Login | Signup

Report: Obsidian's South Park RPG Details Blowout

Matt Gardner
Obsidian Entertainment, RPGs, South Park, THQ

Report: Obsidian's South Park RPG Details Blowout


A deluge of information regarding Obsidian and THQ's recently announced South Park RPG has come to light courtesy of the latest copy of Game Informer. Taking on the role of a new kid in town, with the aim of the game to fit into South Park life and being accepted into the fold, the game is being overseen by South Park creators Trey Parker and Matt Stone, who handed over 15 years' worth of assets over to Obsidian.

The Game Informer piece, as detailed over at NeoGAF, provides a number of details from the game's development process, conception and hopes to technical aspects of gameplay such as combat and collectables. According to Game Informer, the game kicks off with you - the new kid - getting involved in a live-action RPG with the neighbourhood kids, greeted upon your arrival to town by one Eric Cartman who gives you the choice of wizard, paladin, adventurer, rogue, and a fifth unconventional class made up by the big-boned man himself. Parker;s gaming preferences have ensured that the game's protagonist is a silent one.

Combat reportedly (and excitingly) takes its cues from Paper Mario, with well-timed attack and defence playing a key role in proceedings. The game is under construction using the same engine as Dungeon Siege III, with a dynamic lip-synching tool to allow for last-minute script changes.

Check out the list of lifted details below, courtesy of NeoGAF.



-The first game Parker and Stone have directly participated in, writing the script and the dialogue.

-Parker has always preferred silent protagonists in RPG's, so the player’s character will be silent.

-The player’s character will be fully customizable.

-Your character has a smartphone that acts as the primary game menu and has a facebook-like app show the number of friends you have and your current standing with the various kid factions.

-There are five classes, which are wizard, paladin, adventurer, rogue, and a fifth unannounced class.

-Obsidian is using the Dungeon Siege III engine.

-Obsidian developed a dynamic lip-syncing tool to accommodate changes to the script.

-Parker and Stone gave Obsidian 15 years of assets used during the show and a detailed list of approved textures and colors.

-Critical hits, cash rewards, experience, and consumables are in the game.

-Parker hates unskippable cutscenes.

-The humor will be more focus on the games they have played in the past but Parker mentions that games have lampooned other games before so they don't want to do exactly that instead they are focusing more on RPG's on how big and bombastic they can get sometimes.


-The player will play as the new kid in town, the main theme of the game is fitting in and being accepted.

-The story begins with your character participating in a live action role-playing game that the neighborhood kids started, which eventually evolves into a real adventure.

-Eric Cartman will greet your character and help you decide your class, which are wizard, paladin, adventurer, rogue, and a fifth unconventional class made up by Cartman.


-Many elements of the combat system are like Paper Mario and the Mario & Luigi games.

-If player initiates combat they will attack first and vice versa.

-X button is for melee attacks, pressing it in well-timed succession will result in multiple hits.

-Timed inputs occur for defense as well for reduced damage.

-Obsidian doesn't want the player to have to sit and watch animations play out; they're incorporating dynamic camera angels at certain times, such as a Ro Sham Bo attack that stuns an enemy.


-Enemy encounters are visible on the map.

-Soda are health potions and Tweak's coffee is a haste item.

-There are melee and ranged weapons, as well as a lightning powered Okama Gameshpere that is a magic item.

-There is a Final Fantasy Materia like system in the game to augment weapons with various abilities like fire, poison, and electricity.

-There is a Summon System but they are not able to talk about it.


-There are collectibles to look for in the environments, some appear throughout the game while other are in specific areas.

-An example of a collectible is a Chinpokomon doll and a magazine, Chinpokomon dolls are not all the same model Obsidian are using various models that appeared in the episode.


-When Obsidian were first coming up with ideas they show Parker and Stone a quest where you go into a cave and fight a giant bat boss that Ike is riding on, Parker and Stone said that the quest wasn't Southpark, that it was a generic video-game. Parker and Stone then mention a quest to get Kung Pao Chicken from City Wok, to readjust Obsidian focus.

-When they start making the town hub Parker and Stone realized that they did not have a true layout for the town, so they had fun figuring out where everything went.

-There will not be any platforming, they tried jumping early on but it didn't seem right.

-They talk about how they have had to scrap level because the perspective wasn't right because everything is hand illustrated and hand animated.

-They talk about the challenges of making a comedy driven game, Portal 2 is mention, they say if Portal 2 dialogue was on top of a shitty game it wouldn't be as good, so they want to make a game that is as good as the dialogue.

Add a comment0 comments

Email Address:

You don't need an account to comment. Just enter your email address. We'll keep it private.