Posted May 10, 2015
high rated
After 51 hours of game time, I have finally finished Pillars of Eternity yesterday. And holy crap, what an adventure it was.
See, in my eyes, 'Adventure' is what describes Pillars the best – from humble beginnings, main storyline slowly grows into epic proportions, along with your characters who at the start struggled with killing a bear and at the end obliterate dragons. It's beautiful, it's old-school, it's fun... And it has its own share of issues*. So, let's get going into the land of Wall of Text.
The major appeal of this game is that it tries to recreate what Infinity Engine games did 15 years ago, and indeed, I have never seen a game more similar to the original Baldur's Gate, with bits of Icewind Dale and Planescape Torment thrown into the mix. And it takes the best out of all of them – open world and huge focus on exploration from the original Baldur's Gate, big dungeons with puzzles and a lot of combat from Icewind Dale and focus on unified, central set of themes from Planescape Torment.
Now, when it comes to implementation of all those that have inspiret it, well that's another matter entirely – so let's divide this a little bit. Bear in mind that RPGs are exceptionally complex, so whatever I'm going to write is merely scratching the surface. Feel free to skip the bits you don't care about and only read the ones relevant to you.
World and Exploration
I found the game's world and the lore surrounding it extremely interesting and fun to follow, along with reading all the text I could find in the game. I'm going to elaborate a bit more in the story subsection, so let's look at other aspects of exploration – pretty much every location is tied with or contains a quest, usually more than one, and offers a large landscape that you can freely navigate. Individual locations work precisely as they did in the original Baldur's Gate – you can be told about new ones by NPCs, but to get anywhere, you need to reach edges of every location and initiate travel from there. World looks beautiful and forms a coherent, believable whole and static backdrops most definitely help.
Probably my biggest issue is that while exploration itself is rewarding, you hardly ever find items which would actually be particularly interesting. There's very few unique effects and those which are there are mostly quite boring. At least every unique item actually has a unique story which adds a lot of flavor to them.
Story
The storyline starts off small and personal and slowly grows bigger in both scale and stakes. It's a smooth and subtle progression, game slowly adding new information into the mix, both mandatory to understand the storyline and optional like lore books which make it richer, more complex and tie together a lot of loose ends. And that's the game's storyline in a nutshell, really – it's scattered and requires a decent amount of thought and attention to understand fully. Since Eora is an entirely new universe, it allows the entirety of the game's lore to be more or less relevant to the main plot or major side stories, and so pretty much every piece of information will be used in one form of another at some point in the story. I liked this aspect as it made the whole experience feel focused and nicely tied together.
As for the main storyline itself, it poses a lot of interesting questions, and the game finishes with an ending I'm most definitely going to remember for a long time. At first the game's world looks like your typical high fantasy setting, but it doesn't take much to notice the themes it revolves around and twists it puts into the formula to mix it up. I most definitely liked the fact that this game dropped the notion of Good vs Evil from DnD and instead made the whole world a lot more believable, not quite fitting into categories.
The whole game, from lore, trough companions to random small conversations, is extremely well written.
Quests
Quests in the game are a mixed bag, really. Some are just simple fetch or kill quests while others pose interesting dilemmas and questions to the player. Completing some quests will block out your access to quests of competing factions, and as far as I'm concerned, that's the correct approach for an RPG which boasts consequences – and yes, which quests you complete and how you complete them does impact the ending. The thing which probably disappointed me the most is linearity of the main quest, especially when compared to how other quests can play out. While you can make various choices throughout, they will always lead to the same locations, NPCs and situations. Shame. At least reactions of NPCs and your reputation changes.
Combat
Instead spending a long time explaining this, I'll just say: Baldur's Gate with a decent amount of changes and improvements. The game adds an engagement system which received mixed reception, but I liked it a lot, of course most classes and skills work differently so playing it precisely like an IE game will get you killed. Stealth system is overhauled by only allowing the entire party to be in stealth mode and kicking it out once one member is detected (rogues get separate combat abilities to make them invisible). Resting is limited by supplies which forces player towards resource conservation (some spells and abilities are only useable per rest) and that ties in nicely with endurance system, which basically means that you have in-combat HP called endurance and out-of-combat HP called … Well, HP. When your endurance drops, your HP drops very slightly, and while endurance regenerates between battles, HP doesn't – and when HP reaches 0, you're dead. In other words, combat is taxing, but a character can take a few battles. The game drops turn-based system which BG used in the background and replaces it with fully real-time one.
Personally, I loved most of the changes. Clarity of Engagement system helped me a lot in crowd management and protection of squishies, resource conservation element on the other hand alleviated my issue with IE games where the most efficient way of playing the game was to rest after every encounter (and spend days in 100 meters long dungeon). These changes are, however, not universally accepted as good. Oh, and skill system is a bit weird – class-specific skills are great, but then there are separate skills shared across classes like Stealth, Mechanics and such, half of which feel useless.
Dialogue
Now this bit I liked. First of all, there is no singular attribute which you need to take to expand dialogue options. Dexterity is used in dialogues as much as intellect, perception or might. That's great. There are also checks for your skills and reputation.
Now reputation is another concept I love dearly about the game. It's basically a more complex version of DnD alignment system. Instead of Good vs Evil, Chaos vs Law however, it uses a bunch of stats like Honest, Deceptive, Intimidating and so on which change based on your dialogue decisions. When you reach certain level of reputation, NPCs will react to it (Oh you're that honest idiot!) and you'll be able to use them to your advantage (You know I'm honest, you can tell me). Now that's a system I want to see in more games. It clearly demonstrates how your reputation spreads throughout the game's world, it gives your decisions more immediate consequences and it ties very nicely to RPG character progression.
* I have played the game pre-1.5 patch, which is supposed to rebalance the game. It doesn't seem as major in that department from patch notes, but I might be wrong.
The rest. Yes, there's more. But there's also TLDR!
See, in my eyes, 'Adventure' is what describes Pillars the best – from humble beginnings, main storyline slowly grows into epic proportions, along with your characters who at the start struggled with killing a bear and at the end obliterate dragons. It's beautiful, it's old-school, it's fun... And it has its own share of issues*. So, let's get going into the land of Wall of Text.
The major appeal of this game is that it tries to recreate what Infinity Engine games did 15 years ago, and indeed, I have never seen a game more similar to the original Baldur's Gate, with bits of Icewind Dale and Planescape Torment thrown into the mix. And it takes the best out of all of them – open world and huge focus on exploration from the original Baldur's Gate, big dungeons with puzzles and a lot of combat from Icewind Dale and focus on unified, central set of themes from Planescape Torment.
Now, when it comes to implementation of all those that have inspiret it, well that's another matter entirely – so let's divide this a little bit. Bear in mind that RPGs are exceptionally complex, so whatever I'm going to write is merely scratching the surface. Feel free to skip the bits you don't care about and only read the ones relevant to you.
World and Exploration
I found the game's world and the lore surrounding it extremely interesting and fun to follow, along with reading all the text I could find in the game. I'm going to elaborate a bit more in the story subsection, so let's look at other aspects of exploration – pretty much every location is tied with or contains a quest, usually more than one, and offers a large landscape that you can freely navigate. Individual locations work precisely as they did in the original Baldur's Gate – you can be told about new ones by NPCs, but to get anywhere, you need to reach edges of every location and initiate travel from there. World looks beautiful and forms a coherent, believable whole and static backdrops most definitely help.
Probably my biggest issue is that while exploration itself is rewarding, you hardly ever find items which would actually be particularly interesting. There's very few unique effects and those which are there are mostly quite boring. At least every unique item actually has a unique story which adds a lot of flavor to them.
Story
The storyline starts off small and personal and slowly grows bigger in both scale and stakes. It's a smooth and subtle progression, game slowly adding new information into the mix, both mandatory to understand the storyline and optional like lore books which make it richer, more complex and tie together a lot of loose ends. And that's the game's storyline in a nutshell, really – it's scattered and requires a decent amount of thought and attention to understand fully. Since Eora is an entirely new universe, it allows the entirety of the game's lore to be more or less relevant to the main plot or major side stories, and so pretty much every piece of information will be used in one form of another at some point in the story. I liked this aspect as it made the whole experience feel focused and nicely tied together.
As for the main storyline itself, it poses a lot of interesting questions, and the game finishes with an ending I'm most definitely going to remember for a long time. At first the game's world looks like your typical high fantasy setting, but it doesn't take much to notice the themes it revolves around and twists it puts into the formula to mix it up. I most definitely liked the fact that this game dropped the notion of Good vs Evil from DnD and instead made the whole world a lot more believable, not quite fitting into categories.
The whole game, from lore, trough companions to random small conversations, is extremely well written.
Quests
Quests in the game are a mixed bag, really. Some are just simple fetch or kill quests while others pose interesting dilemmas and questions to the player. Completing some quests will block out your access to quests of competing factions, and as far as I'm concerned, that's the correct approach for an RPG which boasts consequences – and yes, which quests you complete and how you complete them does impact the ending. The thing which probably disappointed me the most is linearity of the main quest, especially when compared to how other quests can play out. While you can make various choices throughout, they will always lead to the same locations, NPCs and situations. Shame. At least reactions of NPCs and your reputation changes.
Combat
Instead spending a long time explaining this, I'll just say: Baldur's Gate with a decent amount of changes and improvements. The game adds an engagement system which received mixed reception, but I liked it a lot, of course most classes and skills work differently so playing it precisely like an IE game will get you killed. Stealth system is overhauled by only allowing the entire party to be in stealth mode and kicking it out once one member is detected (rogues get separate combat abilities to make them invisible). Resting is limited by supplies which forces player towards resource conservation (some spells and abilities are only useable per rest) and that ties in nicely with endurance system, which basically means that you have in-combat HP called endurance and out-of-combat HP called … Well, HP. When your endurance drops, your HP drops very slightly, and while endurance regenerates between battles, HP doesn't – and when HP reaches 0, you're dead. In other words, combat is taxing, but a character can take a few battles. The game drops turn-based system which BG used in the background and replaces it with fully real-time one.
Personally, I loved most of the changes. Clarity of Engagement system helped me a lot in crowd management and protection of squishies, resource conservation element on the other hand alleviated my issue with IE games where the most efficient way of playing the game was to rest after every encounter (and spend days in 100 meters long dungeon). These changes are, however, not universally accepted as good. Oh, and skill system is a bit weird – class-specific skills are great, but then there are separate skills shared across classes like Stealth, Mechanics and such, half of which feel useless.
Dialogue
Now this bit I liked. First of all, there is no singular attribute which you need to take to expand dialogue options. Dexterity is used in dialogues as much as intellect, perception or might. That's great. There are also checks for your skills and reputation.
Now reputation is another concept I love dearly about the game. It's basically a more complex version of DnD alignment system. Instead of Good vs Evil, Chaos vs Law however, it uses a bunch of stats like Honest, Deceptive, Intimidating and so on which change based on your dialogue decisions. When you reach certain level of reputation, NPCs will react to it (Oh you're that honest idiot!) and you'll be able to use them to your advantage (You know I'm honest, you can tell me). Now that's a system I want to see in more games. It clearly demonstrates how your reputation spreads throughout the game's world, it gives your decisions more immediate consequences and it ties very nicely to RPG character progression.
* I have played the game pre-1.5 patch, which is supposed to rebalance the game. It doesn't seem as major in that department from patch notes, but I might be wrong.
The rest. Yes, there's more. But there's also TLDR!
Post edited May 10, 2015 by Fenixp