Autist rant inc.:
- An antagonist who seldom shows up (contrast that to Sarevok
Sarevok - appears in the prologue, at an importing meeting at the ducal palace, and in the endgame.
Thaos - same.
It's why I believed they were meant to be analogous.
But of course he appears many more times if you include Watcher visions. Maybe even more than Irenicus if you include those.
EDIT: You could also count the time you encounter him in somebody else's body at the Sanitarium.
Sarevok is a menacing dude that killed just about the only character we have a connection with at that point. Our foster father, who took us in and awaits our preparations. There's even a bit of (admittedly shallow) mechanical relation there as he heals us. Then as Sarevok kills him there is dialogue that foreshadows the rest of the game and invests us with motive: he mentions us, so we're the reason Gorion bites the dust. Learning about this obviously evil man's real ambitions doesn't change anything: our cause to chase him down is the same both before and after we learn of the relation and God-thing, those are just additions to an already existing motive.
Baldur's Gate did it very simple, which is why it works.
It's the same with Irenicus - he tortured us, kidnapped our sibling and though his personal tale could have been explored more earlier on (his love story with Ellesime and ambitions within the elves are actually quite rushed, well-told as they are), it's not complex or ambitious enough that the last chapter fails to fill us in. Even if some parts feel rushed, we have decent foreshadowing; like Ellesime's room in the opening dungeon. And like with BG1, the final revelations are simply additions to our real motives for hunting him down. We have reasons to chase Irenicus all along; the final act just makes us understand why he gave us those reasons, they make him more sympathetic.
Baldur's Gate II did it slightly more complex, but still gives us plenty of clear, unquestionable reasons to track down the villain.
Thaos is a much more ambitious character than these two, and that's exactly why many people feel dissatisfied with him despite the
excellent portrayal of him in PoE's final hour. Despite the ambition to write a sympathetic villain, Obsidian doesn't explore Thaos' motives in the slightest let alone make them clear until the very final part of the final act, during which we learn 97% of everything we end up knowing about him. As
the main, supporting pillar (no pun intended) of the game's story, this essentially means that we don't know what the story of PoE is about until it's about to end. The rest of the time we're just chasing a ghost because of a vague connection to an event we didn't understand that had an effect on us we don't understand either. We are randomly present at a random man's random ritual, which bestows us with random abilities and kills random characters that we aren't even supposed to care about. Really, we're not. A random guide? If anything is bad about Gorian, it's that the game just tells us "this is your foster father, care about him", but PoE doesn't even give us that. What about the beginning of PoE is supposed to motivate us to chase the man? NOTHING, except that the game tells us we must or we die or go insane or whatever for... some reason. The game literally has to tell us "you must make it your main objective to chase this man." And when characters in the game ask us "why are you chasing this man," the writers are stumped at what dialogue options we should be given. So mostly, the player can just respond with variations of "he is clearly evil", but in actuallity, well, we don't really know, because we know
nothing about him. When was it necessary for BG1 or BG2 to flat-out tell us: "chase the bad guy"? Did you need Elminster to say "you should really go look for this Sarevok guy"? Whenever the BGs had something like that, it felt superflous because it was.
Furthermore, so what if Thaos or our place in the events aren't
actually random? We're not even given a hint that this is the case until much later, and even then we're just told "you knew Thaos in a past life, so please care about this." We're not given a reason to care, we just get random visions of random people stirring up trouble within a random organisation. Because of the nature of the ending's twist, the writers can't fill us in on any of this till the very, very end, but the game knows it can't just let us play through 60 hours with no story, so it gives vagueness instead. And it ends up being worse than nothing. I am at my most bored during PoE when I'm clicking through those Watcher Past Life(tm) dialogues, being told a story about how I did something in the past using placeholder expressions like "The Inquisition" or "The Woman." Because the game can't tell us even slight details about what's going on, it has to invent a new language to
tell us the story,
without actually telling us the story. And holy shit is it boring! I don't know why I'm supposed to care about any of it.
I appreciate ambition, but when you try complex things the chances that you fail are higher. And that's exactly what happened here. I don't give a rat's ass about PoE's main plot until someone bothers to give me a reason to care during the last 12th of the game. At which point it's too little too late.
If you really want to make comparisons, don't compare the story to BG1 or 2, compare it to Planescape. The two are similar in that they attempt to ask questions about humanity and use their settings to do so. Almost every single encounter in PS:T - even banal subquests - explores themes central to the main plot. We're not introduced to villains until the game is ready to make at least part of their purpose relevant to us. Even though Planescape's ending is filled with revelations and twists, there's never a moment where any of the characters we know or the secrets we hunt are just vaguely out of reach with no compelling reason to motivate us to progress. Planescape has all the revelationary goodness that PoE has, but it doesn't achieve it by hiding the reason for our immortality until the end. It doesn't hide the central questions it wants us to ponder, so when we're faced with the realization of our past, we know enough to grasp it. The game is a monster of complexity and ambition, so it has to weave its themes into every bit of dialogue it has and dole out revelations as breadcrumps each step you take - to make sure you have a reason to be intrigued and "keep asking questions", as it were. When you're at the very end of the game, the important questions have been asked multiple times. At this point, you know, and it's easy to understand the motives of your past selves and The Transcedent One, even though just the concept of these characters is stupefying at face value. That's why Planescape is so hard to explain to others, yet so easy to talk about with someone who has played it.
"You just had to be there, to experience it, man" *huge puff*
Pillars of Eternity has similar amibitions to Planescape but fails utterly at letting the player in on its thoughts and ideas. Most of those are rolled out during a hectic final act, and the questions that are supposedly the backbone of the story - and the villain who is supposed to represent the extreme answer to that question - aren't even slightly known to us until the last part of that last act. As much as the game acts like we should know the guy from our "past lives", the game fails completely at telling - much less "showing", in the story-telling sense of the word - us about him and about the dillemas he struggles with. As such, you go through 95% of the game knowing
even less about Thaos than you do about Sarevok, yet he is an infinitely more complex character, and the game is trying to be about the very logic that drives him.
Planescape is like high class prostitute; it slowly undresses, shedding stockings and ear-rings and high heels bit by bit while we clench our cocks in agonizing expectation. PoE is a boring prude hidden beneath layers of wool and cotton. When it finally rips apart its clothes and reveals a pair of fairly nice tits, we're like "that's cool, but did you have to wear a snowsuit at the restaurant?" Our date is a silent, frigid companion until we get home - then she suddenly wants to give us a sloppy blowjob.
Honestly, I think the above is sort of obvious and you'd no doubt agree I have overexplained it with a sense of desperate, autistic fevor. The evident point is that during most of Pillars of Eternity, you're exploring a bog standard fantasy setting with a soul gimmick as its sole original concept. During the final half hour, the game unravels a political plot, a philosphical dillemma and a question about the religious nature of man and how to best consolidate that nature with a grim and careless world. As such, the game breaks every rule of story-telling by thinking it can "be about something" that it is really only about during the rushed events of its final minutes.
There's nothing wrong with the ambition - just the execution.