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Obsidian Entertainment Discusses "Avowed" in Extended Gameplay Preview

At the recent Xbox Developer_Direct 2024 broadcast, Obsidian Entertainment shared its most comprehensive look yet at its upcoming fantasy-action RPG, Avowed. But even that only scratched at the surface of what's coming your way this fall. On today's special episode of The Official Xbox Podcast, Avowed Game Director Carrie Patel and Gameplay Director Gabe Paramo shared an extended look at the quest showcased during Developer_Direct, providing more detail on the moment-to-moment experience of the flexible combat system, and where this side quest fits in the larger narrative of Avowed.

This latest look at Avowed gives us a good idea of what to expect from Shatterscarp, one part of the ecologically diverse island of The Living Lands, all in the same universe as Obsidian's CRPG series Pillars of Eternity. But what makes Avowed a very 'Obsidian game' goes far beyond the commonality of setting in the world of Eora. "It's really about our player-centric approach to role play," Patel shared during this week's Podcast. "The way we really approach consequence and choice is giving players the opportunities to define who they are in this world, how they want to behave - what fantasy, what challenges they want to undertake." It's all part of Obsidian's "your worlds, your way" approach, and players will feel the weight of their choices moment-to-moment with every slash, parry, and spell cast.

Jim Keller on Moore's Law, Microprocessors, and Designing Chips from Scratch

Jim Keller on Lex Fridman's AI Podcast shed some light on his thoughts on the microprocessor design fundamentals as he sees them. In a hour-and-a-half-long interview, he approaches Moore's Law and its much lauded - and ubiquitously repeated - death, as well as the need for both iterative and zero-point microprocessor design requirements.

Mr. Keller approaches the usual microprocessor design loop, where a company develops a new design from scratch and then looks at the most fundamental way of adding performance. Usually, he says, easy 10% performance increments can be found by simply looking at a design and increasing execution units - increase a buffer here, increase a cache over there, put in another add processor on this part of the pipeline. However, he also speaks of how this process in itself is limiting, inasmuch as doing this often will eventually guide processor designs towards a bottleneck and the diminishing returns problem, where any more additions made to the design don't seem to increase performance - mostly just adding complexity, area and power requirements, and generally convoluting a given design.
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