Posted on: March 28, 2015

bf2gameplaya
Jeux: Avis: 5
The Unity Engine
Complex RPGs such as Pillars of Eternity have many technical areas that need to be both functional and unintruseivly transparent so that the stylistic areas of the RPG such as story and atmosphere can be what captures and holds the gamers attention. Luckily the Unity Engine that PoE is created on is so far seemingly powerful and flexible enough to handle those technical features such as audio and video sub-systems and save game management with fast stutter-free framerates and unintrusive level loads. Responding to user feedback from the rather bland Beta, player avatars are now correctly (larger) sized and while PoE has very little character customizations, the equipment is correctly presented on the character and animations are much more fluid and natural. Combat animations seem logical and hits look like hits, misses look like misses. Varying stages of zoom is also available and handy. Consider that the vast majority of your time you are going to be looking at your characters and what they are doing, how they look while doing it is of the highest importance and it's the primary way to convey that 'Baldur's Gate' style. However, the character doll sheet and the inventory pages are still breathtakingly substandard with too small pigeon holes for your gear on a very basic background with hardly any artistic presentation or style. Character specs are presented with modifier after modifier cluttering that area where you expect to find basic useful data. However, there are numerous UI modifiers such as selectable 'bullet-time' for combat and various auto-pause options that are as thoughtful and necessary as player choice UI options such as a selection-circle toggle and movable dialog windows. Even game play difficulties are detailed and unexpectedly useful. Fonts and dialogs are easy to read and player choices in dialogs (and clickable on-screen elements) are clear and obvious. The story behind those dialogs however, that's another review.
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