This game first came
out a while ago for the PC, and I’ve got to admit my gast was
flabbered when I saw it had a console release, as it seemed the most
PCish of games. I’ve been playing it for a few days, and here are
my early impressions.
Character Creation
Although the system’s
completely different, the vast array of customisation available
reminds me a bit of Dragon’s Dogma. But whereas Dragon’s Dogma
focused on physical changes (although some did have gameplay
aspects), Pillars of Eternity’s customisation is almost all about
the gameplay impact and personal backstory. You have both genders,
six races (human, elf, dwarf and original races aumaua,
orlan and godlike), and thirteen classes. Each race have different
bonuses or special abilities, and each class has different starting
attributes (hitpoints, here called endurance, and so on). After this
you pick a background and culture, then fiddle with your stats (these
are modified somewhat by your race, class, background and culture).
A
nice part of the voice options is that you’ve got about eight or so
for each gender, but can go for no voice, or one from the opposite
gender (this isn’t critical as this seems to take the Dragon Age:
Origins approach of having grunts and exclamations but no actual
dialogue beyond the odd battle cry). You can also alter your two
armour colours (currently, my chanter Pengel has opted for green,
which makes his cloak look rather snazzy). The physical appearance,
including armour colours, can be altered in-game at any time, right
from the start.
Story
After creating your
player-character, you’re thrust into the first scene, which
introduces some gameplay mechanics in a smooth way and explains a bit
about the world. As you might expect, disaster strikes, and then …
It’s a lore-rich
original world. I’ve got to say that whilst I personally love lore,
for some people it may be a bit text-heavy early on.
One thing I really like
is that quest lines do have genuine choice. As is usual for a first
playthrough, Pengel the Chanter is a heroic and noble sort, so I’m
being very good. But there have been options to be much less good.
You’re not shoe-horned into being heroic, so if you want to be
selfish and a bit of a git, that’s eminently possible.
Gameplay
Having the swift
reflexes of a jam sandwich, I was somewhat wary of the real time
strategy in combat. That, as well as the suggestion at the start, had
me begin on the default setting of Easy.
So far, it’s living
up to its name, but it’s clear to see how certain tactics are
helpful and would be critical at higher difficulty. The real time
combat can be easily paused/resumed at the click of a button and has
a nice pace.
I’ve not had to pause
too much but I suspect that’s just because I’m playing on Easy.
Combat tip: intellect
increases the area of effect (AoE) for spells etc. The base area is
shown in a different shade to the expanded circle. However, negative
effects only affect allies within the base circle, not the expanded
one.
A nice little feature
is that jewels and plants (ingredients) are stored collectively but
don’t consume any inventory space, preventing frustration when
trying to create something [not tried this yet] and avoiding the
ridiculous inventory slot dilemma of taking a broadsword or a rare
flower. Because you only have room for one.
You get penalties when
you go without rest for a long time (as well as time on-screen, it
takes X hours to travel between locations). These fatigue penalties
are easily remedied, either by camping (you need camping gear for
this, which is consumed upon rest) or staying at an inn. The latter
can cost cash but also confers a bonus for the whole party which can
last a pretty long time.
The stronghold,
acquired quite early on, seems to work well although I’ve not
developed it enough to say a lot. Essentially, it’s a ruin you
renovate and rebuild to grant yourself bonuses. From what I gather
it’s completely optional and you can leave it as a heap of broken
stone if you like, but I quite enjoy having my own fort and it
doesn’t seem especially expensive.
A nice touch is that
class, race, and skills can be checked in conversations, so if your
character knows a lot of Lore, for example, they might have extra
dialogue options available.
Graphics
The graphics won’t be
troubling The Witcher 3 anytime soon, although it’s worth noting
the game didn’t make my fat PS4 scream like a jet engine either, so
maybe that’s a good thing. They’ve got old school charm in the
world, and I like the fitting menus which look like ye olde parchment
(the bestiary even has rather cool drawings).
Sound
I love the music. It’s
evocative of Lord of the Rings, Final Fantasy and The Witcher 3, and
is a great addition both to the world and during the parchment
scenes. These are not-cutscenes which have text descriptions beside
drawings on parchment. It sounds a bit rubbish but actually works
well, possibly even better than showing the scenes in-game would
because of the isometric approach.
Sound effects and
voices are generally good although there are jarring moments in long
conversations where 90% of lines might be spoken and a few are just
text.
Bugs and other issues
Load screens are
frequent (think Skyrim) and whilst they’re not so bad crossing from
one area to another it’s mildly irksome waiting a while for the
upper floor of a house to load.
Stealth appears less
useful than it could be because it’s a party-wide on/off toggle
rather than being specific to a sneaky character in combat.
Longevity and
Replayability
Difficult to comment on
length, was a bit surprised to finish the first act as quickly as I
did. However, the wide variety of character creation, difficulty and
quest options does make me confident I’ll play a second time, and
perhaps a third.
Thaddeus
Many thanks for this very useful review. I'm going to give it a try and will report back on my impressions.
ReplyDeleteI agree with your approach to these things - the first playthrough is being nice and the second run is the git opportunity.