Pantheon maps out 2019, promising new website, Faerthale development, and more

    
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Brad McQuaid’s Pantheon: Rise of the Fallen is kicking off 2019 with a new edition of its newsletter that recaps 2018 – including our own hands-on at PAX East (tl;dr: We liked it!) and the acquisition of Brasse. But since you’re reading an MMO blog, you probably remember all that and want to know what’s coming next.

“Now that we are back from holidays we are finalizing our scope for that release and setting some internal goal dates. Ross, our lead animator, is already working hard on new animations and the rest of the art team is developing the art for Project Faerthale and beyond. Programming is adding more to the existing tools like the ability editor, planning out some new tools for a more robust and streamlined Perception System and adding more features, systems, stability and bug-squashing to the existing client. Design is fleshing out some systems and encounter designs and tech is looking into more robust back-end features. Project Faerthale is the biggest release we’ve ever done, so it will take some time and we appreciate your patience and continued support as we approach this milestone! You can also look forward to a new website, lots of new videos, content and a few surprises along the way!”

The newsletter also includes a lengthy illustrated lore piece and a chat with the aforementioned new lead animator, Ross Armstrong, who says he’s still getting settled in and “laying the foundation” to buff up the animation team and clean up some of the messy bits of the early development. “Essentially we’re early in production and in an effort to get up and running quickly we used animations from multiple sources and this can cause some of the popping, clunkiness and stiffness,” he explains, noting that the “aggressive production schedule” of the game will make “defining a cohesive style” that fits all the pieces of the game has thus far been the biggest challenge. “We’re currently focused mainly on the human race but we’ll get to the point in production where we’ll be animating NPCs and other races simultaneously.”

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