Obsidian CEO, Feargus Urquhart, shares an insight into what Stormlands for Xbox One could have been and the struggles that led to its demise.
Over five years ago, Obsidian Entertainment was working on a large-scale title known as “Stormlands,” which was set to kick off the release of the Xbox One. While previously we’ve known of its existence and the basics of the role-playing game (RPG), since its cancellation, both the developer and Microsoft have remained relatively quiet the project.
In a recent interview, Eurogamer sat down with Obsidian CEO, Feargus Urquhart, to discuss the now-abandoned title, touching on the vision, the studio’s relationship with Microsoft and how the Stormland’s fate came to be. The lengthy discussion dives deep into the ideas behind Stormlands and what players could’ve expected, while exploring the struggles of its development.
As explained by Urquhart, the concept Microsoft pitched was likened to The Witcher RPG series, with an MMO (massively-multiplayer online) edge. With players converging on massive bosses in open shared-worlds, the game would seamlessly match-make 40-man raids, requiring a shared effort to defeat towering creatures. With all footage from these conflicts being recorded to the cloud, “intelligent editing” would be used to automatically deliver personalized highlights of these battles.