Tschumi
Member
Recent discussion about the impending release of Baldur's Gate 3 has oftentimes been heated when the subject of combat mode is broached. Hordes of people are supporting the move by Larian to stick to their comfort zone and implement full turn-based combat (as opposed to the 'RTWP' Real Time With Pausing version of turn-based combat) whereas some others wish that they had left that core feature of the beloved franchise untouched - or worked to improve it. To my mind there's an example right here of a game which allows both methods, so stay a while, and listen.
Regardless of my or your positions on that subject, what I want to do here is present an alternative to Larian's Divinity: OS 2 in the form of Pillars of Eternty 2: Deadfire.*
*I'm aware of Pathfinder: Kingmaker, played it, it didn't grab me the way PoE/2 has, I've chosen PoE/2 as my favourite.
The Pillars of Eternity franchise started off early last decade with a successful crowdfunder campaign launched by several former members of the team who worked on the Icewind Dale games and Neverwinter Nights 2 (which I loved) It was an attempt to bring the much beloved Baldur's Gate/Icewind Dale gamestyle into the modern age. Remember, this was during a different time when these types of games seemingly struggled to raise money/attention for their production. It was a great story.
I called Pillars of Eternity 1 - when it came out - "The last game I'll ever buy". Things didn't work out too well there - I was kicking off a Master Degree at the time which would certainly see me scrambling for respite in the thickets of the Dyrwood, as well as Azeroth on a private WoW server (good news I completed the Degree with good marks, somehow), and future agonies would keep me seeking comfort in our collective hobby - but this franchise retains a position of kind unimpeachability for me.
...they had to craft a new world for PoE, and all in all did a great job of it. The first game was a great attempt, but to my mind PoE2: Deadfire is a great upgrade on the original. Deadfire sees you navigating an overworld island chain known as the 'Deadfire' (in a manner reminiscent of Sid Meier's Pirates!, to me at least), only with the ability to land on islands, explore them and navigate encounters. An epic story is going on, but I reckon I can write this without saying anything about that main story, really, so I will try to follow that line.
------------------------------------------
A - Music and World
------------------------------------------
First thing's first, the music in this game is epic in ways TES and co can only aspire to. Lush, full, layered orchestral tracks suffuse the experience - full of fantasy tropes to encourage a sense of wonder and discovery, progress and patience. There is much more than merely a hint of Joe Hisaishi about some of these tracks - something entirely different about some others.
Listen to the first few minutes of this video (or the whole shebang if you want) the opening track is the music for the title banner splash and menu systems - pretty fantastic for a title and some menus, right? In all it's almost 3 hours of gorgeous orchestral music - click to any point and you won't be dissapointed.
And while you're listening to that soundtrack...
(only so many gifs I can find, the real game has all these scenes and many, many, many, many, many more (and better))
------------------------------------------
B - Selected Characters
------------------------------------------
Unless you're a hardass and wanna go it alone, you can spend time strutting around an island archipelago with an assortment of quite excellent characters following in your wake. Some old favourites from the original title return here, while new ones are introduced which neatly show off new gameplay features and classes. Here are some select characters whom I've chosen because I like them - but I'm holding plenty back for reasons of wall'o'text avoidance and keeping some spoilers.
Edér Teylecg - "May I be a candle in the night"
An extremely well voice-acted farmerdude who has been your companion since the opening hours of PoE 1, this guy has a great attitude - an extremely badass pipe - and excellent aptitude for being your rock amongst the swarms of enemies you are going to be fighting. He can either be a fighter, a rogue, or a 'Swashbuckler' fighter-rogue hybrid, though I typically keep him tank'y to help my toon navigate the first few hours of the game on max difficulty with a bit of stability up front. He's got a complicated relationship with his god - having some small part to play in exploding his earthly incarnation might have had some implications - but in general he just wants to understand the big guy. His chestpiece - optional, but which you can upgrade as the game wears on - lets him bounce back up once after death, which is pretty RP and quite nifty as you might imagine.
Aloth Corfiser - "A sharp-featured elf comes to the fore. As he meets your eyes, he gives you a knowing nod. He's earned a few new scars, but you recognize Aloth Corfiser all the same."
You first meet Aloth in PoE1, and he is a loyal mage throughout, grappling with his associating with a secretive magic society whose leader has gone homicidally apeshit. After the first game, whilst you have been [redacted], you reunite with him quite early in Deadfire, and learn that he's in the area incognito following leads to continue trying to take down his former cohorts. Still a badass, he deals a ton of DPS and can be relied upon in a fight so long as you keep mobs off him.
Pallegina mes Rèi - "Fiaces vocs converano!"
A Paladin from a somewhat political faction, the Avian-Godlike asskicker is an ambassador in the first game from distant republics - republics you are a lot closer to in this edition. She shows up a short way into the story as a representative of her faction's trading company, and joins your party to openly spy on their behalf - and give you a chance to unpick her backstory some more. She's a complex, stoic character who mimics the proverbial hot knife through butter once she gets her teeth into mobs.
There are a host of new characters introduced for this iteration of the game, and I won't go into them because, and I've said before, this is time I could spend playing the damn thing for the umpteenth time. Play the game and meet them yourselves.
------------------------------------------
C - Characters (customization)
------------------------------------------
In short, there are scores of classes and subclasses to choose from - mix and match to your heart's content.
some cool options jump out: paladin-rogue multi "Holy Slayer"; Monk-Barbarian "Ravager"; Barbarian-Priest "Shaman"; hells yes!
This is a list of multiclass combinations you can make. This is only a small part of the customizations possible - every class which goes into these multiclass combinations can be played as a single class, and they all have 4 or so subclasses within them that make very real changes to how the character is played. At the moment, I'm trying to make a toon who will use a talking sword that you pick up partway through the game - in preparation for this, I've made him a fighter with the 'Devoted' subclass (makes him extra powerful when using his single chosen weapon) and multiclassed him with a Rogue of a sublcass which excels when it is boxed in/flanked/injured. My thinking is that this'll make him a very effective but resilient melee scrum damage dealer. A wingman for Eder (or the otherway round) Is this ideal? I've no idea, but I'll give it a go. My first playthrough was a pure ranger, my next playthrough this game's idea of a necromancer (a subclass of the Chanter) mixed with a wizard. Those both worked nicely.
On top of the above, various other tweaks can be made depending on birthplace, prior employment, etc.
The scope for envisioning the character you want to play and building the right mix of classes/subclasses to produce this ideal is hugely engaging. Trying new character types can be a reason for replayability unto itself. I've re-rolled dozens of times to get these 3 toons, which I've deemed ideal, to date.
Once you're in game, naturally things such as enchanting and skill/specialization choices allow you to further tweak your character.
------------------------------------------
D - Combat
------------------------------------------
A key reason why I wanted to write this thread was because I thought this game could stand as a good mediator/exemplar for the debates going on about BG3. In Pillars of Eternity the original RTWP (Real Time With Pause) combat style of BG2 and its ilk has been refined and rid of flaws , beyond this a turn-based mode has been introduced via free DLC to accommodate those who enjoy Larian's approach to games.
The combat in this game is punchy, challenging, extremely flexible and constantly morphing out of formula. Like the BG games, the default combat mode in PoE2 is RTWP (more on this later) which essentially sees you fighting battles in a simulation of a real time event, with all the randomness and chance that dice-rolls can so effectively simulate. You can pause gameplay at any time to think about your next steps and micromanage the fight, or else you can just let it play and watch your companions (set to full AI control) duke it out with enemies. Things quickly get outta hand as new abilities become unlocked for your characters, and it's a blast.
Turn based combat mimics the Larian approach - and it renders a few of the originaly combat style's best classes obsolete. This chance to rethink squad balance and how you build your main character just adds to the novelty and replayability of the new mode.
RTWP
The RTWP combat mode of Baldur's Gate 1 & 2, Icewind Dale, the original Pillars of Eternity, and sundry, is flawless in Deadfire. Gone are the hilarious insta-deaths, the awful miscasts, the wayward attacks, the suicides and weird bugs in general that were present in earlier games. In two full playthroughs and a third partial, I've never encountered any striking battle bugs. These battles are challenging as heck at higher difficulties, but they can usually be navigated purely by dint of focus and thinking outside the box.
The RTWP combat mode is a misnomer - the game is not real time, it is turned based. The only difference is that this turn-based is automated, and it occurs simultaneously for all parties involved in the fight, at different speeds depending on a number of factors. This game does not fuck up like older titles did - it just challenges the hell outta you! All the more reason to be excited about trying to crowbar your bespoke character build into a viable party balance.
FULL TURN BASED
I haven't played this mode, I will on my next playthrough (I keep telling myself that), but I'm just a forumgoer, so don't take my word for it anyway:
**NOTE** It's isn't in BETA anymore.
"Pillars of Eternity 2 Feels Great as a Turn Based game" LINK
------------------------------------------
E - CONCLUSION
------------------------------------------
I FELT LIKE THIS GAME DESERVED A SHOUTOUT. Made by former members of the BG team who turned to kickstarter to set this series off, this expertly crafted game is a delight to play and an amazing opportunity for those of us who like to really customize their characters and tweak battle plans. I see this game as a missing link between Divinity and Baldur's Gate, as such I think it could be instructive to Larian - though I don't think it will be. I prefer the character customization of this game to that of Divinity, hands down, and I definitely prefer the combat mode - though that's personal taste.
WHY SHOULD YOU PLAY THIS GAME? That's the title of my thread, right? You should play it because it is a fantastic vision of the Baldur's Gate gameplay model that has been refined and tweaked following an excellent opening offering and is the gold standard for 2D RTWP combat - whilst simultaneously offering a fully realized and tested take on Turn-Based combat. It has an EPIC soundtrack - best in gaming? I would put it in my top few titles for sure - and some fantastic characters. The character customization is robust as all getout and the story is evocative and long. The game can be a hell of a challenge.
------------------------------------------
EPILOGUE
------------------------------------------
There's also the small matter of this upcoming Windows/XSX exclusive, set in the same universe:
(am I an xBox fan? not really. Will I be playing this on PC? Fuck yeah)
Regardless of my or your positions on that subject, what I want to do here is present an alternative to Larian's Divinity: OS 2 in the form of Pillars of Eternty 2: Deadfire.*
*I'm aware of Pathfinder: Kingmaker, played it, it didn't grab me the way PoE/2 has, I've chosen PoE/2 as my favourite.
The Pillars of Eternity franchise started off early last decade with a successful crowdfunder campaign launched by several former members of the team who worked on the Icewind Dale games and Neverwinter Nights 2 (which I loved) It was an attempt to bring the much beloved Baldur's Gate/Icewind Dale gamestyle into the modern age. Remember, this was during a different time when these types of games seemingly struggled to raise money/attention for their production. It was a great story.
I called Pillars of Eternity 1 - when it came out - "The last game I'll ever buy". Things didn't work out too well there - I was kicking off a Master Degree at the time which would certainly see me scrambling for respite in the thickets of the Dyrwood, as well as Azeroth on a private WoW server (good news I completed the Degree with good marks, somehow), and future agonies would keep me seeking comfort in our collective hobby - but this franchise retains a position of kind unimpeachability for me.
...they had to craft a new world for PoE, and all in all did a great job of it. The first game was a great attempt, but to my mind PoE2: Deadfire is a great upgrade on the original. Deadfire sees you navigating an overworld island chain known as the 'Deadfire' (in a manner reminiscent of Sid Meier's Pirates!, to me at least), only with the ability to land on islands, explore them and navigate encounters. An epic story is going on, but I reckon I can write this without saying anything about that main story, really, so I will try to follow that line.
------------------------------------------
A - Music and World
------------------------------------------
First thing's first, the music in this game is epic in ways TES and co can only aspire to. Lush, full, layered orchestral tracks suffuse the experience - full of fantasy tropes to encourage a sense of wonder and discovery, progress and patience. There is much more than merely a hint of Joe Hisaishi about some of these tracks - something entirely different about some others.
Listen to the first few minutes of this video (or the whole shebang if you want) the opening track is the music for the title banner splash and menu systems - pretty fantastic for a title and some menus, right? In all it's almost 3 hours of gorgeous orchestral music - click to any point and you won't be dissapointed.
And while you're listening to that soundtrack...
(only so many gifs I can find, the real game has all these scenes and many, many, many, many, many more (and better))
------------------------------------------
B - Selected Characters
------------------------------------------
Unless you're a hardass and wanna go it alone, you can spend time strutting around an island archipelago with an assortment of quite excellent characters following in your wake. Some old favourites from the original title return here, while new ones are introduced which neatly show off new gameplay features and classes. Here are some select characters whom I've chosen because I like them - but I'm holding plenty back for reasons of wall'o'text avoidance and keeping some spoilers.
Edér Teylecg - "May I be a candle in the night"
An extremely well voice-acted farmerdude who has been your companion since the opening hours of PoE 1, this guy has a great attitude - an extremely badass pipe - and excellent aptitude for being your rock amongst the swarms of enemies you are going to be fighting. He can either be a fighter, a rogue, or a 'Swashbuckler' fighter-rogue hybrid, though I typically keep him tank'y to help my toon navigate the first few hours of the game on max difficulty with a bit of stability up front. He's got a complicated relationship with his god - having some small part to play in exploding his earthly incarnation might have had some implications - but in general he just wants to understand the big guy. His chestpiece - optional, but which you can upgrade as the game wears on - lets him bounce back up once after death, which is pretty RP and quite nifty as you might imagine.
Aloth Corfiser - "A sharp-featured elf comes to the fore. As he meets your eyes, he gives you a knowing nod. He's earned a few new scars, but you recognize Aloth Corfiser all the same."
You first meet Aloth in PoE1, and he is a loyal mage throughout, grappling with his associating with a secretive magic society whose leader has gone homicidally apeshit. After the first game, whilst you have been [redacted], you reunite with him quite early in Deadfire, and learn that he's in the area incognito following leads to continue trying to take down his former cohorts. Still a badass, he deals a ton of DPS and can be relied upon in a fight so long as you keep mobs off him.
Pallegina mes Rèi - "Fiaces vocs converano!"
A Paladin from a somewhat political faction, the Avian-Godlike asskicker is an ambassador in the first game from distant republics - republics you are a lot closer to in this edition. She shows up a short way into the story as a representative of her faction's trading company, and joins your party to openly spy on their behalf - and give you a chance to unpick her backstory some more. She's a complex, stoic character who mimics the proverbial hot knife through butter once she gets her teeth into mobs.
There are a host of new characters introduced for this iteration of the game, and I won't go into them because, and I've said before, this is time I could spend playing the damn thing for the umpteenth time. Play the game and meet them yourselves.
------------------------------------------
C - Characters (customization)
------------------------------------------
In short, there are scores of classes and subclasses to choose from - mix and match to your heart's content.
some cool options jump out: paladin-rogue multi "Holy Slayer"; Monk-Barbarian "Ravager"; Barbarian-Priest "Shaman"; hells yes!
This is a list of multiclass combinations you can make. This is only a small part of the customizations possible - every class which goes into these multiclass combinations can be played as a single class, and they all have 4 or so subclasses within them that make very real changes to how the character is played. At the moment, I'm trying to make a toon who will use a talking sword that you pick up partway through the game - in preparation for this, I've made him a fighter with the 'Devoted' subclass (makes him extra powerful when using his single chosen weapon) and multiclassed him with a Rogue of a sublcass which excels when it is boxed in/flanked/injured. My thinking is that this'll make him a very effective but resilient melee scrum damage dealer. A wingman for Eder (or the otherway round) Is this ideal? I've no idea, but I'll give it a go. My first playthrough was a pure ranger, my next playthrough this game's idea of a necromancer (a subclass of the Chanter) mixed with a wizard. Those both worked nicely.
On top of the above, various other tweaks can be made depending on birthplace, prior employment, etc.
The scope for envisioning the character you want to play and building the right mix of classes/subclasses to produce this ideal is hugely engaging. Trying new character types can be a reason for replayability unto itself. I've re-rolled dozens of times to get these 3 toons, which I've deemed ideal, to date.
Once you're in game, naturally things such as enchanting and skill/specialization choices allow you to further tweak your character.
------------------------------------------
D - Combat
------------------------------------------
A key reason why I wanted to write this thread was because I thought this game could stand as a good mediator/exemplar for the debates going on about BG3. In Pillars of Eternity the original RTWP (Real Time With Pause) combat style of BG2 and its ilk has been refined and rid of flaws , beyond this a turn-based mode has been introduced via free DLC to accommodate those who enjoy Larian's approach to games.
The combat in this game is punchy, challenging, extremely flexible and constantly morphing out of formula. Like the BG games, the default combat mode in PoE2 is RTWP (more on this later) which essentially sees you fighting battles in a simulation of a real time event, with all the randomness and chance that dice-rolls can so effectively simulate. You can pause gameplay at any time to think about your next steps and micromanage the fight, or else you can just let it play and watch your companions (set to full AI control) duke it out with enemies. Things quickly get outta hand as new abilities become unlocked for your characters, and it's a blast.
Turn based combat mimics the Larian approach - and it renders a few of the originaly combat style's best classes obsolete. This chance to rethink squad balance and how you build your main character just adds to the novelty and replayability of the new mode.
RTWP
The RTWP combat mode of Baldur's Gate 1 & 2, Icewind Dale, the original Pillars of Eternity, and sundry, is flawless in Deadfire. Gone are the hilarious insta-deaths, the awful miscasts, the wayward attacks, the suicides and weird bugs in general that were present in earlier games. In two full playthroughs and a third partial, I've never encountered any striking battle bugs. These battles are challenging as heck at higher difficulties, but they can usually be navigated purely by dint of focus and thinking outside the box.
The RTWP combat mode is a misnomer - the game is not real time, it is turned based. The only difference is that this turn-based is automated, and it occurs simultaneously for all parties involved in the fight, at different speeds depending on a number of factors. This game does not fuck up like older titles did - it just challenges the hell outta you! All the more reason to be excited about trying to crowbar your bespoke character build into a viable party balance.
FULL TURN BASED
I haven't played this mode, I will on my next playthrough (I keep telling myself that), but I'm just a forumgoer, so don't take my word for it anyway:
**NOTE** It's isn't in BETA anymore.
"Pillars of Eternity 2 Feels Great as a Turn Based game" LINK
------------------------------------------
E - CONCLUSION
------------------------------------------
I FELT LIKE THIS GAME DESERVED A SHOUTOUT. Made by former members of the BG team who turned to kickstarter to set this series off, this expertly crafted game is a delight to play and an amazing opportunity for those of us who like to really customize their characters and tweak battle plans. I see this game as a missing link between Divinity and Baldur's Gate, as such I think it could be instructive to Larian - though I don't think it will be. I prefer the character customization of this game to that of Divinity, hands down, and I definitely prefer the combat mode - though that's personal taste.
WHY SHOULD YOU PLAY THIS GAME? That's the title of my thread, right? You should play it because it is a fantastic vision of the Baldur's Gate gameplay model that has been refined and tweaked following an excellent opening offering and is the gold standard for 2D RTWP combat - whilst simultaneously offering a fully realized and tested take on Turn-Based combat. It has an EPIC soundtrack - best in gaming? I would put it in my top few titles for sure - and some fantastic characters. The character customization is robust as all getout and the story is evocative and long. The game can be a hell of a challenge.
------------------------------------------
EPILOGUE
------------------------------------------
There's also the small matter of this upcoming Windows/XSX exclusive, set in the same universe:
(am I an xBox fan? not really. Will I be playing this on PC? Fuck yeah)
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