So, here is my review upon finishing the game.
I enjoyed the game, and I played it on hard mode with high level mode engaged in Act 2, 3 and WM. I am currently playing PoE2 Deadfire on PotD difficulty without level scaling.
A few bullets:
- The game looks painterly and attractive. I particularly enjoyed the dungeon maps and environmental effects like running water and animated machinery. River streams and grass textures are particularly pleasant. The fantasy elements like ruins have atmospheric set pieces that are well animated.
- If you don't want to play the game, at least treat yourself to screenshots of maps like Raedric's Hold, First Fires and Copperlane. Castles and medieval cityscapes are look interesting and inviting.
- Model animations are the only noticeable weakpoint on the visuals.
- For a 7 year old game, it holds up and scales well. The engine runs well on potato like a Surface tablet. Pre-rendered graphics are nice because they are lightweight on system resources and age well.
- Game length clocked in around 200 hours with both expansions and a very thorough playthrough. It didn't overstay its welcome. I felt a legitimate desire to play.
- Dungeons, quests, environments, traps, and all items are hand-placed by level designers. In my opinion, this is one of the best parts about this game. Several high profile dungeons, such as Raedric's Hold, provide multiple routes into and through the dungeon, with multiple options on how to resolve the quest(s). Even Od Nua has several optional resolutions at multiple levels.
- If nothing else, the breadth of hand-placed content is what makes this game worth playing. Every single space in the game was designed, created, animated, and populated with enemies and hand placed loot and secrets, in every single floor of every dungeon. Given this is a dying art in the age of randomly generated environments and dungeons, it has to be appreciated (so long as it's competent, and most of it is). With handsome dungeons like Raedric's Hold and Durgan's Battery, it made dungeon crawling quite an enjoyable experience for me.
- The lore presentation is mostly agonizing in the base game, with constant repetitions. Skip all lore books. One exception is the last journal entry of Jonas. You are given literally dozens of opportunities for in-game explanations for key events, to the point where they overstay their welcome. After the third time hearing about the Saint's War, I fucking get it.
- The primary point of engaging with "What is Waidwen's Legacy" questions is not so much to read into what it is, since you know within 5 minutes of walking into Gilded Vale, the point is so that you can understand "What is Waidwen's Legacy to you." The lore serves only as a backdrop for the human interactions, and what drives prejudice, empathy, fear, and violence.
- I liked the combat system's overall design and feel, with substantial exceptions. This felt like an Infinity Engine game based on D&D, while having significant changes to the core attribute and combat mechanics, in a way that I felt was marginally superior. Details below in long form.
- The skill system was a particular weakness.
- There are only 4 categories to choose from, and they pale in comparison to the breadth of the spell and talent system.
- Furthermore, mechanics is both necessary and a catch-all and at least one toon must be pumped to 12+ in mechanics before end-game for both trap detection, detection of hidden items/levers and locksmithing. It was a bizarre oversight that the perception stat is utterly irrelevant for both trap detection and detection of hidden items, which was corrected in PoE2.
- The other three skills seem mostly unnecessary. I primarily ended up dumping everything else into Athletics for passing skill checks, with 1 point in survival for the damage reduction. YMMV with stealth builds; I personally barely used it except for one toon on a couple of semi-scripted sneaking encounters.
- Companion quests exist and provide somewhat adequate interaction when they aren't serving as lore dumps. Aloth stinks of Bioware. Zahua's introduction reeked of Bioware, but his quest went in an interesting direction. Durance and ironically Eder, who was the most bland of the bunch, were standout companions and probably will be a standard part of most playthroughs. Durance has interesting interactions and Eder is almost completely likeable, if a boring standby. Kana Rua was a pleasant surprise and always nice to have around for his commentary. Devil of Caroc will be another favorite for most.
- Stats choices seem mostly irrelevant to your roleplaying experience, providing subtle interactions with scripted encounters and encounters and slight alignment shifts in your combat builds.
- For the most part, combat is determined by gear and both pre- and combat-buffs. It is not difficult to have +6 or more to might or intellect by act 3, etc and it is trivial to change PC core stats as you can do so in a tavern at any time for an unimportant fee.
- C&C is definitely present, and can impact character stats, reputations, future quest outcomes, and even provide marginal changes to PoE2 if importing your save. However, although the C&C has real consequences within quests, it is rarely significant in the overall course of the game.
- Be warned, there are two decisions that literally give you a bonus to stats (that carries into PoE2) in exchange for cruel reputation. This really rubbed me the wrong way.
- A lot of the C&C is fundamentally inconsequential to the broader narrative stretch. An example, there is a high profile incident in a major city where you have the opportunity to argue your case on a controversial subject. Regardless of your choices and how you choose to address it, the outcome is the same, except that some NPC's perception of you will change in an inconsequential way.
- Faction choices are also relatively inconsequential, providing at most a half dozen dialogue checks for outcome bonuses.
- C&C and faction choices are primarily tied to quest rewards. This means that metagamers will feel obligated to "shop" for the quest reward that best suits them rather than the choice that makes the most sense from a roleplaying or flavor standpoint. Roleplayers may find this annoying. You will most likely incline your head towards +1 might on your fighter instead of getting +1 intellect, even if you dislike the choice that leads to getting +1 might. Unfortunately, that's seriously about the kind of choice the game gives you at several points.
- Caed Nua castle management metagame is time and attention consuming, but provides the benefit of giving your character a home, a contextual identity, and a sense of satisfaction. I would have like to have seen it cut or significantly pared down.
- I strongly suspect that Caed Nua is the point where most players stopped playing the game. In previous playthroughs (I was a Kickstarter funder), I ended up getting burned out before Act 2 due to Caed Nua's detailed initial castle management interface and large cost. I realized while browsing the interface that, well, this was going to be a large undertaking. For this reason, I do think castle management should have been significantly pared down.
- Character pathing is ghastly. Unfortunately, characters frequently run into walls and doodads and often fail to engage in combat without repeated clicks, needing to be guided around an enemy to the wide open area on their flank before they will begin melee attacking. It is also a not infrequent occurrence that characters will pace repeatedly back and forth when given a movement command they are unable to negotiate with the environment. This also makes management of dungeon traps frustrating, as bypassing them is quite a chore. The perplexing lack of a "Hold position" command makes this more frustrating.
- White March level caps break the difficulty scaling, and high level mode doesn't resolve the issue. For whatever reason, high level mode, an obvious tuning tool for addressing the copious experience flood in late game, does not address this. Perhaps it was a mistake not making White March a true end-game expansion pack. Suffice to say, it makes much of Act 3 trivial - or, if you walk into White March at level 13+, prepare for it to be a cakewalk. Proper level caps and level tuning would have made PotD unnecessary. There is no good reason that high level mode couldn't let you have your cake and eat it too, in this regard. It simply isn't tuned properly.
- The attribute (suppression) system makes sense, and is good fundamental game design, but also makes inventory and paperdoll management somewhat exhausting. The UI could use substantial improvement in this regard. It is rather obnoxious having to double check how +2 dexterity impacts the delicate balance of stat modifiers on your gear just to avoid the dreaded suppression mechanic. I suspect casual players barely even noticed this system existed due to how poorly it is presented.
- The reputation system is better than a blanket alignment system. The system feels more authentic, scoring the number of responses or actions you take that nudge an alignment in a particular direction. Although there are definite checks based on your reputation throughout the game, few have significant consequences, but it feels more freeing and open ended than a traditional "lawful-good" alignment matrix, allowing you the flexibility to mix and match and still leave a (marginally visible) imprint on your world.
A few notes about the story.
The story has a more interesting hook than I think many give it credit for. I doubt many people were turned off at the introduction, or the first moment you walk into Gilded Vale. What it devolves into is arguably something else, but it makes an interesting romp into the deep lore behind the pantheon. What is of overwhelmingly more value, in my opinion, is a longform discussion on human nature. This game takes a deep interest in what makes a community tick, and what societal influences and belief structures do to an individual's behavior. Without having an overt, dry, philosophical discussion, Pillars legitimately examines, in the context of a reputation-driven C&C CRPG, how communities interact with overt terror and catastrophic loss, and powers beyond their control or overt understanding. It addresses the overt manipulation of their belief systems and the proper way to structure a society through concrete examples.
One of my favorite examples was a character that has a deep grudge against a man who found himself swept up in a retaliatory raid, confused as to why he found himself there even after being driven by an overt feeling of righteous indignation. Through the Watcher's visions, you are able to sense his momentary hesitation as he contemplates the murder of children and other innocents after wondering how he ended up leaving his own warm bed, wife and daughter at home, and what ultimately drives him engage in the frenzied slaughter. For a moment, the player is able to contemplate the price of justice, and the fatherless child and husbandless wife that will result from giving the man the end he by all rights deserves.
I also appreciate how in Defiance Bay, each of the three factions have clear and positive motivating factors that can evoke a misplaced empathetic response, while having a clear dangerous aspect that makes you reconsider the alternatives. It is a shame it ultimately reduces down to shopping for a combat talent-token that best suits your character build.
I want to address combat in longform.
First, the attribute system. Most of the attributes are fundamentally well-engineered. I appreciate the fact that the attributes in the current patch are clear cut, well explained and universal. Might increases your damage and healing by 3% and 2 fortitude defense per point. I have said previously that I think the attribute system is a very strong core, as there are two attributes each for each defensive stat. Each defensive stat is also relevant, and not just in theory. Each stat is actually relevant in-game, with willpower, fortitude, and reflex all being frequent checks, making them nearly as important as deflection despite superior scaling.
One thing I like about the attribute system is that it avoids a problem in D&D that I think was tripped over in 5.0 - should dexterity increase ranged damage, in addition to accuracy, and armor class bonus? It also avoids the unnecessary complication of max AC dex bonus. The core attributes are readable, and more or less universal.
I also appreciate the core engagement mechanic, which is a graceful means of providing a soft penalty with disengagement attacks of opportunity, and completely obviating threat in exchange for enemies automatically focusing squishies, which is a nice change from MMO-style holy trinity tripe. It also provides ample justification to focus on the engagement mechanic, positioning, and not neglecting the defensive stats of your wizards and priests despite the onerous recovery-time penalties of armor.
I also find the accuracy-deflection mechanic interesting. Unlike D&D, which uses a tabletop-friendly D20 for these kinds of DC rolls, and therefore more clear breakpoints for DC/AC, the designers decided to leverage a more granular and CRPG-friendly D100 additive roll to offset the base arithmetic and provide less deterministic outcomes. The >0 miss, 0-50 graze, and 50-100 hit system provides an appreciable outcome system that both gives players ample control over build solutions on defensive and offensive stats, but also gives them freedom in where they land on that continuum. This is, in my opinion, superior to the purely additive AC system, which has painful breakoffs and has to implement hard stacking limits while allowing you to bypass those limits through the use of modifiers from different sources.
Regarding crits, I think this provides some interesting incentive to scrounge up some accuracy points using the accuracy enchantment and stacking perception modifiers. However, it also means, unlike D&D where a natural 20 is always a crit, you can actually be
unable to crit if the enemy base deflection exceeds your own accuracy. One interaction I
don't like for this reason is the PotD modifier of +15 accuracy/+15 deflection. It fucks with a very delicate system. It is, in my opinion, the wrong way to increase difficulty.
The talent system, in my estimation, is by far the most significant system in terms of shaping and manipulating your character build. The attribute system ultimately becomes something of window dressing by comparison.
Similarly, the leveling system, which gives +3 accuracy and all defenses per level, bothers me. While base stats cannot be modified after level 1 outside of gear and other prebuffing systems, you automatically gain accuracy and defense with every level. So, while your damage stays the same (meaning it interacts poorly with armor damage reduction, which is additive) outside of percentage based enchantments, your accuracy and corresponding defense increases every level. I would like to see a second look at this. Wizards, Cyphers, and Priests gain power every level through higher level spells and a commensurate increase in accuracy. But physical combat power stays the same unless modified by a limited selection of talents and core abilities, and perhaps even degrades as the additive armor DR outpaces the multiplicative damage enchantments.
The real challenge is when you actually embed this in the damage reduction and enchantment system.
For example, if you do 10 base damage, and have 20 might, you have a +30% modifier, which means you do 13 damage. This is still fundamentally shit compared to plate armor, which has 12 base damage reduction, meaning you would do a whopping 1 damage. With 20 might. Fortunately, real damage values are better tuned than this, but we're still talking 3-7 damage per hit on one handers versus things like dragons and fine/exceptional plate armor.
The scaling on damage being percentage based, versus damage reduction which is additive and therefore has increasing returns, means that you will often have the experience of having 5 party members wailing into a basic NPC with a set of fine plate, doing 2 damage each.
Meanwhile it also presents the curious case where, for example, an ogre, or a more extreme example, a dragon, will cut through your plate armor as though it wasn't even there. I do kind of like this, as it presents a strategic case for leaving the plate armor at home when dragon hunting, and focus on attack speed/DPS, since their claws will reasonably go through your breastplate like a can opener anyway.
While the above is questionable, it also creates interesting interactions with weapon types and gives an intriguing niche to weapons with high base damage and low reload speeds, such as arquebuses and arbalests, and two handers versus one handers. Obviously, the same fact applies for high damage single target spells, giving them a clear purpose as single target nukes for hard targets. I also appreciate how the damage reduction system has very soft breakpoints, so that although it scales poorly with higher damage reductions, it lands softly in the water. Especially since most armor types have soft weaknesses, which in my opinion is far superior to the rock-paper-scissors setup in PoE2. The breakpoints are far less hard.
As an aside, I deeply appreciate the intent and care that was placed in the core weapon and armor design. A great degree of thought was put into what weapon characteristics made sense, and as a fan of medieval weapons and armor, I was pleasantly surprised by how sensible much of the direction ultimately was, an unusual feature in this genre. I really appreciate the interaction between different attack and armor types.
Just a note I was musing on - I thought it was funny and a little anticlimactic how when in WM2 they introduced the cataclysmic new enemy type and then give you a weapon that randomly vaporizes them after a few swings.
Anyway, that's all for now. My wrist hurts.