I cherished Obsidian Leisure’s Pentiment final 12 months, and with its upcoming anniversary, I figured it was a good time to speak with Josh Sawyer (Studio Design Director at Obsidian) in regards to the recreation, 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 accomplished. Often, I’d wish to break up a function like this into two elements, however I’m certain followers of Josh Sawyer’s work like studying quite a bit anyway. This interview was performed 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 somewhat bit about your self, and your present place at Obsidian Leisure.
Josh Sawyer (JS): My identify 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 recreation I labored on was Planescape Torment, designing the web site for that, after which Icewind Dale and Baldur’s Gate 2.
I then grew to become 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 a pair of, 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 form of like essentially the most, not essentially essentially the most senior, however it’s form 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 accountable for the design on the studio, however I’m accountable for giving suggestions and normal route.
The person administrators and builders are free to disregard that in the event that they wish to, however my job is to kind 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 believe you talked about in one other interview I used to be watching lately the place publishers normally don’t have the suggestions which matches what the gamers would need from a recreation. So that is totally different to that proper?
JS: I believe it’s normally 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 precise reply, however I believe I’ve plenty of expertise engaged on these video games.
I’ve plenty of expertise seeing how gamers react to suggestions, so I attempt to simply method from the angle of what does our viewers form of count on? Not that we all the time need to do what they count on, however what’s it going to supply a very good expertise for them based mostly on their expectations? Generally which means defying their expectations. However we’ve got to guarantee that we’re making that selection consciously and never form of like unintentionally or that we’re, you already know, principally 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 sooner or later. So how did you go into net improvement again then? What occurred in between these two issues?
JS: It’s a very bizarre path. My dad is a sculptor, and he did somewhat little bit of illustration. I’ve by no means been good at sculpting. Once I was younger for my age, I used to be good at illustration. Once I bought older, colour blindness made it very tough. I believe as plenty of really like kids transfer from drawing with pen and pencil into attempting to color, and for me portray was fairly tough, particularly pores and skin tones due to colour blindness. I had additionally been doing plenty 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 via all of that, I had been enthusiastic about computer systems, and I had been enthusiastic about graphic design and studying issues like Photoshop. I used to be in school within the mid 90s, and that’s when private web site improvement 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 principally 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 form of odd jobs in school. I’d do freelance web site design and that’s how I bought 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 methods to use flash animation as a result of that was form of leading edge on the time, and I keep in mind very distinctly. They mentioned that of the 62 candidates for the place, I used to be one in every of solely three that truly 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 school, I performed means, means, means an excessive amount of D&D. So Icewind Dale was a very good mission for me to form of transfer over onto, though it took plenty of convincing for them to provide me a shot, however it labored out.
TA: So that you talked about in an interview with PC Gamer that you just’ve been taking part in D&D stuff fairly recurrently since 1985. I do know you’ve spoken fairly a bit about Fallout while you wished to do a Fallout recreation on the time, however how did it really feel going from taking part in D&D a lot to turning into such an necessary a part of D&D historical past now?
JS: It’s bizarre. I assumed it was implausible. I used to be so thrilled to work on a D&D recreation. I’ve mentioned this earlier than, however I didn’t actually perceive what recreation devs did, or that there have been designers, or like the way it labored. It was simply form of a black field from the skin, however then as I began to know the event course of, I assumed I may do a very good job at it.
I used all my D&D data. Perhaps an excessive amount of as a result of, I believe on Icewind Dale and Icewind Dale 2 my angle could be very hardcore. All of the fights have been kind of balanced for like excessive min-maxers and those who have been tremendous tremendous into D&D, however it was actually implausible. Like I’ve mentioned once I bought into the business that: I’d like to work on a Fallout recreation, I’d like to work on a D&D recreation, and I’d like to work on a historic recreation.
It took like 20 years principally to get to the final one, however I started working on a D&D recreation 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 kind of triply fortunate that I had the chance I had not solely to get right into a recreation business job, however then develop into a designer, after which develop into a designer on a D&D recreation as my first recreation. So tremendous, tremendous lucky.
TA: I found your work via Pillars of Eternity as a result of it was throughout this massive CRPG revival and it even noticed a bodily launch and hit consoles. Lots of people stored praising Fallout: New Vegas, however I haven’t performed a lot of it. Once I performed Pillars of Eternity, I had that Danny Devito “I get it now” second. In the identical PC Gamer interview, you mentioned 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 already know, time is all the time an element and, I’m making a recreation for one more firm. When you gave me extra time, I’d definitely do extra stuff with Pentiment. However, I really feel like I bought a good period of time on Pentiment and extensions. Apart from that, although, the whole lot creatively was absolutely beneath my management. I don’t imagine 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 aware of particular selections like no VO which some individuals are not going to love. That’s okay. There have been issues that I assumed have been a very good concession. Enabling simple learn fonts. Some individuals simply have problem with the tremendous quaint issues. So yeah, flip it on. Let him try this, however the whole lot else was largely 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 accomplished the way in which I wished to do. If individuals mentioned or if Microsoft mentioned right here’s one other 12 months, certain, there’s different stuff I do. That’d be cool. However aside from that, I really feel very pleased with it.
TA: Since Pentiment launched, you’ve accomplished so many interviews and also you’ve spoken in regards to the books that impressed the sport and the books that impressed you. Would you say that the Nuremberg Chronicle and Title of the Rose have been the largest inspirations for it?
JS: Yeah, visually, Nuremberg Chronicle is what Hannah pulled plenty of reference from, particularly for the woodcuts. We additionally checked out quite a lot of, particularly Flemish, illuminated manuscripts from the late fifteenth century.
The Très Riches Heures du Duc de Berry was one of many massive inspirations that we checked out, however aside from that, by way of the fiction, yeah, it was definitely The Title of the Rose. Each for the monastic kind 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 plenty 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, bought 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 e book 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 offered out. There’s one other urgent of that taking place.
(I discussed the way it offered out whereas I used to be asleep.)
I form 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 taking place.
We all know that lots of people need a bodily launch. We all know that lots of people need an artwork e book. 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 somewhat bit about how these have advanced over time via the various tasks 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 plenty of different recreation information that we developed in OEI instruments as effectively.
So OEI instruments began in 2006. We have been beginning to work on what would develop into the Aliens mission, and I had an concept as a result of I had labored with biowares instruments, dialogue instruments, particularly in a flat record which is the Infinity Engine model, after which the Cascading Tree model the place you form of simply have you ever broaden the tree and it form 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 grew to become very tough to navigate, and I had been working quite a bit on state machine editors utilizing really Visio as a circulate chart editor to edit state machines, and I assumed may we presumably have a dialogue editor that’s specified by a graphical node construction, and that grew to become the muse of OEI instruments.
I designed the essential interfaces for that, and labored with our instruments workforce. Really I can’t keep in mind if it was referred to as the instruments workforce on the time. Core expertise group. However I labored with them to develop that, after which we began utilizing it on Aliens. Aliens bought canceled, however then that device set stored getting used on subsequent tasks. I imagine it was used on South Park: The Stick of Reality. 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 mission has new wants, and a few of these issues are included into the core of the device, and a few of them are mission particular, which is very nice.
So while you run the device set, you load the mission settings you need, and then you definately get the options which are helpful for that mission. It’s a really, very highly effective device. I’m glad to see that there are actually third get together instruments like Articy Draft which are comparable in general 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 one in every of my favourite instruments to work with. I’m all the time on the lookout for new methods to enhance it.I believe on Pentiment, one of many new issues that we added was the power 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 we’ve got the power to kind of group nodes collectively, and colour 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 attempting to evolve it, however I believe it’s among the finest instruments I’ve seen for narrative design or particularly for branching dialogue, let’s say.
TA: In an interview with Alanah Pearce final 12 months, 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 short description, and turning it into one thing actually implausible, and I believe Samuel Grau, the landsknecht, was one of many first characters that I described, and the outline I believe I mentioned he towers over everybody. He’s the tallest character within the recreation. He ought to look actually menacing, but additionally he has a very ridiculous and flamboyant outfit, and there’s so many reference pictures 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 seems prefer it may very well be. It’s very distinctive. It’s very colourful.
We had enjoyable with Samuel as a result of when we’ve got him sitting virtually each time while you encounter him, and the the kind of purpose that I had is that when he really stands up, when the brawl occurs in The Golden Hand, you possibly can really see how massive he’s, and it’s presupposed to be this sort of intimidation second.
I additionally actually preferred how effectively she developed the nuns like Gertrude and Hannah. Really, with the entire monks and nuns, we had an awesome 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 virtually seems like a sphere. She’s so spherical. She’s very, very spherical, after which you might have Illuminata who seems like a bowling pin. She’s so tall and bowling pin formed.
Lots 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 Title of the Rose movie that Jean-Jacques Annaud directed, he particularly mentioned that he forged individuals as monks who regarded actually bizarre and it leads to these very distinct wanting characters like Malachi, the librarian is that German actor who has, like, a very placing kind of excessive cheekbone face with a very pronounced nostril and pink hair. It’s so distinct and stunning versus like Jorge, who could be very previous and has cataracts, and a very drawn face. That simply actually caught with me, and I believe Hannah did a very unbelievable job making the monks really feel very distinct whereas nonetheless making them really feel roughly like they have been carrying habits and robes which are very constant.
TA: Once I performed Pentiment on Steam deck, I assumed, no matter it being Steam Deck Verified, that it was the proper recreation for the system. I informed individuals to simply purchase it on Steam and neglect about Xbox Sport Move, and simply play it on Steam Deck. I additionally thought of how good it might be to play on an iPad. I do know Microsoft would need individuals to play it via xCloud streaming on cell, however do you assume a local launch for Nintendo Change or iPad could be potential?
JS: I believe it’s potential. I believe due to the Steam Deck, lots of people instantly ask, may this be on Change? I believe that there’s nothing that will forestall it technologically from being on Change.I’d love the sport to be on as many platforms as potential, however time will inform.
TA: When you had an opportunity to work on any single mission proper now with none funds or time limitations, and you might 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’d make Pentiment 2. I actually do really feel very happy with that recreation. It’s not like I don’t wanna return to it ever, however I simply did it, so I’d most likely wait somewhat bit. I believe if it really was a limiteless funds, I believe I’d strive Pillars 3 as a result of I do know what the funds was for Deadfire, which was not an entire 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 bought that funds, certain, I’ll make Pillars 3.
I believe that will be plenty of enjoyable to do, to do like a excessive manufacturing worth get together based mostly fantasy RPG. I’m fairly pleased with Pillars and Deadfire, however I do assume that if it weren’t crowdfunded, I’d most likely 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 way more tactical, I believe that will be plenty of enjoyable, and having superior cinematics and all that stuff. That might 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 via it. I do know you might be as effectively. I believe you talked about how Baldur’s Gate 3 ended the true time with pause versus flip based mostly debate. I additionally wished to know what you particularly want to do in your personal recreation if you happen to didn’t have to fret about what the viewers wished.
JS: I’m nonetheless involved about what the viewers needs, however I desire flip based mostly as effectively. I simply assume it’s simpler to design extra intricate combats. I like video games with plenty of stats, clearly. (he laughs). However the issue with actual time with pause is that it’s truthfully very tough for individuals to to really parse all of that data and one of many issues I’ve heard quite a bit from individuals who’ve performed Deadfire in flip based mostly, is that there have been issues in regards to the recreation 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 every 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’d do one thing like that, I’ve mentioned earlier than the digital camera in BG3 which is actually the Divinity Unique Sin 2 digital camera. I don’t desire that as a result of I like designing for a selected perspective.
I believe you might try this with a scripted digital camera in 3D. I believe that will be tremendous cool. You are able to do that and it might probably work and be plenty of enjoyable and. I believe that’s that’s the factor. For me, many of the issues I’ve with BG3 need to do with the interface. It has to do with the digital camera or the interface and the way you handle skills and click on on issues and a few of that stuff is form of a headache to me to be trustworthy. I actually, a minimum of for Pillars and Deadfire, I attempted to maintain the interface, provided that it’s a really sophisticated recreation, I attempted to make it as easy to work together with as potential, and I believe we did a fairly good job on it, so that will proceed to be my focus.
Any time I’m gonna make a recreation the place I do know that there’s plenty 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 cell or console? When you did, what did you consider the interface?
JS: I performed not via 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 primarily you possibly can marquee choose and you are able to do all that stuff, and that’s cool. It did introduce plenty 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 many 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 assumed 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 plenty 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 if you happen to’re touring a bunch. So Kindle, I believe is ideal for that, and I like utilizing my Kindle for it. However, I largely 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 e book. I’ll normally purchase a used bodily e book. I’ve a reasonably respectable library, however then I’ll give them away.
Once I got here again into the workplace after plenty of the lockdown stuff ended, I simply had so many books. I assumed to myself that I needed to eliminate them. Even at dwelling, 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 power to have a twin language dictionary to simply instantly search for within the Kindle what the phrase is, which continues to be an interruption to the circulate, however it’s simpler than actually having German English dictionary subsequent to me prefer to open up, in order that’s actually cool.
Saturday mission. Changing badges on my van. pic.twitter.com/flxZDiRG24
— Josh Sawyer (@jesawyer) October 7, 2023
TA: You might have three vehicles proper now. What’s your favourite of them?
JS: Ohh it’s most likely my 2004 Volkswagen R32.I purchased it new in 2004 and I by no means actually get bored with driving it, and each every so often it wants upkeep, not really that a lot for an virtually 20 12 months previous German automotive, however each every so often I’m like perhaps I ought to get a brand new automotive after which I go searching at new vehicles 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. Nevertheless it’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 plenty of enjoyable.
(I requested if he ended up modding it quite a bit like his first automotive.)
Not fairly as a lot, so I put an aftermarket exhaust on it and it grew to become 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 onerous to essentially get plenty of further energy out of the engine with out slapping a turbo on it. That might instantly fail emissions.
The factor is it’s a lot 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 believe could be a pleasant twentieth anniversary modification. I did inform myself that if I stored the automotive for 20 years, I’d, I’d really get a repaint on it, like the identical colour. The roof is basically tough. It seems actually dangerous, and there’s like solar harm as a result of I drive it not day-after-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 normally ask about espresso in interviews so let’s discuss cheese. What are your favourite cheeses?
JS: So Purple Dragon, which is a Welsh cheddar with mustard, is one in every of my absolute favorites. I additionally actually like aged cheddars and onerous cheddars. Hook’s makes some nice 10 12 months and 15 12 months cheddar which is pricey, however it’s very very sharp and crumbly, and you’ll style the crystals forming in it.
Fromager d’Affinois is a triple cream, which is basically, actually implausible. These are most likely my massive ones. There’s heaps and plenty and many cheeses that I really like. Rising up in Wisconsin, I additionally love recent cheese curds, that are tough to search out in California. My household lives about, I believe 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 recent cheese curds and recent cheese curds are so scrumptious. It’s form of virtually on the extent of halloumi, the place it’s like that good, it’s similar to very salty recent cheese and it’s prefer it’s a snack, however it’s simply I may eat like an entire bag of that and get sick instantly.
(Editor’s notice: the next query has a minor spoiler for act 2 of Pentiment and Act 3 of Kentucky Route Zero)
TA: I wished to ask quite a bit about particular video games like Kentucky Street Zero and Night time within the Woods, and I do know you’ve spoken in regards to the latter quite a bit, however I wished to know what you thought particularly in regards to the Kentucky Route Zero Act 3 music phase the place the tune “Too Late to Love You” performs. That particular second.
JS: I believe that the entire recreation has numerous 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 kind of like choosing the lyrics as you undergo the tune after which she’s singing them. I assumed it was very effectively built-in in a cool means, 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 are actually, like actually sitting in clouds within the sky whereas Rüdeger sings a tune. 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 true world.
TA: What have you ever been taking part in apart from 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 bought again from Buenos Aires. I must dive again into it, however I’ll say the two.0 modifications, I principally universally like all of the modifications, particularly as a result of they align very a lot with what I mentioned they need to have accomplished three years in the past. (he laughs) Then Phantom Liberty, I’ve performed via about 3 hours of it. I believe it’s actually nice. The tank sequence did drive me somewhat nuts, however it was very effectively accomplished, 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, if you happen to made it this far, thanks quite a bit for studying. Hopefully you loved this prolonged interview with Josh Sawyer of Obsidian Leisure. Take a look at all of our interviews right here.