Chris Avellone

Obsidian still talks about making Knights of the Old Republic 3

Andy Chalk at

Pillars of Eternity developer Obsidian Entertainment has done some pretty good stuff over the years, but its finest work is probably its first: Star Wars: Knights of the Old Republic II: The Sith Lords. And even though it's not likely to happen, the topic of KOTOR 3 still comes at the studio with some regularity, and there are a lot of people there who'd like to take it on.

Torment: Tides of Numenera secures Chris Avellone, releases second screenshot

Phil Savage at

I think inXile might be planning to steadily release screenshot after screenshot of Torment: Tides of Numenera until this site is naught but a gallery of lovely 2D art. Well it won't work, dammit! Still, this one gets a mention because, 1) it's a much nicer picture than the previous preview of the dark, creepy, decidedly organic Bloom, and 2) it coincides with news that Obsidian's Chris Avellone, lead designer on Planescape: Torment, has been drafted to help with the game.

Brian Fargo interview: Torment, the RPG renaissance, and the ongoing clown war

T.J. Hafer at

inXile's "Leader in Exile," Brian Fargo, is doing pretty well lately. Wasteland 2 represented one of the first successes for Kickstarter games, and the studio's second such foray, Torment: Tides of Numenera, has pulled in $3.3 million, with a few days left to go. I caught up with him at GDC in a hotel named after a pirate to discuss the new Torment, the PC RPG renaissance, and why projects like this can be so successful, yet still get the upturned nose from big publishers.

Chris Avellone interview: Torment, Project Eternity, New Vegas, and beyond

T.J. Hafer at

On my last day to explore GDC, I received a real-life quest via e-mail. "Meet me at Metreon Park, by the bronze statue with 3 hands." My quest-giver was none other than Obsidian's Chris Avellone, of Planescape: Torment and Icewind Dale fame, currently working on Project Eternity. He also holds the distinction of being a stretch goal in the Kickstarter for inXile's Torment: Tides of Numenera.

Torment: Tides of Numenera's new 3.5 million dollar stretch goal revealed: Chris Avellone

Marsh Davies at

inXile have made live a new stretch goal for their Kickstarted RPG project Torment: Tides of Numenera. What will this new, colossal target of 3.5 million dollars buy? The loving assistance of none other than Chris Avellone, the legendary lead developer of the original Planescape: Torment.

Planescape: Torment co-writer speculates on a potential successor

T.J. Hafer at

Colin McComb, one of the key developers of the Planescape setting for the Dungeons & Dragons roleplaying game, and co-writer, along with Chris Avellone, of Planescape: Torment, has been musing on his blog about a potential spiritual successor to the 1999 RPG classic. He has reportedly finished his portion of the work on Wasteland 2, the Kickstarted sequel to another old school RPG franchise. While he doesn't specifically state that he has plans for a Torment follow-up, he does present a wealth of ideas on what one would look like.

Obsidian announces fantasy RPG Project Eternity

Omri Petitte at

Obsidian's secretive countdown to an unnamed project prophetically featuring "a lone voice crying out in mourning" ticked to zero today and unveiled Project Eternity, the working title of an isometric, party-based tribute to classic Infinity Engine games of yore.

Interplay casts resurrect on Black Isle Studios

Omri Petitte at

Well, this is a pleasant punch of the nostalgia button: Fallout and Icewind Dale creator Black Isle Studios breathes life anew.

Avellone "very tempted" to run Planescape reboot Kickstarter

Tom Senior at

Obsidian designer Chris Avellone has been talking to Games Industry International about the prospect of a Planescape kickstarter. He says that he's "very tempted" by the idea, but suggests that he'd rather create a spiritual successor instead of a direct sequel.

"I don't know if I'd want to do it as a Planescape game," he says. "I think a better approach would be to ignore the D&D mechanics and respect what Planescape was trying to do and what the game did and see if you can do what Fallout did when it became the spiritual successor to Wasteland."