PST:EE is next and here is why:
Buttercheese
Member Posts: 3,766
Alright, so I just had the realization of the century (just a slight overstatement):
Some of you might have recognized that a good chunk of the monsters in Siege of Dragonspear are from Planescape: Torment.
Now, doesn't Beamdog need the specific rights to use assets from that game for another one.
Like, for example, the rights to the game?
Beamdog had the rights to PST all along.
SoD's monsters where a deliberately placed hint. (Maybe)
It was right in front of our faces.
How could we have been so blind?
Mark my words.
After that super suspicious reaction by Trent and Phil from that interview (at about 1:21) there is no more doubt about it.
Some of you might have recognized that a good chunk of the monsters in Siege of Dragonspear are from Planescape: Torment.
Now, doesn't Beamdog need the specific rights to use assets from that game for another one.
Like, for example, the rights to the game?
Beamdog had the rights to PST all along.
SoD's monsters where a deliberately placed hint. (Maybe)
It was right in front of our faces.
How could we have been so blind?
Mark my words.
After that super suspicious reaction by Trent and Phil from that interview (at about 1:21) there is no more doubt about it.
Post edited by Buttercheese on
23
Comments
If memory serves, Ps:T had many encounters with the slimey blobs.
If this was all just a deliberatly placed false trail the devs places Kojima style.
I'd eat a broom.
I approve!
In fact, the game's biggest flaw in my eyes is that it does use D&D mechanics, and in a particularly tiresome way. It would be a much smoother experience as a stricter point'n'click adventure, without all the tediously repetitive combat encounters and inconvenient inventory micro-management stemming from the use of Infinity Engine.
While I don't particularly like the idea of Beamdog tackling PS:T, there is not really much that needs to be enhanced here. High resolution support, smart combat scripts and/or a Story Mode are really all there is to it. Anyone could have it done by Indian contractors in under a week's time on the cheap.
(Also, there's probably about eight or nine hundred bugs to fix at minimum, just like every other IE game.)
(They could also just add Neera. I don't care how many people here would flip out over it, I'd buy extra copies to make up for their tasteless selves. A fifth voice set for Neera, hooray!)
Nevertheless, PS:T being story driven game, it's remarkable for as it is.
EDIT:
^ @Buttercheese , there was a chat with Guido Henkel and Matt Barton talking about it.
PS:T is considered one of the best CRPGs of all time, despite its clunky mechanics and technical issues, because its gameplay had nothing to do with what made it enjoyable. Polishing up that gameplay might make it a little more accessible, but it won't add anything of significance to the experience.
In terms of content, unlike BG, whose mod scene has demonstrated a clear desire and opportunity for more classes, NPCs, quests, etc., the PS:T mod scene has been extremely limited: other than a couple of "unfinished business" mods for restoring cut content, there aren't any mods for adding new content to the game. I can only speculate as to why that is, but I think it would be a questionable business decision for Beamdog to spend a lot of time and resources adding content that no one has been asking for.
The only thing that I could see standing in the way would be some weird contractual/legal thing. You know how these things go sometimes...