Pillars of Eternity 2 – Complete

I guess I was in the right mindspace for this run.

PoE2 is an interesting game for a whole lot of reasons. Most importantly, it is clear that it was designed and developed by people who are passionate along with a clear vision. The game is consistent from start to finish, with some really impressive writing and decision making along the path. An RPG without a main villain is hard to keep on track, but this game does a wonderful job at it. Oh, there are bad people in the game, but no mustache-twirlers. And while there are a few opportunities to make what would be considered a lawful-good choice, most of them are in the neutral space.

Mechanically there’s enough detail and complexity here to add nuance to the quests. It’s not possible to truly fail a quest (aside from a game over death), just a bunch of different paths to accomplish them. Your teammates can boost your skills to help pass some checks, and aside from 1 specific case, these are mostly flavor options that may or may not avoid combat. As with most RPGs, it’s nearly always favorable to talk / skill check your way through an event instead of brute force. That said, the combat is rather snappy, at least up until the last couple levels.

I like the classes and diversity the game offers. I like the subclasses. Up until level 13 (of 20 max) there’s clear distinction between them. Multi-classing is, as with all D&D game, the core issue. There are a lot of benefits to multi-classing, and in nearly all cases it’s a better choice. There are exceptions – notably the ranged attackers. The skills you get as a pure class for melee are not very good in the later portions, usually passive upgrades to existing things. Wizards, Chanters, and Druids though… they get god-level powers.

Which is a core issue with all D&D games honestly. Melee characters start strong and get weaker as enemy armor/avoidance increases. The last mainline quest and all the DLC has enemies that have crazy defensive abilities, which you either chip away or debuff. Beasts of Winter (DLC) has a final boss that took me nearly 8 tries to beat, eventually lowering the difficulty because my wizard was multi-class and no one had the skill to debuff the 90% damage reduction the boss had.

There are other mechanical challenges. Enchanting is a great idea, but resources are so rare/expensive and you know you’re going to get something better than you avoid it. Consumables are great, but poorly implemented in turn-based mode. Stealing has only niche value, and stealth just doesn’t work. This is nit-picking honestly, and it’s been an issue in every RPG I’ve played.

Eoran Gods

The setting of Pillars of Eternity is the true joy. An older race of soul magicians determined there were no actual gods, so they went about transforming themselves into gods instead. And not like a god-race, I mean the entire race sacrificed themselves to make 11 gods. And then they killed everyone who knew about it, and directed the world on it’s eventual path. PoE1 is about you learning the truth. PoE2 is about you chasing one of those gods who is hellbent on breaking the cycle that keeps the gods in power. Basic RPG stuff.

Religion is a tough subject and nearly every RPG hits on this specific topic with varying results. Here, it’s the crux of it all, the foundation on which every other part exists. You quite literally converse with a god in massive statue form at multiple points, traverse to the otherside to have a coffee, or kill their avatar. The stakes are much higher here than before, and everyone in the game knows it. Quite honestly, most of the quests had me moving forward just to discover the next bit of story, which is not a very common thing.

Wael has to be my favorite of the gods. The weirdest one at least. Imagine if D&D Beholders had their own god – they’d look just like Wael.

Obsidian Entertainment

I still have a few golden dev studios, and Obsidian is right in that pack. The short list of games:

  • Knights of the Old Republic 2. Play with the lost content mod, best Star Wars game I’ve ever played.
  • Neverwinter Nights 2. I don’t think this game gets enough credit. D&D mods exist because of this game and the prequel.
  • Fallout New Vegas: The best 3D version of Fallout. Notorious for Bethesda not paying them because of the 1pt missed on Metacritic.
  • South Park: Stick of Truth. This game is great, way better than the sequel.
  • Pillars of Eternity 1 & 2: I honestly don’t think Baldur’s Gate 3 would exist without these 2 games.
  • Tyranny: A great game with an even better concept – you’re the judge for an evil warlord. Still amazed that pitch got a game!
  • The Outer Worlds: Avowed exists because of all the lessons learned in this game. This is what Mass Effect 4 could have been.
  • Grounded: A survival RPG. Think Valheim but you being shrunk down in a backyard.
  • Pentiment: A murder mystery in the style of 1600s art work. What other dev studio could actually do this, and do it this well?

What’s really fascinating is how story drives all of these. They aren’t experimental in the mechanics department, in fact I’d argue they are all AA-level attempts at best – with plenty of bugs. But the ideas are the gold mine. There are people at Obsidian who are paid to write down these ideas, stretch them out to see how far it can go, then translate that for us gamers to experience. And these ideas are coherent too!

I am clearly over-excited for Avowed. I know there are parts of that game that will not meet my expectations, in particular the mechanical parts. I don’t really care, they are simply a means to an end. I want to explore more of Eora. I want to see how people have adapted after Eothas’ world-shattering events. And I’d like a good news game development story, we’ve been short of those.

So far, early reviews are where I expected. Let’s give it a go!

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