Maculo
Arcane
- Joined
- Jul 30, 2013
- Messages
- 2,592
So-so at the moment. I think the individuals lines and descriptions can get shaky. One area I think PoE2 does better is consistency of the themes or undercurrents to the story. Honestly, I am not sure what to call it. For example, the tribe members all have opinions about foreigners. The tribal elder believes the future of the tribe is in trade and good relations with foreign powers, even though the current island is a death trap and they are wasting their last stores of food to remain. In opposition, the local Priestess believes the tribal elder is retarded to put all his hope in foreigners, and that the tribe should instead resettle to a more habital island. This plays out in other ways, such as small characters showing panic about food (i.e., the vendor was a hunter, but now there is nothing to hunt) or the quests. One quest is to determine who stole the last remnants of a fruit used in a religious ceremony, which the tribal elder wants to perform to improve moral (if I remember correctly).Guys how is the writing in the beta? Any obvious changes for better or worst?
A farmer pins the theft on a local asshole that no one likes. The farmer believes the tribal elder is stupid to hold the ceremony, because it requires the entire fruit be eaten, meaning there will be no seeds to plant for future harvests. Thus, the fruit would be wasted on a shallow gesture and it would likely be the tribe's last chance at a religious ceremony.
The farmer cannot object, because the tribe operates on a strict caste system, where the word of the farmer means nothing.
The farmer cannot object, because the tribe operates on a strict caste system, where the word of the farmer means nothing.
This village has a central dilemma (stay and potentially starve, or leave and lose out on the chance of a lifetime), and you can see how your character could take a stance and have a significant impact on the village. In contrast, I felt PoE (not including the White March) characters and quests could be decentralized or disconnected. For example, the Dyrwood Village had an ogre quest, a dragon egg quest, a fugitive fleeing capture, and a kidnapping cult quest that shoehorned class struggle into it. There was no one central issue. You found books that showed how many people the cult had kidnapped, but you never got the sense that the village suffered from kidnappings or class struggle in the first place. Furthermore, whether you decide to help or destroy the cult does not seem to have much of an impact on the village, because it was never presented as a huge issue to begin with.
At this point, I would not call the writing amazing or view it on the same level as Planescape Torment, but I do believe the writing has improved. Also, in full disclosure, I was okay with PoE and I enjoyed parts of the Thaos storyline (although they wasted a good villain in my opinion), and so that makes me 1 of possibly 5 people okay with PoE on the Codex.
Edit: I meant to add, one concern I have is the lack of the significance of being a Watcher. It does make an appearance in the main dungeon quest (you see the explorers running from a giant shadow, and they slowly go insane in the dungeon and die one by one), but I have not found it all that relevant in the other quests. I was hoping Obsidian would find a way to make being a Watcher more relevant to finding solutions to quests. This may be a controversial comparison, but in the Witcher 3 the skills/ability of a witcher were critical to solving quests, whether that be tracking scents, knowing potions/rituals, or catching minuscule details. From what I played of PoE2, you still are a problem-solving adventurer that incidentally sees ghosts, as opposed to a ghost-seeing adventurer that puts that skill/trait to solve problems.
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