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Tyranny’s World is Wartorn, Oppressed, and Believable

September 23, 2016 by Ian Miles Cheong

Obsidian reveals how they created a believable, stylized world in Tyranny.

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If there’s one thing Obsidian’s good at, it’s creating role-playing games. The studio, which was founded after the breakup of Interplay’s Black Isle Studios, went on to create RPG greats like Knights of the Old Republic 2 and Fallout: New Vegas. Its most recent game is Pillars of Eternity, which was entirely crowdfunded through Kickstarter to the tune of 4 million dollars and exceeded expectations.

The studio’s latest game, Tyranny, builds upon the turn-based (real-time with pause) system of Pillars and carries the tagline, “Sometimes, Evil Wins.” You play as a lieutenant in the evil overlord’s evil army—a sort of Judge Dredd-like figure who goes around enforcing the rule of the evil empire throughout the lands, making decisions as you see fit.

Today, the developers at Obsidian released a new video offering a look at the studio’s creative processes, showcasing how they built the game’s wartorn landscape through musical compositions and character design.

According to Obsidian’s developers, the animation and art team worked closely with the writers to ensure that every character behaved and moved in a believable manner before implementing them into the game. Check out the diary below.

The game is due out later this year.

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