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.

PoE plot analysis.

ZagorTeNej

Arcane
Joined
Dec 10, 2012
Messages
1,980
What is the motivation exactly, i've played and forgotten the story and motivation already? Maybe a personal failure.

Some robed guy causes a big wind which affects your mind, with no game play effects accept additional daily powers; he doesn't even know you're there at the time.

You witness the villain doing villanous things, which causes you becoming a watcher and the awakening of your soul. You start seeing weird shit (ghosts! scary!) so you search for information of what the hell is happening to you and how to fix it. An old watcher tells you that this sort of powers come with a cost, and you will eventually go insane (being a watcher is pretty much like reading the codex, basically), so you go after Thaos to not go batshit crazy.

The motivations you can have for following the story vary (You might want to go after Thaos because you discover his evil plan and want to stop it, you might want to save your sanity, you might want to go after him to understand what your awakened soul wanted from him...), but that's how the hook works, in a very simplified way.

Problem is, what reason do you have to believe Thaos can or will help you (heck, he makes it clear in Sanitarium he doesn't care about you or perceives you as threat whatsoever) ? Why not ask GM to erase your memory of past lives?
 
Last edited:

Bleed the Man

Arcane
Patron
Joined
May 30, 2013
Messages
655
Location
Spain
Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
What is the motivation exactly, i've played and forgotten the story and motivation already? Maybe a personal failure.

Some robed guy causes a big wind which affects your mind, with no game play effects accept additional daily powers; he doesn't even know you're there at the time.

You witness the villain doing villanous things, which causes you becoming a watcher and the awakening of your soul. You start seeing weird shit (ghosts! scary!) so you search for information of what the hell is happening to you and how to fix it. An old watcher tells you that this sort of powers come with a cost, and you will eventually go insane (being a watcher is pretty much like reading the codex, basically), so you go after Thaos to not go batshit crazy.

The motivations you can have for following the story vary (You might want to go after Thaos because you discover his evil plan and want to stop it, you might want to save your sanity, you might want to go after him to understand what your awakened soul wanted from him...), but that's how the hook works, in a very simplified way.

Problem is, what reason do you have to believe Thaos can or will help you (heck, he makes it clear in Sanitorium he doesn't care about you or perceives you as threat whatsoever) ? Why not ask GM to erase your memory of past lives?
Because he's the only person who -maybe- could. I don't have the lore all that well memorized, but having an awakened soul is something permanent, and cyphers can't do anything about it. Once a soul is awakened, what troubled your soul in the past will trouble you now, and it will not go away until you find peace with yourself by confronting your past deeds and putting them to rest (that's emphazised in the conversations with the tree sisters in Twin Elms). Thaos is the only one that could, potentially, help you, as he was the cause of your awakening.
 

ZagorTeNej

Arcane
Joined
Dec 10, 2012
Messages
1,980
Because he's the only person who -maybe- could. I don't have the lore all that well memorized, but having an awakened soul is something permanent, and cyphers can't do anything about it. Once a soul is awakened, what troubled your soul in the past will trouble you now, and it will not go away until you find peace with yourself by confronting your past deeds and putting them to rest (that's emphazised in the conversations with the tree sisters in Twin Elms). Thaos is the only one that could, potentially, help you, as he was the cause of your awakening.

Doesn't Aloth condition (split personality disorder or something) also count as Awakened as well (I think he said so himself)? Will try to pay more attention on my current playthrough, I think going insane angle should have been played up much more, to make it feel like a desperate chase.
 

Bleed the Man

Arcane
Patron
Joined
May 30, 2013
Messages
655
Location
Spain
Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Because he's the only person who -maybe- could. I don't have the lore all that well memorized, but having an awakened soul is something permanent, and cyphers can't do anything about it. Once a soul is awakened, what troubled your soul in the past will trouble you now, and it will not go away until you find peace with yourself by confronting your past deeds and putting them to rest (that's emphazised in the conversations with the tree sisters in Twin Elms). Thaos is the only one that could, potentially, help you, as he was the cause of your awakening.

Doesn't Aloth condition (split personality disorder or something) also count as Awakened as well (I think he said so himself)? Will try to pay more attention on my current playthrough, I think going insane angle should have been played up much more, to make it feel like a desperate chase.
The insanity aspect is my only irk with the narrative (at least important one), as it desperatly needed something akin to MotB spirit eater mechanic, but it was clearly something that they wouldn't dare to do as it would piss off a lot of IE players that want to "explore without being punished", despite harming this aspect of the narrative.

Regarding Aloth and his awakening, I think it's different. I think the insanity part comes from being a watcher. Not all awakened souls are watchers, but all watchers have their souls awakened, and because of the nature of the powers of a watcher, your mind snaps at a certain point, inevitably.

Be wary that I might get stuff wrong, as I forget this stuff fairly quickly (I'm replaying Bloodlines right now and it's almost like playing it for the first time)
 

Commissar Draco

Codexia Comrade Colonel Commissar
Patron
Joined
Mar 6, 2011
Messages
20,872
Location
Привислинский край
Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
Finished this game and its hilarius how all this choose 4 or 6 Gods end play transfers into like 2 screens at ending; Companions and places I liked got good ending those I didn't cared less so but It was good closure; I just wish they would not reveal such twist as gods being man made in their first game not to mention Bethpizda approach (we don't really knows cause all the sources are biased and subjective) is much more mature than this Euphoric pronouncement.
 
Joined
Sep 7, 2013
Messages
6,315
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
I highly doubt that is what Morality Games meant, when he said "It's Baldur's Gate Original".

(PE does have some of the same flaws as BG but I don't agree with a couple that you mentioned speficially, but that's besides the point)

Tagged him because I'd like to know what he meant. I can kinda see how people who may not have played the IE games for a very long time are like "yeah this reminds me of / feels like BG1", but when you get down to specifics there's not really that much that the titles themselves share most things are either more like the IWDs, BG2 or some deliberate middle ground between BG1 and BG2 (which turned out worse than both extremes).

It is a party-driven tactical game that's less about narrative and companions and more about poking around semi-open ended content and discovering what the world is like. The story is there and the companions are there, but they're pretty subordinate to the sense of discovery and learning as players became acquainted with the Drywood and Eora and its history and key players (in that spirit, I would compare a character like Thaos less to Kreia and more to an evil Eliminster-type pen and paper "staple" character who shows up once in awhile to influence the world in discreet ways). Going around Sword Coast in Baldur's Gate original was an overall fairly similar experience.

Granted, the sense of companionship and story is stronger here than in Baldur's Gate Original (hence the Planescape gloss), but its nowhere near as significant as Planescape or Kotor II. On that level its more competitive with NWN2: OC, although I think in most respects the companion system in NWN2: OC was stronger.

Converse to the expanded inclusion of companions and story, the open-endedness of PoE's content is somewhat less than in Baldur's Gate Original.

Detailed companion driven storylines and semi-open content with a sense of exploration seem to be pitted against each other. Can't have more of one without less of the other.
 

Haba

Harbinger of Decline
Patron
Joined
Dec 24, 2008
Messages
1,872,098
Location
Land of Rape & Honey ❤️
Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
The whole god-reveal would've worked much better if it happened in PoE2. You know, after the player has actually interacted with them and made some sort of connection. Now it comes in the last few hours of the game at pace where you end up not giving a shit. The same goes for the cure for the hollowborn, you as a player don't give shit, nor does the story. You just casually encounter the solution to this big mystery.

This is why you can't do a good story if you just make up things as you go.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,831
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
I highly doubt that is what Morality Games meant, when he said "It's Baldur's Gate Original".

(PE does have some of the same flaws as BG but I don't agree with a couple that you mentioned speficially, but that's besides the point)

Tagged him because I'd like to know what he meant. I can kinda see how people who may not have played the IE games for a very long time are like "yeah this reminds me of / feels like BG1", but when you get down to specifics there's not really that much that the titles themselves share most things are either more like the IWDs, BG2 or some deliberate middle ground between BG1 and BG2 (which turned out worse than both extremes).

It is a party-driven tactical game that's less about narrative and companions and more about poking around semi-open ended content and discovering what the world is like. The story is there and the companions are there, but they're pretty subordinate to the sense of discovery and learning as players became acquainted with the Drywood and Eora and its history and key players (in that spirit, I would compare a character like Thaos less to Kreia and more to an evil Eliminster-type pen and paper"staple" character who shows up once in awhile to influence the world in discreet ways). Going around Sword Coast in Baldur's Gate original was an overall fairly similar experience.

Personally I didn't find exploring the Dyrwood to be anything like Baldur's Gate because the game literally makes you walk through the majority of the maps in the game. The only external maps that you don't have to visit are, I believe Anslogs Compass, Esternwood, Raedric's Hold, Searing Falls, and Pearlwood Bluff.

Every other external area in the game you have to visit (either because of plot content or you simply have to walk through it to get to a plot content area).

Past Obsidian games have typically been fairly railroading in this sense (with maybe the exception of F:NV ? [which I have never played]) so that was something I always feared / didn't find it too surprising.

I would say the game has more of a focus on the narrative than Baldur's Gate did - it feels way more like NWN2 or "what I've heard about Fallout New Vegas".

Granted, the sense of companionship and story is stronger here than in Baldur's Gate Original (hence the Planescape gloss), but its nowhere near as significant as Planescape or Kotor II. On that level its more competitive with NWN2: OC, although I think in most respects the companion system in NWN2: OC was stronger.

I agree.

Personally I thought that the style of game and the scope of the game were somewhat similar to BG1 and the narrative trick of revealing the antagonist in the prologue was also similar to BG1, as was the use of 'chosen one' for the plot style. There's also a bunch of mini-things like BG1 such as the portrait style and the use of the 'greeting line only' for some NPC VO. For me, most of the direct similarities end there, and otherwise the game is more similar to either the IWDs, BG2 or a completely different game such as NWN2 or Fallout New Vegas.
 
Joined
Sep 7, 2013
Messages
6,315
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
I highly doubt that is what Morality Games meant, when he said "It's Baldur's Gate Original".

(PE does have some of the same flaws as BG but I don't agree with a couple that you mentioned speficially, but that's besides the point)

Tagged him because I'd like to know what he meant. I can kinda see how people who may not have played the IE games for a very long time are like "yeah this reminds me of / feels like BG1", but when you get down to specifics there's not really that much that the titles themselves share most things are either more like the IWDs, BG2 or some deliberate middle ground between BG1 and BG2 (which turned out worse than both extremes).

It is a party-driven tactical game that's less about narrative and companions and more about poking around semi-open ended content and discovering what the world is like. The story is there and the companions are there, but they're pretty subordinate to the sense of discovery and learning as players became acquainted with the Drywood and Eora and its history and key players (in that spirit, I would compare a character like Thaos less to Kreia and more to an evil Eliminster-type pen and paper"staple" character who shows up once in awhile to influence the world in discreet ways). Going around Sword Coast in Baldur's Gate original was an overall fairly similar experience.

Personally I didn't find exploring the Dyrwood to be anything like Baldur's Gate because the game literally makes you walk through the majority of the maps in the game. The only external maps that you don't have to visit are, I believe Anslogs Compass, Esternwood, Raedric's Hold, Searing Falls, and Pearlwood Bluff.

Every other external area in the game you have to visit (either because of plot content or you simply have to walk through it to get to a plot content area).

Past Obsidian games have typically been fairly railroading in this sense (with maybe the exception of F:NV ? [which I have never played]) so that was something I always feared / didn't find it too surprising.

I would say the game has more of a focus on the narrative than Baldur's Gate did - it feels way more like NWN2 or "what I've heard about Fallout New Vegas".

Granted, the sense of companionship and story is stronger here than in Baldur's Gate Original (hence the Planescape gloss), but its nowhere near as significant as Planescape or Kotor II. On that level its more competitive with NWN2: OC, although I think in most respects the companion system in NWN2: OC was stronger.

I agree.

Personally I thought that the style of game and the scope of the game were somewhat similar to BG1 and the narrative trick of revealing the antagonist in the prologue was also similar to BG1, as was the use of 'chosen one' for the plot style. There's also a bunch of mini-things like BG1 such as the portrait style and the use of the 'greeting line only' for some NPC VO. For me, most of the direct similarities end there, and otherwise the game is more similar to either the IWDs, BG2 or a completely different game such as NWN2 or Fallout New Vegas.

Perhaps the thing that it reminds me of BG1 more than anything is the semi-raw quality of new systems.

Another resemblance I didn't mention was the inclusion of "transit" areas that serve to connect hubs together. Bridges and grass fields and all that stuff. Most set pieces in BG2 weren't like that, but they formed a large part of the aesthetic in BG1.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,831
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
A few - the Bridge to Defiance Bay is similar to the BG1 bridge although they cut all the 'fat' off (The BG1 bridge area had content in it).
 
Joined
Feb 11, 2007
Messages
2,952
Problem is, what reason do you have to believe Thaos can or will help you (heck, he makes it clear in Sanitarium he doesn't care about you or perceives you as threat whatsoever) ? Why not ask GM to erase your memory of past lives?

Yeah, this is the problem (well, one of) I have with the main plot. You find a mad watcher and he tells he tells you that maybe the bad guys have the key to forgetting the past life. He doesn't know that, he's making a wild guess. And so you go hunting for them. Why? The fact that he's nuts could be because of his particular past lives - are any other watchers shown in the game with this condition? The animancer in the Gilded Vale (though self-admittedly not an expert on watchers) speaks only of troubles sleeping when things don't go well. The dwarf companion tells me that some watchers in her village end up as lone tracks in the snow (or whatever), but some end up as respected village elders, so obviously they can’t all go nuts, well not right away anyway. So do I even need help? Shouldn't I take a second opinion from someone not completely crazy first before doing something stupid? Wouldn't the people that studied my condition be of better help (at least they could confirm or deny that every watcher ends up crazy) than the cultist that don't actually have anything with it except that they accidentally caused it? Why would hunting this group that may be connected with my old life help me? In the game this brings more memories of my old life to surface, doesn't that just make the problem worse?

When I've first heard about the origins and backgrounds in the character creation I hoped they would be used as initial plot hooks. Like DA:O, only without so much derp. For example, choosing an Aedyran background would make you an Aedyran agent, here to investigate, spy and report on the country that is down on its knees - including everything you can find on the Legacy, because if that can't be ended the entire place is not even worth re-conquering. You see a weird ritual in progress and decide that maybe this is a lead worth investigating. Something like that - a smaller number of backgrounds, but done competently and each with a motivation for at least starting the plotline. But no.
 

Frusciante

Cipher
Joined
Aug 24, 2012
Messages
716
Project: Eternity
Personally I loved the revelation that the Gods are made by men. Very interesting debate going on there that I havent seen in other games yet.

I also think it has a lot of potential for the rest of the series. Lots of interesting reminaing questions about the nature of the gods and their relation with men.
 

WhiteGuts

Arcane
Joined
May 3, 2013
Messages
2,382
PoE fails to make the player actually care about the setting, the factions, anything really, eventhough the concept of past lives and soul reincarnation is interesting.

I dunno, it just felt really underwhelming, the whole experience of the game.
 
Joined
Apr 10, 2013
Messages
263
Shadorwun: Hong Kong
One thing that I find bizarre is that being a Watcher is delivered onto the player as being some grandiose thing, when apparently they're common enough for people to try and con their practices.. and there's also two entire factions about soul reading anyway - Lady Webb's clique and the Animancer guild. I struggle to have any interest in the ability when even in the supposedly backwater Dyrwood, there's an entire freaking sanitarium dedicated to soul-reading/manipulation, never mind the ciphers whispering in the Duke's ear. The PC's abilities hardly feel distinct when you even have to go to Webb's guild to get some soul-searching answers for quests/objects. What? Then what's the point of me?!

Never mind that the game stumbles back and forth on itself about soul-reading/mysticism society actually is. In the hearing, for example; the Knight's Crucible representative calls you an escaped lunatic when you explain about the soul trapping machinery .. WHEN THEIR FACTION IS TRYING TO PERFECT THE ART OF BINDING SOULS TO WALKING ARMOUR - techniques that they picked up from.. *drumrolls* ..the very same deceased race responsible for said machinery. The beginning of the game is quite enjoyable with this feeling of mystique that ooh, aah, you're somebody that can read souls and spirits of the dead. You even get a taste of playing of detective for the dead in Gilded Vale. Then.. Oh, hello Dunryd(?) Row. What's that? A squad of soul-searching detectives? Oh. Okay. Uhm, say, can you help me soul searchi- WAIT, WHY CAN'T I DO IGKKFG

Then while all of the soul searching stuff is tripping over itself, magic, chanting and metallurgy have no presence at all, and even actual priesthood and faith is barely accounted for. How am I supposed to care about the Gods being fake when the primary exposure to it - sans Durance and Orlandruidguy - is a tripe trotting of the tired tribals and their sacred land trope. Galawain says protect, so we do. :thumbsup: The world has the usual people-doing-lip-service that's a lazy pass for 'we are religious' (BY THE NINE DIVINE), and I don't see the investment go much deeper except for a fetch quest or two. There's hints that guns turned the tides on wizards; where's more about that? Why are wizards just common backdrop adventurers like ye olde fighter?

It all seems to be spread too thin; like they're trying to be too Obsidian for their own good. I'd have preferred the game's plot if the Thaos-PC relationship would have been trashed, and instead the campaign was a jolly-old Save The Children romp involving soul-searching, dead-rustling mystique, with the PC playing the role as the unorthodox detective. Or, alternatively, if the PC had to rescue themselves from the madness sans WORLD IN PERIL. Either save the world or a personal adventure, don't split the focus across both.
 

Rostere

Arcane
Patron
Joined
Jul 11, 2012
Messages
2,504
Location
Stockholm
PC RPG Website of the Year, 2015 RPG Wokedex Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire
I really disagree with most of you guys about the plot.

Firstly, compared to the plots in all the IE games except Torment, PoE is better. BG2 has a better hook to draw you to Irenicus with the dream sequences, but this is not because it gives the story any more urgency than it does in PoE, it's because you are tricked into thinking you will get to see more cool stuff + more David Warner voice acting if you go to Spellhold. Irenicus has more personality than Thaos, although the Thaos' plot is far more interesting. If the BG1 plot had been done today, it would have been ripped to shreds. "Badguy McEvil with skull helmet and glowing eyes kills your father" - yeah, possibly a good enough start if BG1 had been a 1990 arcade game.

You can definitely argue that you thought PoE would be better, looking at Torment, MotB and KotOR 2. Still, I think people are looking at all the wrong stuff. The idea that something was fishy with the nature of the gods was very heavily implied by the stories of Durance and Edér (on a meta-level - gee, I wonder what could possibly resolve both their crises of faith?), and perhaps other stuff I can't recall ATM. And before the final boss, you had pretty much had it confirmed by your past memories. IMO the plot of PoE would have been better if this would have been introduced much earlier. That would have made it easier to incorporate that theme into quests and dialogues. As it is the reveal is very anticlimactic and barely touched upon other than by Thaos and some short dialogue with your companions.

Anyhow, you all are completely wrong when you say this changes the world somehow. The man-made gods are still incredibly powerful beings who reward their followers. The reveal about the gods only has philosophical implications. It is also perfectly possible to spin this further in several directions. There are a lot of questions about Eora which are unanswered, maybe most importantly how the Engwithans came to the conclusion that there were no gods. What is interesting here is the exact formulation of that question - there are a lot of definitions of "god".
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,831
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
So you think that the plot is good but don't really say why other than "interesting", some stuff about gods that most people don't really touch on and disagree that it changes the world (another subject that not many people touched on) ?

The most brought up issues I have seen have been failing to make the player care about the plot or gameworld, not reinforcing the narrative, pacing/structure issues, deus ex machina act 2 ending and boring antagonist. Do you disagree about those?

I for one couldn't give a flying fuck about Engwithans or the Eora Gods. I'm starting to think that these guys have been playing Mass Effect or something. Engwithans remind me of Protheans and the Watcher thing reminds me of Shepard being able to understand Prothean visions or some shit.
 

Shevek

Arcane
Joined
Sep 20, 2003
Messages
1,570
I agree with Rostere that the plot is better than BG1. The whole they killed you daddy thing was hamfisted and the iron throne crap was pretty poorly done (certainly far less well done than the leaden key).

I think if the plot specific dreams would have been more engaging and Thaos' VO would have been as charismatic as Irenicus, then folks would have had a bit more of a positive impression of the storytelling. Storytelling is not the same thing as plot, however.
 

alkeides

Arcane
Patron
Joined
Jan 2, 2010
Messages
4,836
One thing I am not sure about is how reincarnation relates to the gods.

It takes place even before the gods existed but the gods can influence it somehow? There is some form of karma?
 

Shevek

Arcane
Joined
Sep 20, 2003
Messages
1,570
Another thing I'll say about PoE is that though it drags a bit in the mid/end of second act, it ropes you back in for the third act. Both BG1 and BG2 were similar in that portions of the storytelling dragged on a bit (then pick up at the end). In BG1, I tend to lose interest once I get access to the city (since exploration was the best part of the game). Similarly, in BG2, most of the fun is in getting together the cash you need (since the quazi non linear design if that part of the game was fairly well done), after that its a bit boring (I didnt much like the underdark or the city of fishmen). .
 

Rostere

Arcane
Patron
Joined
Jul 11, 2012
Messages
2,504
Location
Stockholm
PC RPG Website of the Year, 2015 RPG Wokedex Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire
So you think that the plot is good but don't really say why other than "interesting", some stuff about gods that most people don't really touch on and disagree that it changes the world (another subject that not many people touched on) ?

The most brought up issues I have seen have been failing to make the player care about the plot or gameworld, not reinforcing the narrative, pacing/structure issues, deus ex machina act 2 ending and boring antagonist. Do you disagree about those?

The issues I adressed are the ones I personally find the most interesting.

Failure to make the player care: I addressed this in my comparison to BG2. The plot of PoE and BG2 shares a lot of common elements, in both games some soul fuckery happens, and you are supposed to feel an urgency to save your PC. IMO both of these hooks fails for me, mostly I feel the guys who say that BG2 is better than PoE in this regard are hypocrites. BG2's strength lies in the personality of the characters (and in the cool dream sequences). Essentially, players want to go to Spellhold either because they want to save Imoen, or because they want to advance the plot to see more of Irenicus and cool dream sequences. I would be very surprised if people were sincerely more motivated to care about the PC's soul in BG2 than in PoE.

The game world is new, so naturally people are not as invested in it. When you start up a Forgotten Realms game the PC will be ready in an instant to listen to Elminster, kill Drizzt, or help the church of Helm because of earlier knowledge of the setting. Killing Drizzt wouldn't have been half as fun if he was completely unknown to you when you met him. PoE has none of these advantages compared to the BG and NWN games. The factions in PoE feel less real and more "lol made up" because we are not invested in them with years of childhood memories. If there were made as many games set in Eora as the FR games, I'm sure factions/entities in the PoE world such as the church of Skaen and Magran would elicit the same response from players as the FR factions we instinctively hate, sympathize with or at least feel invested in somehow. It also goes without saying that a setting such as FR which has existed since the seventies will be more detailed than Eora, which was created only a few years ago.

It's very, very hard for me to see how any of the BG games made you care more about the game world than PoE did. I do think that players' selective memories, rose-tinted glasses and the established FR setting are almost wholly to blame for this.

Reinforcing the narrative: As I wrote, I disagree with people about the reveal about the gods on this point. IMO revealing that the gods were originally made from the souls of humans should have been done earlier, maybe at the end of Act 2, so that the story could focus more on that. As things are it is revealed far too late, at a point when it has already been painfully made clear by other parts of the narrative. This is IMO the core question in PoE. There is definitely also inconsistence in what you can and can not do as a Watcher, I agree with that. The story is SCREAMING for a rest deprivation mechanic which was removed or never implemented - I would like to hear devs thoughts on this.

I felt that the narrative of PoE was VERY heavily reinforced by the various NPCs, though (compared to the BG games where they are mostly random, with the exceptions of Imoen in BG2 and Sarevok in ToB - possibly Aerie in BG2 also counts as narrative-reinforcing since she has been ostracized similar to Irenicus :smug:). PoE was about finding out that the gods were not "real" gods but gods made by man, and how you would handle that. Several NPCs reinforce the narrative because they are searching for something which would give them ultimate meaning or consolation, something they do not find, at least not in the way they expected to (very similar to the search of absolution through the divine). This is true of Sagani (as I understand from the comments of others), Edér who does not find out the exact motivations of his brother, Kana Rua who does not find the origin of his sacred scripture, and Durance whose narrative of connection to Magran basically IS PoE's main theme about the gods. Grieving Mother deals with the Hollowborn part of the plot and the soulfuckery part of the setting, Aloth deals both with being Awakened and the Leaden Key.

It IS true that the entire issue of animancy could have been connected closer to this core plot. Throughout most of the game, animancy is just a way to put/swap souls into or between beings. Only at the end do we learn that the Engwithans discovered that there were no gods through animancy and THAT is why the Leaden Key is against it. The theological aspect of animancy is scarcely mentioned throughout the first parts of the game. Obsidian were guarding the reveal of the gods far to well.

Nevertheless, PoE beats BG and BG2 hands down here. I would even go so far as to saying that the BG series almost entirely lacks non-critical path content which reinforces the main narrative (you being a Bhaalspawn) outside of Imoen in BG2 and Sarevok in ToB.

Pacing/structure issues: Pacing issues are exactly identical to both BG and BG2 in my opinion. Both of these games allow for hours and hours of optional content, which leaves the main plot a laugh in difficulty when you resume it. There was some level scaling in BG2, but mostly of optional content IIRC. In PoE, Act 2 is where a player typically slogs through all the optional content, similar to when you reach Athkatla in BG2. IMO BG2 is a worse culprit as far as pacing goes. BG1, it could be argued, is slightly better since you first get all the wilderness parts and then the entirety of Baldur's Gate, so it's very garbled up. The amount of free-roaming content in Acts 1 and 3 of PoE could be slightly larger. IMO the story content is concentrated in Act 3, with a little in Act 2 and just the PC running around confused in Act 1. However, the optional content is concentrated in Act 2, with little (in comparison) in Act 1 or 3.

I don't really think PoE has pacing issues if we compare to the BG games. I guess the one thing you could to is add level scaling to content in the main story arc.

deus ex machina act 2 ending: TBH I don't really understand this complaint. You're only pissed off because you expected something else to happen. The choices in the Act 2 ending have an impact on the ending slides. What else should have happened? Suppose there were no riots and the people in the courtroom agreed with your positive position on animancy. Virtually no difference to the game. The player expects to hear the full final verdict there, but instead is interrupted and you get the rest only at the ending slides - or maybe if you go back to Defiance Bay later, I haven't fully explored doing that. Note also: I haven't played the game as an anti-animancy character, so I wouldn't know too well the reactivity there.

I guess it feels more like a deus ex machina when you first experience it, you feel as if the game forces you to always fail to vindicate animancy when in fact the riots are completely separate from the trials and orchestrated by the Leaden Key. As the game goes on the Leaden Key position on animancy becomes much more a central part of the game and this particular plot element makes much more sense.

Thaos would probably kill Lady Webb anyways, not much difference there.

I think what is the real blunder is that IF there were going to be riots as per the main storyline, the maybe you should give the player the chance to prevent or mitigate them, if this has no direct impact on the main story. As it is, the storyline contains a riot which the player feels they could/should have been able to stop. But there are lots of complaints that could be made about the BG games: You should have been able to stop Irenicus in Waukeen's Promenade, at Spellhold (his disappearance from which is a deus ex machina if anything) or maybe even in the Underdark. You should have been able to try to stop Sarevok from killing Gorion, and so on.

boring antagonist: Well, BG1 has Sarevok which is probably one of the most banal, shit, boring villains ever created. Dark voice - check, skull helmet - check, glowing eyes - check, killed your father - check, wants to become the God of Murder - check. I couldn't write a more parodic villain if I tried. BG2 has Irenicus, whose emo backstory is not very interesting to me, although not entirely without appeal. However, Irenicus has a really greatly written personality and a superb voice actor. You can say what you want about Bioware, but in BG1 and BG2 they were typically great at giving characters personality. Essentially you want to continue on the main path in BG2 just to see more of Irenicus.



I think that pretty much sums it up. You could argue that PoE has worse combat than the BG games if you prefer their style, you could argue that BG NPCs were better since there were more of them while still having interesting personalities and interactions, you could argue that the music in the BG games was better, but that's pretty much it. You will have to go to Torment, KotOR 2 or MotB to find stories which are comparable to PoE. At that point you are comparing PoE with the best RPGs ever made in that regard, so it's hardly a failure if it's not better than them.

I have my own complaints of the game, particularly regarding lack of reactivity to the PC considering the possibilities for this: Choice of nationality, background, dispositions and reputations. There is a treasure trove of basis for reactivity, but there's very little being made from it. This is my priority number 1 for content patches, expansions, mods and EEs. I will sum up my thoughts later in a review of my own.
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
One thing I am not sure about is how reincarnation relates to the gods.

It takes place even before the gods existed but the gods can influence it somehow? There is some form of karma?
I suspect there's going to be some kind of pseudo-"classical mechanics." It seemed to me they drew inspiration for the copper-adra connection from e.g. coiling copper to make solenoids and "creating electricity." There seems to be a very fundamental physical nature to the movement of souls and people have learned how to interfere with it--you might say that adra is PoE's "Minovsky particle." I think it's a shame there seems to be such an unclear vision about what they want animancy to be, because that could be the basis for some really great "hard fantasy" I guess you might call it.
 

AN4RCHID

Arcane
Joined
Jan 24, 2013
Messages
4,861
After playing through the game a few times, I'd have to say that the weakest part of the story is not the trial, but the intro. You're travelling in a caravan, and then you get sick, and then you get ambushed, and then a biawac happens, and then you fight through a dungeon, and then the main antagonist of the game just happens to be chilling in the middle of the woods right at the moment you leave the dungeon and it just so happens that you have a long history with this guy in a past life and for unexplained reasons you do not die from the biawac like everyone else but instead get super powers. It's just a series of totally random events and coincidences for the first hour or so.

I mostly like the story after that, but they should have found a more graceful way to get the player character involved.
 
Joined
Apr 5, 2015
Messages
28
After playing through the game a few times, I'd have to say that the weakest part of the story is not the trial, but the intro. You're travelling in a caravan, and then you get sick, and then you get ambushed, and then a biawac happens, and then you fight through a dungeon, and then the main antagonist of the game just happens to be chilling in the middle of the woods right at the moment you leave the dungeon and it just so happens that you have a long history with this guy in a past life and for unexplained reasons you do not die from the biawac like everyone else but instead get super powers. It's just a series of totally random events and coincidences for the first hour or so.

I mostly like the story after that, but they should have found a more graceful way to get the player character involved.

They aren't coincidences. Thaos is in the ruins at the very beginning. He may very well be the cause of your illness, maybe not. But it is his defiling of the ruins that cause the Glanfathans to attack your caravan. The machine is likely the cause of the biawac. You survive because you have a "strong soul" that hasn't been torn to pieces through the ages as others' have.

The only weak links are maybe the initial sickness and maybe the cause of the biawac. The rest is explicitly made clear.
 

Rostere

Arcane
Patron
Joined
Jul 11, 2012
Messages
2,504
Location
Stockholm
PC RPG Website of the Year, 2015 RPG Wokedex Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire
It's definitely Thaos who causes the biawac and the Glanfathan attack (the latter indirectly), but your illness and being there in the first place seems very random.
 

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