Posts Tagged ‘Pillars of Eternity’

The RPG Scrollbars: The Worst Parts Of RPGs, Vol I

By Richard Cobbett on May 11th, 2015.

Hmmm? Sorry, is there something in my teeth?

As wonderful as RPGs are, some tropes and cliches and just general bloody annoyances really do spoil the fun. Some of them might only crop up occasionally, others just won’t go away. Some, you might think, are just petty irritations. But no! All these incontrovertible sins must be destroyed at once! Here’s a few of my least favourite offenders. What others would you add to the cursed list?

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Swinging A Stick: How Landscape And Childhood Are Key To The Continued Popularity Of Fantasy Fiction

By Nathan Ditum on April 17th, 2015.

Once at primary school I tried to convince my teacher that we needed a new word – or at least that we needed one that might exist already, but that we’d somehow forgotten. This is going to be a piece partly about words, and “fantasy” was one that I was never totally happy with. It lacked, as I saw it, the generic precision of “science-fiction,” and I wanted a more specific description for that strand of fantasy storytelling and world-building that (I did not really know at the time, but would have pretended to if asked) has flowed from Tolkien’s consolidation of elves and dragons, dwarves and orcs. I wanted to be able to pin, with a single word, that mixture of magic and folklore, that particular set of imaginative boundaries with which I was so often engaged and so thoroughly obsessed. The best I could come up with was “fantamystical”, which, if you’ve been paying attention for the last twenty years, did not catch on.

Luckily it’s been a very kind twenty years for this area of fiction, to the point where we hardly need the word fantamystical at all (although I am willing to give it one last push if you guys are). A combination of, among other things, Harry Potter, His Dark Materials, and screen retellings of The Lord Of The Rings and A Song Of Ice And Fire have made my adolescent anxieties about the ambiguous categorizations of fiction redundant, leaving me with merely dozens of other anxieties, and us with Tolkien-fenced fantasy imprinted on our culture, and our games (this is being written in the gap between the arrival of Pillars Of Eternity and The Witcher 3: Wild Hunt, with Dragon Age: Inquisition still questing, exploring and adventuring in the background).

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Collaborative Storytelling In Pillars Of Eternity

By Adam Smith on April 7th, 2015.

I take roleplaying seriously. That’s not to say I have a cupboard full of lucky dice or a handcrafted elven tunic – what I mean to say is that when I play an RPG, I try to make all of my decisions based on my character rather than the systems. I’ll pass up a huge pile of loot if I don’t think that taking it would be in-character. Roleplaying is a performance of sorts and Pillars of Eternity [official site] encourages my particular approach to the genre by combining a huge, tightly scripted plot with systems that go some way toward mimicking the best qualities of a human Dungeon Master.

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The Definitive Guide To The RPG Inn

By Alec Meer on April 2nd, 2015.

plenty of room at the inn

Pillars of Eternity is out. You might have noticed. I’m not terribly far into it myself yet, but in between a spot of bear-bashing and wolf-wounding, I was struck by how very RPG Inn the first inn I visited was. Truly, the Black Hound Inn in the town of Gilded Vale is the archetypal RPG inn. I knew, the second I stepped foot in it, what it was, what I could do in it, what every part of it signified. There would be no surprises and no menace, but it would be as comfortable as cotton wool slippers. It felt like every RPG inn ever, because it is every RPG inn ever. Let me show you around the place.
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The Emperor’s Borked Clothes: Pillars of Eternity Uber-Bug

By Alec Meer on March 31st, 2015.

No don't steal my precious buffffffffffffffffffffffffffsssssssss

Selina Scott and Jeff Banks were right all along: dress wrong and you’re nothing. This is the lesson of Pillars of Eternity, a howler of a newly-disclosed bug in which will permanently strip your characters of buffs if you happen to use the inventory a certain way.

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Further Thoughts On Pillars Of Eternity: Animancy & Faith

By John Walker on March 30th, 2015.

Now that people have had a weekend to spend with Pillars Of Eternity, it feels a bit more appropriate to offer thoughts on parts of the game that would otherwise have been spoiling revelations or moments within the opening few hours. Not core plot events, or twists that may occur, but just the basics – basics I wanted to leave out of my review because it felt like stealing. Stealing the blank slate experience I had from you, in my effort to describe the game.

So here are a first couple of extended chunks I would have liked to have included when expressing and explaining my enthusiasm. Assume big spoilers for themes of the game.

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Wot I Think: Pillars Of Eternity

By John Walker on March 26th, 2015.

Oh thank goodness. After 77,000 backers, $4 million raised and nearly three years in development, Obsidian’s Pillars Of Eternity [official site] is here, and it’s just stunning.

This is the RPG I’ve been craving since Planescape: Torment, the first to win my absolute love since Dragon Age: Origin. It’s a vast, deep and wonderfully written game, malleable to how you want to approach the genre, replete with companions, side-quests, an enormously involved combat system, and lasts a solid 60 hours. Here’s wot I think:

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Pillars Of Eternity: The First Half Hour

By John Walker on March 23rd, 2015.

I have spent most of the last week doing little else but play Obsidian’s Pillars Of Eternity [official site]. But I cannot yet tell you wot I think, as such brainthoughtss are under embargo. I can, however, stream or “let’s play” the first fifteen hours of the game. But I’m not going to do that, because it would be the most awful shame for you to have such things spoiled.

Instead I’ve videoed and chatted over the first half hour, from the character creator to the opening scenes, stopping right before the plot kicks in. Because you don’t want to know the story before you play an RPG, because you’re not a complete clot.

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To Infinity And Beyond: Pillars Of Eternity

By Adam Smith on March 17th, 2015.

Pillars of Eternity [official site] is so close I can almost touch, smell and see it. I’ve already spent some time with the backer beta and spoken to lead designer Josh Sawyer about the game at great length, and now I just want to play. I’m hoping it’ll be the kind of life-consuming RPG that I can hibernate in for a couple of months. The game went gold today and Obsidian’s responses to questions in an Ask Me Anything session surfaced yesterday. There is discussion of an expansion, among other things.

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Cult Development: A Paradox Profile

By Adam Smith on February 19th, 2015.

“We don’t want to be a cult.” Shams Jorjani is VP of Acquisition and Portfolio Strategy at Paradox Interactive. He’s the guy who reads through and listens to a thousand MOBA pitches and occasionally finds a Teleglitch hidden behind them. He laughs at the cult line as soon as its out there. This, after all, is a company that frequently dresses its employees in coloured wizard robes, faces concealed.

Cultish maybe. Cult adjective rather than cult noun. Bruce Campbell’s career rather than Tom Cruise’s alternate career.

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Adventure-o! Watch An Hour Of Pillars Of Eternity

By Alice O'Connor on January 16th, 2015.

'venture!

What are adventurers’ bags and coats made of? I ask because watching an hour of Obsidian’s Pillars of Eternity (which now has a release date: March 26th), I notice an awful lot of tongues being ripped out of dead monsters’ mouths and wings ripped from backs then stuffed into pockets, pouches, packs, and purses. I’d give a wide berth to anyone dripping with, and reeking of, old blood and flesh. You’ll see a whole lot more of isometric RPG adventuring in that hour, sure, but I can’t stop thinking about reaching into my pocket for my wallet and pulling out an old tongue.

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Not So Long: Pillars Of Eternity Release Date Is March 26th

By Graham Smith on January 14th, 2015.

The beta of Pillars of Eternity has been available to backers of its hyper-successful Kickstarter projcet since August last year, but now the frugal wait-and-sees (like me) know when the game will be finished: March 26th. There’ll also be a livestream from project director Josh Sawyer tomorrow at 9pm GMT/1pm PST to show some of the recently added and revised content.

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Hands-On: Pillars Of Eternity

By Adam Smith on August 20th, 2014.

After publishing my thorough conversation with Pillars of Eternity lead designer Josh Sawyer, I realised that I hadn’t actually expressed an opinion about the game. I was curious and hopeful but hadn’t had a chance to play it, and see how well all of the elements came together. The backer beta, which launched yesterday, is a huge relief. Pillars is shaping up to be worthy of its inspirations, and intelligent and bold enough not to be bound to them.

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