I can criticize Pillars of Eternity for a lot of things, but the environments isn't one of them. Aside from the fact that some maps are or "feel" small, I must say that they are beautiful.
I was just looking at the Adra Mill at Queen's Berth and I realized that there's a solid aesthetic here that feels distinctly faux-Renaissance, distinctly Caribbean-esque, yet still distinct.
I just wish that they hadn't re-used the music from the first game. I'm finding myself falling asleep at times. Would it have been so hard to use the same general tunes but introduced some coconuts and percussion drums or something? The morose and flowing style wasn't always good in the first game, but at least it felt appropriate. Here, it feels incredibly out of place at times. I remember a really old conversation around the time when the PoE soundtrack was revealed, and how some of them conjured the mind's eye of flowing over the forest, down the mountains. It feels depths of Canada, and Lord of the Rings.
This does not feel Cuba and Pirates of the Caribbean. Deadfire should feel Cuba and Pirates of the Caribbean.
Edit: Also, can we discuss how this game is basically a serial pet theft simulator?
I would say from my experience that splintered reef is harder than the drake fight. Those fampyrs can be nasty.The drake fight is the toughest encounter in the game if you are doing it as intended (3 party members). I'm surprised you didn't go into more detail about it. Are you playing on PotD?
You can always play this in the background:This does not feel Cuba and Pirates of the Caribbean. Deadfire should feel Cuba and Pirates of the Caribbean.
Eeeeeehhhh, I'd say percussion is both overused and underused. There are tons of silly film and game scores which abound in percussion, especially "battle music". But "ethnic" percussion is underused for a few reasons imo; first because it's hard to find good samples of them when you don't have access to real players; second because it's hard to find players who play these instruments; and third because most of the time film and game composers don't know what kind of percussion instruments are out there. I had to consciously and intentionally seek out a percussion teacher while I was in university to teach me the types of instruments they have, how to play them, and how they sound. And even though we had a sizable collection of them, we also lacked a lot. There's also the problem of notation, especially if they aren't tuned to the western 12-tone system.A lot of western ost makers are allergic to percussion for some reason
Eeeeeehhhh, I'd say percussion is both overused and underused. There are tons of ridiculously silly film and game scores which abound in percussion, especially "battle music". But "ethnic" percussion is underused for a few reasons imo, first because it's hard to find good samples of them when you don't have access to real players, second because it's hard to find players who play these instruments, third because most of the time they don't know what kind of percussion instruments are out there. I had to consciously and intentionally seek out a percussion teacher while I was in university to teach me the types of instruments they have, how to play them, and how they sound. And even though we had a sizable collection of them, we also lacked a lot. There's also the problem notation, especially if they aren't tuned to the western 12-tone system.A lot of western ost makers are allergic to percussion for some reason
dumbest challengeWhat do you gain by having Vela constantly withdrawn?
Eh, I guess you're kinda right, but I think I'm still feeling the Caribbean vibe in the piratical and the vailian stuff, but now when you brought it up the entire Huana thing is clearly more Southeast Asia and the Pacific.Also Deadfire is NOT Cuba or Caribbean, people immediately think of Cuba and Caribbean whenever there is pirates and ships, as well just 18th century piracy of Americas in general since that's what people are familiar with and know of but to me Deadfire is clearly much more like Southeast Asia in 16th-17th.
Oh, believe me, I've considered it. One of the first things I thought about due to my Shadowrun group playing the Tropico soundtrack(s) in our Caribbean game.You can always play this in the background:This does not feel Cuba and Pirates of the Caribbean. Deadfire should feel Cuba and Pirates of the Caribbean.
I don't give a shit, it's all digital. Press button, receive bonk. Press for multiple bonks and inject into theme.Eeeeeehhhh, I'd say percussion is both overused and underused. There are tons of silly film and game scores which abound in percussion, especially "battle music". But "ethnic" percussion is underused for a few reasons imo; first because it's hard to find good samples of them when you don't have access to real players; second because it's hard to find players who play these instruments; and third because most of the time film and game composers don't know what kind of percussion instruments are out there. I had to consciously and intentionally seek out a percussion teacher while I was in university to teach me the types of instruments they have, how to play them, and how they sound. And even though we had a sizable collection of them, we also lacked a lot. There's also the problem of notation, especially if they aren't tuned to the western 12-tone system.A lot of western ost makers are allergic to percussion for some reason
oh boyStill want more coconut-ness, though.
Yes, they do.oh boyStill want more coconut-ness, though.
coconuts come from southeast asia
Maybe that was the case. I can't remember what level I went there. I do play enforced solo however (its just my preference) and that might also play into it a bit. From my PoV going there with a solo character its really rough. While you can do some clever kiting to deal with the drake, you won't be so lucky with the fampyrs.I would say from my experience that splintered reef is harder than the drake fight. Those fampyrs can be nasty.The drake fight is the toughest encounter in the game if you are doing it as intended (3 party members). I'm surprised you didn't go into more detail about it. Are you playing on PotD?
Only if you go there really early. I cruised through it in my playthrough, and it was by no means near the endgame. (Yes, PotD.)
Maybe that was the case. I can't remember what level I went there. I do play enforced solo however (its just my preference) and that might also play into it a bit. From my PoV going there with a solo character its really rough. While you can do some clever kiting to deal with the drake, you won't be so lucky with the fampyrs.I would say from my experience that splintered reef is harder than the drake fight. Those fampyrs can be nasty.The drake fight is the toughest encounter in the game if you are doing it as intended (3 party members). I'm surprised you didn't go into more detail about it. Are you playing on PotD?
Only if you go there really early. I cruised through it in my playthrough, and it was by no means near the endgame. (Yes, PotD.)
enforced solo
I'm sad to hear that the inverse difficulty thing is so pronounced that I've apparently already covered the hardest fight in the game, but that was a really bullshit fight. I feel like I only managed to power through it in the end because of lucky rolls and nothing else.I'd say Gorecci street is the toughest encounter in the game, though.
And it was waaaaaay harder than the fight with the young drake and the menagerie of random beasts.
I'm sad to hear that the inverse difficulty thing is so pronounced that I've apparently already covered the hardest fight in the game, but that was a really bullshit fight. I feel like I only managed to power through it in the end because of lucky rolls and nothing else.I'd say Gorecci street is the toughest encounter in the game, though.
And it was waaaaaay harder than the fight with the young drake and the menagerie of random beasts.
There are very challenging fights later on with DLCs. Difficulty in the island is simply a function of limitation of options. Unfortunately in every game player's party scales in power exponentially due to synergy you can create while enemies will scale linearly.
Bodies the gods used to inhibit on earth. Eothas basically used the adra statue to fashion a new body for himself.
Also in Forgotten Sanctum you enter the former (forgotten) body of Wael (plus his... appendages are everywhere).
Is there a clear lore explanation about what the non-beholders are to Wael ? Are they an extension of himself ? Some form of "children" (or "actual godlikes") ? His creations ?