We knew Pentiment's narrative branching was complex, but this is next-level...
for the completion and seen how differently scenarios can play out. Director Josh Sawyer has now given us a little glimpse behind the curtain, showing off the system behind Pentiment's branching dialogue, and it's a dizzying web of possibilities.
What we see in the short clip is Obsidian's proprietary scripting solution, OEI Tools, showing the myriad paths each interaction can take on a sprawling tree which only accounts for a single portion of the game.
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