Have you ever wondered what it would be like to represent evil? To be the dispenser of injustice? To be the heel on the boot that is grinding the face of humanity? Well wonder no more! Those good people at Obsidian and Paradox have been asking the same question and come up with an answer for you. And that answer is Tyranny.
One of the aspects of Tyranny that has caught my attention, is the possibility of having a game that reacts to the player, allowing them to effect the wider ‘world’ through their actions. This is a bold claim that other games have made (and rarely succeeded in) but Paradox have been pleasantly surprising us lately and I’m very interested in seeing what Obsidian can achieve with this scheme.
IRVINE, Calif. and STOCKHOLM — Aug. 17, 2016 — Paradox Interactive and Obsidian Entertainment today published the first in a three-part video series about Tyranny, the upcoming role-playing game (RPG) for Windows, Mac, and Linux PCs. The videos allow fans a rare look behind the scenes at Obsidian, featuring interviews and insights from the design team behind Tyranny as the developers share what it means to play in a realm where evil has conquered the known world, with looks at the level of effort and writing that have gone into creating such a reactive game. In this first of three installments, gamers everywhere will meet the lead designers of Tyranny and learn how the game’s concept came to be – and get a sneak peek at what is to come as they experience the game for themselves.
In Tyranny, the grand war between good and evil is over – and the forces of evil, led by Kyros the Overlord, have won. The Overlord’s merciless armies dominate the face of the world, and its denizens must find new roles within the war-torn realm. Players’ decisions will have far-reaching consequences and change both the land and its people, providing a non-linear, highly replayable experience. Tyranny is scheduled to arrive for Windows, Mac, and Linux PCs in 2016.
For more information about Tyranny, visit http://www.tyrannygame.com/.
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