Grounded 2 Interview with Obsidian
Gamertag Radio
Gamertag Radio
4.2 • 522 Ratings
🗓️ 23 July 2025
⏱️ 34 minutes
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| 0:00.0 | Ladies and just gentlemen. |
| 0:02.8 | This is Gamer Attack Radio. All right. So once again, we're live here, the Grounded II experience in Los Angeles. And we have more from the team. I'm sitting at the work on the game. Would like to introduce yourself? Hi, I'm Chris Parker. I am the game director on Grounded 2. And hi, I'm Marcus Morgan. I'm the executive producer on Grounded 2. Yeah. Marcus, I know we got to see each other back in summer, the Xbox, yeah. Yeah, yeah. Right? That's right. So what is the things new that we're going to get to see in this event that was previously you guys presented at the first one. You remember? |
| 0:38.4 | What is new? |
| 0:40.6 | Dang it is that a full game? |
| 0:41.5 | What was the full game? |
| 0:45.3 | So we showed a good amount of stuff in the first one. |
| 0:51.0 | I would say the biggest new thing is you'll notice at the end of our trailer that kind of launched today. |
| 0:56.1 | There was this mysterious stranger that kind of attacks the screen at the end. And so that that's a really important component of the game that I'm really excited |
| 1:00.7 | for fans to get their hands on. And there was none of that. Like not, like not, we didn't show that |
| 1:05.3 | at all with the, with the announcement show. Speaking on that, is that part of the preview too? |
| 1:13.6 | The game, the early access preview or this is later in the game? That will be part of the preview very late in the early access preview and you'll just get a taste and there will be a lot more to dig into with regards to that. |
| 1:22.6 | Now, I know the first game you guys worked on this smaller team. |
| 1:26.6 | Surprised everyone that it became a huge hit hit this time you guys are working out with another studio working together on working on this like what are the things you guys have learned working on the game just you guys but now working with another studio now for granted too and i'll talk for a little bit, then I'll pass it over to Chris to mix it up. But, you know, one of the things with Grounded is it's always been a very community-centric development cycle for how we build kind of the game together. And now that we have this great partner at Idos, it's really an extension of that with, you know, just a professional version of the community. One of the things that drew us to idos in the first place was they were already fans of Grounded. They wanted to play ground it. They had, you know, beyond their incredible pedigree, beyond all the awesome games, the shared identities between us as Obsidian and Idos, it was also that they loved the game of ground it. And to get to work with them |
| 2:17.9 | to help kind of realize more of the things we want it like buggies and a bigger park and all |
| 2:23.3 | of the story elements that we wanted to. It's really just been great. It's been an extension of that |
| 2:27.9 | kind of collaborative development process that it's been great to work on. And I'm glad to have them as |
| 2:33.8 | part of the team. |
| 2:36.1 | Yeah, I'll just quickly add to that. |
| 2:39.1 | I think we're very fortunate to have found them and that and been able to collaborate with them because, again, we do share such a pedigree. |
| 2:47.7 | And as we started grounded too, we have a lot of ambitious plans, |
| 2:52.0 | a lot of things that we wanted to do with making the park bigger, having buggies, doing stuff. |
| 2:56.9 | And so we knew we wanted to grow the size of the team and grow the capacity of what we could |
... |
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