: Cyberpunk 2077: Phantom liberty. I simply began taking part in the two.0 patch after which Phantom Liberty, and that’s been the principle factor I’ve been taking part in since I received again from Buenos Aires. I must dive again into it, however I’ll say the two.0 adjustments, I mainly universally like all of the adjustments, particularly as a result of they align very a lot with what I stated they need to have achieved three years in the past. (he laughs) Then Phantom Liberty, I’ve performed by about 3 hours of it. I feel it’s actually nice. The tank sequence did drive me just a little nuts, however it was very nicely achieved, and it appears actually cool. So I simply must get into it, spend some extra time, however yeah, I’m actually having fun with it.

TA: Have you ever performed any Pikmin 4? I do know you’re a fan.

JS: I did. I solely performed the quantity that I streamed, however I must get again to it. However yeah, I did have enjoyable with it.

I’d prefer to thank Josh Sawyer and Shyla Schofield from Obsidian Leisure for his or her time right here.

Hopefully we do in reality get a bodily launch for Pentiment alongside an artbook. It will even be good if that vinyl soundtrack repress goes up for pre-order once I’m awake so I can order it. Till then, should you made it this far, thanks so much for studying. Hopefully you loved this prolonged interview with Josh Sawyer of Obsidian Leisure. Take a look at all of our interviews here.

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