Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

jdinatale

Cipher
Joined
Sep 28, 2013
Messages
422
Considering that my very first playthrough of Baldur's Gate, which was the enhanced edition, took me 55 hours and that's with a walkthrough to get through the slog of the Baldur's Gate city, .... this game is going to be huge.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,878
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
GetWellGamers: spoilery version

The title screen is actually the first pane of the intro cinematic, and it pans up through some starting text which was unfortunately skipped. I saw nothing of character creation, because it was just loaded straight into a demo version which had your character as a wizard. It cuts to a storybook scene of a caravan going through some ruins and having to stop because you feel sick. The wagon breaks for camp, and the caravan master sends people on odd jobs. You can talk to the people around the camp, and they're doing things and walking paths and firing idle animations, and in that instant I was right back in college playing planescape for the first time and seeing everyone bustling around the markets. Ropekid says we can talk with everyone, but he only talks with the shopkeeper. In a more in-universe version of Arcanum's opening, we're allowed to switch out our starting gear for "Nearly whatever starting gear you like" he says, which I assume must mean that all the starting equipment for each class buys and sells for a silver or something.

We get sent off to harvest some local herbs that will stop our fever, though I admit I was disappointed you weren't at all weakened or down a few HP at the start. I suppose hobbling the player right out the gate isn't the best idea, but I'd have liked some representation that we're kind of messed up enough that it necessitated stopping the entire caravan in hostile territory. We get a tagalong companion, whose name I forget, but she's good with a blade apparently. On our way to find the herbs we need, we pass the guy assigned to get water, and he's having a smoke break just outside camp. Again, we could talk to him, but Sawyer's on a mission, so he just zips past the guy. It was weird to see an NPC en route to a task just taking a smoke break, for some reason. Maybe just the mundane plausibility of it, that instead of needing a key or a bridge lever switched or whatever, he's just a lazy sot who would rather smoke. I guess it is weird, given how far up themselves so many RPGs are these days, but it feels like it shouldn't be.

Anyways, a little ways to the west, and hey, we have our first real fight, with some wolves. Josh even chuckled a little bit when he said it, much in the same way a crate was the first thing you saw in Half Life 2, embracing the cliche' either as an act of defiance or, as Gabe Newell said, "Throwing ourselves on the mercy of the court." In any case, the fight was over quickly as he demonstrated the defender ability the girl had. After the fight, the companion start up a conversation praising your skills somewhat and asking how you got them. Answers ranged from being in the war, being a mercenary, being a person bodyguard, an adventurer, a thrill seeker, or just telling her to mind her own damn business.

We head back to camp and see smoker-dude's waterskin just left on the ground and figure he's just off being a loser somewhere, so we pick it up and head for the river, where another storybook scene plays, showing us getting the water, seeing jerkoff stumble into view, and him falling over with an arrow in his back. There's sound effects, music, and a teeny bit of animation, but it still seems very cinematic and pitch-perfect in tone with everything else. We're the immediately ambushed, and this was an interesting bit: Just like D&D flanking rules, with enemies on both sides the warrior girl couldn't use her "defender" power. Ropekid had his wizard cast some sort of paralysis spell on one of the mooks to crowd control, and then cast his Arcane Veil spell to help him take hits. And let me tell you, that thing's not a long spell. Like, if you know you're about to be in trouble, you pause and fire that thing up. It's not a spell you start as soon as combat begins and expect to coast through on its buff.

So that small combat over, they race back to camp and find nearly everyone dead by the hostile people everyone knew was there buy you just had to stop because you couldn't keep your orifices corked overnight. Way to go, hero, you whiny little bitch.

They've got someone held hostage, and here's where one of the first "Big" dialogue choices of the game happens. There were like ten different dialogue choices to resolve it, or at least progress it, including lore, athletics, might, and others. Nearly all of them had some sort of reputation modifier, from a "Cruel" one for saying "Go ahead and gut him so long as you let us go", to a "diplomatic" one for calling them by their proper tribal name and trying to explain yourselves. One thing I noticed was that some of the checks were really low- you only needed one "Lore" skill to know their tribal name- whereas some were really high, like a 14 might needed to intimidate them. I don't know how feasible such a score is when you've just started at level 1, or if there's some sort of New Game + option, but given the numbers I was seeing on the rest of the skillcheck options it seemed very, very high compared to other skills.

Ropekid picked an "Athletics" skillcheck, which wasn't my first thought for a wizard, and I didn't actually catch the number or the text afterward (
emot-argh.gif
) but it worked enough for the hostage, a rogue-type, to not get his throat slit. It wasn'tenough, however, to let him escape injury altogether. A fight broke out with the rogue on our side, and he started with a "wound", which I think was a little green downward-pointing triangle. I'll be honest, I was so rapt on the visuals and mechanics I barely was cognizant of the UI. I noticed portraits with bars next to them, like in Planescape, and that was fine for me. I remembered seeing dots and bars and circles, but I honestly couldn't tell you anything about them with any sort of clarity.

Anyways, once they're dead we're treated to a combo of storybook pages and in-engine cinematics, when something he called a "Soul Wind" races through the camp and literally rips the souls out of everything dead and dying. You rush for the shelter of a nearby cave, but something snags the rogue, and you're left with the first multiple choice storybook page, of "Run back to save him" or "Help open the ruins and trust he'll make it free." Super spoilers, if you leave him to it he dies right there. An interesting thing, though, is that the "Save him" choice was specifically "Hurl a bolt of energy at the creature", which seems pretty wizard-specific. I'm wondering if there will be any other risks involved if you've got a warrior or rogue there instead of a ranged-combat class.

SO you get inside, and a few steps in you've got another conversation, this time involving both the rogue and the warrioress. The rogue, obviously, would like to take a breather owing to his wound. The warrior, on the other hand, wants to keep goign right away, wound or not, and if you side with the rogue the warrior just says "Peace out" and heads ahead on her own. If you continue on with her, the rogue bitches, but he at least stays in the party.
 

Rivmusique

Arcane
Patron
Joined
Mar 14, 2011
Messages
3,489
Location
Kangarooland
Divinity: Original Sin Project: Eternity Pillars of Eternity 2: Deadfire
One thing I noticed was that some of the checks were really low- you only needed one "Lore" skill to know their tribal name- whereas some were really high, like a 14 might needed to intimidate them. I don't know how feasible such a score is when you've just started at level 1, or if there's some sort of New Game + option, but given the numbers I was seeing on the rest of the skillcheck options it seemed very, very high compared to other skills.
...

Skills vs Attributes, how does it work?
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,878
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Attributes are probably much like the IE games.

Skills are probably more like a Fallout or something, single points. Or maybe raising skills costs more points than 1.

But anyway as a level 1 character, you either have a point in lore or you don't.
 

Merlkir

Arcane
Developer
Joined
Oct 12, 2008
Messages
1,216
"we have our first real fight, with some wolves"

Ahm, wolves as one of the first fights, eh? I wonder if Avellone helps with playtesting. :D
 

Rivmusique

Arcane
Patron
Joined
Mar 14, 2011
Messages
3,489
Location
Kangarooland
Divinity: Original Sin Project: Eternity Pillars of Eternity 2: Deadfire
Oh, I know. Because we have been told most of that stuff.

Attributes start high and don't grow much as you level, while skills are low and your given points to spread out frequently. Like 3.5 point-buy games. That speculation on NG+ based on the 14 might is ridiculous.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,878
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Well the first fight in Baldur's Gate was either a Wolf, a Diseased Gibberling or a Black Bear, depending on what you ran into first.
 

hoverdog

dog that is hovering, Wastelands Interactive
Developer
Joined
Jul 8, 2010
Messages
5,589
Location
Jordan, Minnesota
Project: Eternity
Is there a release date already?

Well the first fight in Baldur's Gate was either a Wolf, a Diseased Gibberling or a Black Bear, depending on what you ran into first.
Technically, if you're doing Candlekeep (which you won't ever again, but a first time player will) the first fight is with either Shank or Carbos.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,878
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
I hope Josh wasn't mistaken when he said they have a 50/50 male/female split when it comes to companions. Means I can have a party not unlike my recent IWD/IWD2/ToEE parties (without having to hire mercs).

Good, I guessed it would be a 50/50 thing.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,939
Attributes are probably much like the IE games.

Skills are probably more like a Fallout or something, single points. Or maybe raising skills costs more points than 1.
It's the latter, to discourage dumping all your points into a single skill. Though you can still do that if you want to.
 

Decado

Old time handsome face wrecker
Patron
Joined
Dec 1, 2010
Messages
2,693
Location
San Diego
Codex 2014
Uhhh

From Kotaku:

  • They're still targeting late 2014 for release. I asked Brennecke if he was concerned about launching close to Dragon Age: Inquisition, the big-budget BioWare RPG that's out in October. He said he wasn't worried—different audiences. Though the first Dragon Age felt in some ways like a new Baldur's Gate, BioWare's games have evolved in a totally different direction. Pillars is going back to those BG-style roots.
emot-iceburn.gif
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
The previewer also complains about graphics a bit. "Like, the graphics are totally okay, don't get me wrong, but the game is obviously low-budget and technically not quite up-to-date".
I could strangle every journalist who says things like that. I say it out loud and clear, this graphics is on the level of the best AAA game. Yes, it is not 3D and doesn't have as many fancy filters and mapping as those. But graphics quality is not about that, it is about the overall visual, the style. "Oh, it is just 2D, it is immediatley mediocre at best." Fuck them. This is the kind of thinking that killed 2D games a decade ago.


It is astonishing that when you listen to this, you actually feel that Josh knows his stuff, knows world building. And after that you watch a Bioware interview, and all you hear is "amazing, gritty, immersive, awesome, epic" and similar buzzwords.
 
Last edited:

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom