Crooked Bee
(no longer) a wide-wandering bee
Tags: Clandestine; Hellraid; Little Green Men; Logic Artists; Obsidian Entertainment; Pillars of Eternity; Raven's Cry; Reality Pump; Techland
And so esteemed community member Darth Roxor continues to recount his impressions of all things he saw at this year's Gamescom. (Part 1 can be found here.) This time he talks about Little Green Men's Starpoint Gemini 2, Obsidian's Pillars of Eternity, Logic Artists' Clandestine (omitting any mention of their super secret project, which is so super secret that Roxor can't even tell us what it is, the bastard), Techland's Hellraid and Reality Pump's Raven's Cry. Going for the most controversial and sensationalist snippet as we are wont to, here are some of the negative things he has to say about Pillars of Eternity:
Read the full article: RPG Codex Gamescom Report, Part 2: Futuristics and the Popping of Moles
And so esteemed community member Darth Roxor continues to recount his impressions of all things he saw at this year's Gamescom. (Part 1 can be found here.) This time he talks about Little Green Men's Starpoint Gemini 2, Obsidian's Pillars of Eternity, Logic Artists' Clandestine (omitting any mention of their super secret project, which is so super secret that Roxor can't even tell us what it is, the bastard), Techland's Hellraid and Reality Pump's Raven's Cry. Going for the most controversial and sensationalist snippet as we are wont to, here are some of the negative things he has to say about Pillars of Eternity:
You are probably wondering what a preview of Pillars of Eternity is doing in this article, a game that doesn't have much in the way of futuristics. The answer lies in the second part of the title, as well as in the warning placed in the introduction. [...] For all the talk about how different this system is from D&D, and how each class has its own unique abilities instead of just “left click to autoattack”, when observing the game I sure as hell couldn’t see that. The fighter and paladin stood around bashing the beetles (that is, when Adam didn’t forget to tell them to do that), the rogue stood around shooting her bow, and the mage cast some magic missiles. I’ve seen this stuff before more than once, with the only difference perhaps being that damage in PoE came in increments (Sassy was hit for 0.3 damage!). Furthermore, I can’t really say that these encounters looked very exciting or even tactical – the smaller beetles would die outright, and then the fight would boil down to 5v1 bashing of the big beetle, which not only refused to die, but would also readily maul the poor fighter. The same thing happened again in a fight against overgrown spiders, and the demo finally ended with a total party wipe when the quest target ogre proceeded to two-hit-kill all of the party members.
The party wipe at the end was actually a direct consequence of how buggy the beta build was. I don’t know whether it was the influence of my RPG Codex Aura of Trolling +3, but Adam and Josh said it was probably the craziest presentation they gave during their entire stay at Gamescom. They even ran into bugs whose existence they had no idea about. For starters, they had to restart the game right after accepting the “main quest” because one of the characters lost the ability to cast magic. Later on, when the fighter got knocked out by beetles, he refused to wake up, and only using one of the limited rests in the wilderness brought him back. And in turn, the resting did not recharge the characters’ used-up memorised spells and abilities, which meant the party arrived at the ogre’s lair seriously gimped. And to make matters even worse, the mage decided to just run off uncontrollably instead of casting spells during the final showdown, and by the time Adam regained control over her, it was far too late.
After the wipe, the presentation proper was over, and it was time for questions. Unfortunately, time was short, and I only managed to ask one question that interested me personally. After learning about the dreaded Bîaŵac ([bi:au:ak]) in a recent Kickstarter update, I wanted to ask about Sawyer’s background, and to get some references for the languages in Eternity. It may be that my question was unclear, because instead he explained how the internal lingua eternia is based on various real languages, like Welsh or Italian, but stripped of real world cultural context, and with some added game world dialectal modifications based on each land's and realm's neighbours. I found this information satisfying enough, but unfortunately, I wasn't able follow it up with more questions. Someone else asked whether Obsidian is marketing the game mainly towards players who played the original Infinity Engine games, or if they are also focused on newcomers. Josh replied that their goal is to create something which is “essentially a classic IE game, but a new and different game in fact”. He also said that the final game’s early areas will be a “big tutorial” of sorts, so that newcomers can get used to the entire deal. That was the last question before the devs had to close up shop.
As you may have guessed, Pillars of Eternity didn’t impress me much. I identified three chief reasons behind this, but I’m not sure which contributed the most. First of all, the overall bugginess, which obviously skewed the game’s image rather significantly. Second, how generic and unexciting everything felt mechanically. Third, the area chosen for the presentation. I mean, if you're showing the game to the press, your motivation should be to sell it. How can you expect me to have positive impressions of your showcase, when all you did was show me a generic_fantasy_village, some adventurers bumrushing a bunch of overgrown beetles and spiders, and a stereotypical ogre with a huge club? Maybe the full game will have plenty of cool-looking areas filled to the brim with creative enemies, memorable encounters and wizard duels, but I simply didn’t see that during the Gamescom presentation.
The party wipe at the end was actually a direct consequence of how buggy the beta build was. I don’t know whether it was the influence of my RPG Codex Aura of Trolling +3, but Adam and Josh said it was probably the craziest presentation they gave during their entire stay at Gamescom. They even ran into bugs whose existence they had no idea about. For starters, they had to restart the game right after accepting the “main quest” because one of the characters lost the ability to cast magic. Later on, when the fighter got knocked out by beetles, he refused to wake up, and only using one of the limited rests in the wilderness brought him back. And in turn, the resting did not recharge the characters’ used-up memorised spells and abilities, which meant the party arrived at the ogre’s lair seriously gimped. And to make matters even worse, the mage decided to just run off uncontrollably instead of casting spells during the final showdown, and by the time Adam regained control over her, it was far too late.
After the wipe, the presentation proper was over, and it was time for questions. Unfortunately, time was short, and I only managed to ask one question that interested me personally. After learning about the dreaded Bîaŵac ([bi:au:ak]) in a recent Kickstarter update, I wanted to ask about Sawyer’s background, and to get some references for the languages in Eternity. It may be that my question was unclear, because instead he explained how the internal lingua eternia is based on various real languages, like Welsh or Italian, but stripped of real world cultural context, and with some added game world dialectal modifications based on each land's and realm's neighbours. I found this information satisfying enough, but unfortunately, I wasn't able follow it up with more questions. Someone else asked whether Obsidian is marketing the game mainly towards players who played the original Infinity Engine games, or if they are also focused on newcomers. Josh replied that their goal is to create something which is “essentially a classic IE game, but a new and different game in fact”. He also said that the final game’s early areas will be a “big tutorial” of sorts, so that newcomers can get used to the entire deal. That was the last question before the devs had to close up shop.
As you may have guessed, Pillars of Eternity didn’t impress me much. I identified three chief reasons behind this, but I’m not sure which contributed the most. First of all, the overall bugginess, which obviously skewed the game’s image rather significantly. Second, how generic and unexciting everything felt mechanically. Third, the area chosen for the presentation. I mean, if you're showing the game to the press, your motivation should be to sell it. How can you expect me to have positive impressions of your showcase, when all you did was show me a generic_fantasy_village, some adventurers bumrushing a bunch of overgrown beetles and spiders, and a stereotypical ogre with a huge club? Maybe the full game will have plenty of cool-looking areas filled to the brim with creative enemies, memorable encounters and wizard duels, but I simply didn’t see that during the Gamescom presentation.
Read the full article: RPG Codex Gamescom Report, Part 2: Futuristics and the Popping of Moles