Pillars of Eternity
Time to Beat: 49 Hours
The next three articles,
including this one, will end Awkward Mixture's 2018 video game
reviews (to be followed by an end of year wrap up). The final game of
2018 is one of the best received games of 2015, Pillars of
Eternity. Developed by Obsidian Entertainment, Pillars is
notable as the first game the company produced under their own
initiative. In the past, Obsidian relegated itself to sequels of
popular franchises, like Star Wars Knights of the Old Republic II,
Neverwinter Nights 2, and Fallout: New Vegas, or
produced games on commission from other companies, such as South
Park: The Stick of Truth. Successful in their previous ventures,
Obsidian decided to design their own game.
Unfortunately,
working for other companies, even producing acclaimed games, hadn't
generated a windfall of cash, so Obsidian turned to Kickstarter,
requesting a minimum of 1.1 million dollars to produce Project
Eternity. Instead they received 4 million, the largest contribution
for any game at the time. With the investment secured, they composed
the first game of their phenomenal series, inspired by the classics
of Baldur's Gate,
Icewind Dale,
and Planescape: Torment.
Pillars of
Eternity is a classic isometric
RPG, and combines a superb story with a good combat system. Like
most classic RPGs, the player designs their character, and
Pillars offers no shortage of options. The world of Eora, and more
specifically, the region of the Free Palatinate of Dyrwood, includes
six races, such as Human, Orlan, or Godlike, each which contain at least two
subspecies. Then there are eleven
classes
to choose from. Unlike the Neverwinter
Nights
series, Pillars
does not allow multi-classing. As someone who isn't concerned about
maximizing a character for damage output, and doesn't want to read a
dozen guides to create a suitable character on Gamefaqs.com,
this is a relief, but it may disappoint some players.
Once the player
chooses a race and class, they distribute points into six Attributes.
Most RPGs require certain classes to focus on particular Attributes,
but Pillars
innovates to offer the player more choice in designing their
character. In Divinity
it would be insane to create a Wizard-like hero with high Dexterity,
because the Attribute boosts, “Offense rating with Dexterity based
weapons”, which Wizards don't use. In Pillars,
any of the 11 classes can utilize Dexterity because it increases
attack speed and the chance of dodging attacks. Or consider Strength
in Divinity,
which boosts “Offensive rating with Strength based weapons”. In
Pillars,
Might (Strength's corresponding Attribute) increases any Damage or
Healing done by the hero. Strength is only for front line fighters,
but Might is effective in builds for Wizards, Rogues,
Barbarians, Priests, and more. In Pillars,
every attribute is potentially valuable to any class, which makes it
difficult to say there is a correct build. It unlocks myriad
possibilities. I wanted to play a protagonist skilled in dialogue
and solving problems through conversation, so I needed Perception,
Intellect, and Resolve. The character creation tutorial didn't
recommend any class with a focus on those three skills to the
exclusion of others, but Rogue fit best. Instead of
dealing massive amounts damage (the most common Rogue build), my
protagonist was excellent at interrupting enemies actions, dodging
their attacks, resisting spells, and inflicting long lasting
damage-over-time to the back lines. In spite of the unusual build,
the game was not difficult, on normal difficulty, and was much easier
than my normal difficulty game of Divinity.
With the protagonist
created, the player ventures forth and meet their Companions.
These are the eight characters who join the player and contribute to
their adventure. Because there are eight Companions, and eleven
classes, the player will have to hire an Adventurer if they want a
Barbarian, Monk, or Rogue in the party. Adventurers are allies who
fight, but contribute nothing to the story. They are hired at any
inn. Also, the player commissions hirelings at their castle.
Hirelings are not the same as Companions or Adventurers. They
never leave the castle, but defend it if attacked. The eight
Companions come with hours of well written conversations to engage
in and banter they exchange as they walk about the map. Each has a
personal quest. Their motivations, their personality, their hopes
and fears are incredibly detailed. Each companion's quest, in
addition to expanding the character, also teaches the player about
the world. While most quests are enjoyable, there are one or two
duds. The Paladin's was too short, while the conclusion of Aloth's
quest was so anti-climatic, I didn't realize I'd finished it until I
looked on the wiki for when it ended. The heroes who join the
protagonist in Act I have better quests because they are longer, with
multiple steps to its conclusion. Of these heroes, Eder and Sagani's
quests were the best, with the proper mix of personality and pathos.
One disappointment I had
with the companions was the lack of conflict. While each companion
came from a different faction, and held strongly opposing
allegiances, they never brawled or demanded the protagonist alter
himself to accord with their beliefs. They never threatened to
leave, and all eventually acceded to the protagonist's world view.
This was unlike the Knights of the Old Republic 1 and 2, where
the player can only maintain loyalty with some of their companions,
because they are willing to bend, but not forsake their original
beliefs. I really believed that the companion Durance would make
demands or threaten to leave, but in the end, even the most stubborn
companions can be converted to the protagonist's cause. It seemed
like the perfect game to infuse with internal conflict, and Obsidian
missed this opportunity.
Though every
attribute contributes to dialogue, their true relevance is in combat.
In most games, combat is built around depleting the health of the enemy
until it reaches zero, before they do the same to you. Pillars
offers a mild variation on the classic formula. Every character has
a total health pool, but also a smaller Endurance pool. When
injured, a character loses Endurance
and Health, but the health pool is
much larger. Losing all of one's endurance in a battle is a minor
setback, as long as the battle is won. When a hero loses all their
endurance, they are knocked unconscious. When the battle is over,
stand up, and their Endurance is refilled from their Health. Anyone
knocked unconscious receives a Maim effect. A Maim effect decreases
one or more of the heroes Attributes. If a hero loses all their
Health they will be Maimed. If a Maimed hero loses all their health
they die. Permanently! No resurrection scrolls in Pillars
of Eternity. But this is outcome is
extremely unlikely because the player can order a rest.
Before we talk about
resting, I need to discuss spellcasters. Wizards, Druids, and
Priests are limited to a certain amount of spells. In the beginning,
the quantity is very limited. A level one wizard can only cast 2
level one spells before depleting their allotment. A level three
wizard can only cast 4 level one spells, and 2 level two spells. At
some point, (around level 5 or 7) spellcasters begin to have enough
spells to use them more often. But in the early levels of Pillars
of Eternity, Wizards (I am talking about this class specifically
because the 1st or 2nd companion is a Wizard),
are both the most powerful class, and the weakest. Any individual
spell is incredible, but the few available limit their stamina for
extended dungeon adventures.
With a wizard, I found
fights much easier than those of Divinity: Original Sin.
Combat is easy if one uses spells, but difficult if one doesn't.
The trick is to win the fights with just the minimal amount of spells
necessary. The reason for conserving spells: because they can only
be restored by resting.
Resting
is an essential part of Pillars of
Eternity. It refills health, removes
Maimed effects, and restores spells. Heroes can rest in an inn for a
small fee, or at the player's castle for free. A party can also
camp. Heroes can camp in any area which doesn't contain an inn, and
isn't in a city. Camping costs the party one Camp Supplies. In
normal mode, the party can only
carry four Camp Supplies at a time. Since the player doesn't want to
leave a dungeon and run home every time they deplete their Supplies,
they need to ration their use, and therefore ration their spells and
health.
Once the player has
killed their foes, items litter the ground. There are three classes
of items;
basic, enchanted, and special (which are very few). Items will never
disappear, ever. But the player shouldn't leave them lying around.
Heroes can carry an infinite amount, and stores will buy everything
with an unlimited budget. The player won't need the cash to buy
other weapons though. Most of the companions arrive with one special
item, which is so good, I almost never replaced it. I never
bought a weapon. As the characters increase in power, they can add
permanent buffs to their own weapons, called enchantments. Different
buffs require different crafting resources, plus a particular
character level. All items have a maximum amount of enchantments
they can hold, but it can be difficult to unlock a few. At 42 hours
of play, I was still missing some crafting items which were deep in a
unnecessary dungeon called The Endless Paths.
A few final thoughts on
combat. Pillars of Eternity allows six heroes in the
adventuring party, including the protagonist. Unlike Divinity:
Original Sin, where the enemy's level determines the difficulty, Pillars enemies never change. So if one encounters a troll
early in the game, and sees another later, it will remains the
same. A troll is always a troll, but in Divinity, a level 1
troll and a level 10 troll are incredibly different. Most spells can
only be cast in combat, and healing spells are useless outside of it,
because they only restore endurance, not health (and endurance is
restored naturally outside of combat). Combat is live, not turn
based, but the player can pause, to issue commands. It is possible
to program the heroes to act, but I micromanaged them. Often when a
hero killed an enemy, they would stand around not doing anything,
even if heroes were still fighting, so the player needs to keep a
close eye on their activity. There is a little indicator above every
hero's portrait which indicates their current action, and also
indicate inactivity. Unfortunately, the Ranger's pet doesn't have an
indicator, so sometimes it was difficult to tell if the animal was
attacking or relaxing in the middle of a fight. This is compounded
by the fact that it is often difficult to see what is happening when
there are ten or so character all bunched together, hacking at each
other, while one or two launch fireballs and electric storms into the
melee's midst. A final problem with combat is the path-finding. I
complained about Divinity being unclear what terrain the
heroes would walk on when they moved, but in Pillars,
sometimes a hero will be unable to maneuver around a bunch of
characters. It seems as if they run directly toward the
location where the player clicked, and if it is blocked by allies or
enemies they will become stuck.
Finally, finally, Blights
are the most frustrating enemy (immune to common types of damage) and
the escape ability, Escape is not nearly as useful as Divinity's
Cloak and Dagger. The later allows movement through anything,
including walls, while the former seems to be blocked by most solid
objects, including living ones.
Next week, the second
article, about Pillar of Eternity's world.
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