Obsidian games buggy




















The code for the missing parts is still in the game, but Lucasarts made them put it out even though they asked for more time, so they were forced to cut things. You make a good point. KOTOR 2 was significantly more buggy then the first. That being said there is absolutely no way they could make fallout more janky Big western RPGs tend to have a lot of jank regardless of their developer, just look at the most recent titles from Bethesda, Bioware, and Rockstar.

Given the number of times they delayed Alpha Protocol , I would have expected a higher level of polish to that game. No , it's a weird thing about Obsidian games that always bothered me even though I love their games. Having lots of bugs is a common occurrence when you don't have the luxury of time and money like some of the big developers do, and even then those big developers have 'jank' in their games. So no, it isn't impossible for Obisidian to make a bug-free game and it isn't always entirely their fault when they don't make one.

They get stuff farmed out to them and I imagine with fairly low investments because a lot of the assets can be re-used. Obsidian haven't had the best of luck. NWN2 was fine in terms of bugs at least for me and a much better game than the original. Particularly galling was an extension the studio believed it had secured—only to later be told the game had to come out for Christmas after all.

The team cut a whole planet, stripped back its branching ending, and sucked it up. With the mould set, Obsidian became the studio publishers went to for RPG sequels on a tight budget.

In tandem, the developer developed a reputation for first-class storytelling and runaway bugs, the latter of which it has only lately begun to shake.

It seemed as if the right game could become Obsidian's Mass Effect, firing the team into the realm of huge franchise budgets, financial security and leisurely QA time.

Throughout the late s, it certainly felt as if Obsidian was constantly on the verge of a megahit. Mainstream gamers had discovered a taste for choice and consequence, and the studio's skillset was perfectly aligned with the zeitgeist.

But the game was rigged. Obsidian did have its megahit in New Vegas, a densely reactive adventure which proved hugely popular despite its technical shortcomings. But as a contractor, the studio didn't stand to benefit nearly so much as publisher Bethesda did.

Infamously, Obsidian missed out on a bonus by a single Metacritic percentage point, and Urquhart has since described the decision to withhold that cash boost as "petty". Steam Deck is absolutely releasing in February, unless reasons. Valve says its handheld console is set to launch soon, "global pandemic, supply issues, and shipping issues notwithstanding".

Microsoft is no longer producing Xbox One consoles. Pokemon Legends Arceus: 5 things you need to know about Pokemon's riskiest game yet. According to design director Josh Sawyer, however, those issues aren't the fault of the studio as much as they're the product of publisher deadlines that condense development time and restrict planning. Obsidian Entertainment is one of the best western RPG studios in the world, with a games library that not only includes the critically-renowned Deadfire but also what is arguably the best modern Fallout ever released in New Vegas.

Despite the obvious pedigree of many of the company's best titles, however, their largest releases—those where publishers were directly involved in development and production—have often been launched with several game-breaking bugs and glitches that are eventually patched out after player testing.

That's widely been accepted as a by-product of the scale and ambition in games like the ones Obsidian Entertainment is known for releasing, but there may be a simpler explanation: unrealistic expectations. According to Sawyer, who published his thoughts on his personal Tumblr account remember that website?



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