Yeah, let's not get ahead over ourselves, writing in this may be uneven, but when it's good it absolutely shits over Pillars.
I have to give you this one. There are isolated nuggets that are actually good. They're few. They're far between. But it would be unfair to say that they're not there. It's funny that many of these nuggets are outside of the actual quests and encounters, but are random, likely largely unintentional side-effects of filler writing, which to me suggests that a lot of the bad writing comes from trying too hard, or something. Tides of Numenera is extremely uneven in so many ways, but the few
best pieces that are there, I agree, shits all over the many more good-ish pieces of Pillars of Eternity.
I remember exactly one encounter in Pillars of Eternity that made me feel like a horrible piece of shit and prompted me to reload, and that's surprisingly enough an encounter written by (I believe) Sawyer, and it's when you run into the boy in Defiance Bay that wants a knife. You can actually slam him into the ground and break something in him (it's never mentioned what, just that there's an audible crack), crippling him, and leaving the child as a crying pile. This really stuck with me as an excellently written encounter, even though it was nearly completely self-contained, with no
"choises or consequensus hurr hurr", because it gave you the options to truly be a horrible human being. It also allowed you to be reckless, machiavellian, benevolent, wise, and almost everything in-between. Unfortunately, this clashes with the vast majority of content in PoE, such as how Bleak Walkers really were just Blackguards by any other name, or, my pet peeve that I scratch at every opportunity, how you couldn't return the noblewoman in Dyrford's Crossing to her father/uncle/fiancee.
Meanwhile, I think I've run into at least a few encounters like that in Tides of Numenera already. One very small one that's stuck with me was the mutant girl in the Underbelly, that is fishing. She's clearly malnourished and her entire tribe is dead. While it's not nearly as open as the aforementioned encounter with the boy in Defiance Bay, the writing is actually excellent, and the way she behaves, reacts to what you say, and so on, is very emotionally loaded, without the words words words words words words words that plague 90% of the game. The entire thing is just fucking tragic. My only real annoyance with it is that it's so obviously tragic, yet you cannot react to it - this would be an excellent opportunity to hand out some Gold Tide for giving her a coin. Plus points if it ends up backfiring in classic Kreia fashion, with the mutant girl getting mugged because you gave her shins or something. The choice between keeping the Cypher you get from the encounter is also simply between being an ass or being stupid. It would've been appropriate to be able to actually pay her for it; instead, you either take it, or you give it away, you're either an evil asshole, or a good philanthropist. Nothing in-between.
I'm also loving Erritis so far. Since that is fraught with spoilers, I'm not going to mention it. But it's extremely well-written
Who cares it is only for console idiots. Good for inXile for milking those fucking peons.
Shit gets taken out of the game for everyone, you muppet.
Among the IE games, I'd say BGII is best suited for new players.
No. No it isn't. Like, no, it really isn't.
(Sauce? It was the first IE game I played, and I really really really really really REALLY hated it, keeping going out of sheer bloody-mindedness. Until then eventually it clicked and I started to really love it. The great thing about BG2 is that the more you know about it, the better it gets. The bad thing is, if you don't know anything about it, it really wants to make you hate it. Simple example: you'll be running into enemies with immunity to nonmagical weapons almost from the get-go. If you haven't played BG1, IWD or similar, you won't be expecting this, and you will be getting mugged without understanding WTF just happened to you and why.)
Too fucking true. BG2 built on the success of BG1, and it was created with that in mind. It's almost sad that many games today allow you to import things from the previous game (BG2 practically didn't), but each game is completely self-contained in it's expectations, meaning that it's essentially "reset" in terms of complexity, instead of getting progressively more interesting. The same will be true for PoE2, I'm sure; there will be nothing in it that will assume that you know how things worked in PoE1, because it would interfere with sales figures and popularity amongst those that have no experience in the previous game, even though those people will represent an insane minority of all customers.
The IE days were almost the perfect example of what I talk about when I pitching an evolutionary approach to development, the only difference being that I want changes to be retroactive - which was, ultimately, more or less the case with BG1/2 (when BG1 was able to be played with the BG2 changes). Could've been done better professionally, though.