Obsidian Entertainment revealed that Project X is Project Eternity. Under the supervision of game designers Chris Avellone, Tim Cain, and Josh Sawyer, the Kickstarter project is being made in the image of classic RPGS like Baldur’s Gate, Icewind Dale, and Planescape: Torment.
“Project Eternity aims to recapture the magic, imagination, depth, and nostalgia of classic RPGs that we enjoyed making – and playing,” reads the description. “At Obsidian, we have the people responsible for many of those classic games and we want to bring those games back . . . and that’s why we’re here – we need your help to make it a reality!”
The game will focus on a central hero that the player will create, which Obsidian implies they want to take through multiple adventures. The story promises depth and complexity with mature themes and sharp writing.
“We have wanted to go back to our roots and create an epic PC role-playing game adventure for years. But, it’s been almost impossible to get funding through traditional methods for a game like this. The great thing about Kickstarter is that we can go directly to the people who love to play RPGs as much as we love to make them. Plus, we don’t have to make compromises with a publisher. We make the development decisions, we market the game, and we don’t have to answer to anyone but you — our fans,” says Obsidian. “Our relationship with you can be even closer with Kickstarter. We can be more transparent with development and give you an inside look to what goes on day-to-day with the programmers, artists, and designers of Project Eternity. We want to give you a behind the scenes look at the game’s development, and we have fun stuff planned like developer blogs, web broadcasts, dev chats, and much, much more.”
“We need to raise $1.1 million to fund an experienced team to do this right. We are asking for more than a lot of the other Kickstarter projects and that’s because we are not only making a game, we are creating a whole new world. That means a new RPG system, entirely new art, new characters and animation and whole lot of lore and dialogue. We’ve also designed the game to have a flexible budget and scope, so if we reach our target budget goal, we have a list great stuff we can add into the mix through stretch goals. And, additional money we raise will go straight into the game to add new levels, companions, NPCs, features, and even entirely new parts of the world which will add hours and hours to the adventure,” concluded the pitch.
The company shot past its $1.1 million goal in 24 hours and is sitting at over $1.4 million after just a few days post-launch.