Pillars of Eternity is an isometric RPG made by Obsidian and successfully crowdfunded via Kickstarter. The spiritual successor to the Infinity Engine games (Icewind Dale, Baldur’s Gate) was released on the 26th of March, 2015, and got incredible reviews - 9/10 on Steam, etc. It’s a game that explores, among many other things, what exactly a soul is - during a period in which regions of the land are experiencing the Hollowborn Plague, which results in children being born without souls. And you, remarkably, are the survivor of a Biawac - storms that rip the souls from the bodies of mortal. This results in you becoming a Watcher, which means you can read the souls of certain individuals and peer into their past lives.
Matt Mercer voices two of the main companions (Eder and Aloth) and Obsidian has done a fantastic job in crafting the world of Eora. A sequel, Pillars of Eternity II: Deadfire, was recently successfully crowdfunded via fig (it raised 4.4 million, and paypal donations have just opened up too!) and Deadfire will be the first time Obsidian has worked on the sequel to one of their original IPs.
Doing a series of sketches for mybased on my headcanon of Hanekoma’s game week. He lived in rural Osaka at the time and the noise the area were a lot bigger than the Noise in urban Shibuya. Games back then were a lot less controlled because they were trying to figure out how to work them.
The noise I ended up designing is based on the Mukade- poisonous Japanese centipedes known for being difficult to kill. the official name is decided on is
Tremolo Mukade, since I want to stick with the musical theme Noise tend to have in name.