The Codex: Pillars 2 sucks because it departs too much from the BG2 formula
Also the Codex: And it doesn't innovate enough
Again, you bring up an entirely new issue. You are stating a game that does not offer an free form branching paths in 2018 is automatically shit, but then how is that issue unique to PoE2 at all? Furthermore, why would that be a measure of quality, when Planescape Torment, Morrowind, VNB, etc. did just fine without it?That is an entirely different issue though. To say you disliked the quality and quantity of the writing is one thing, but to say that the game automatically shit, because the game does not offer entirely new routes and/or drastically changing the climax, is an entirely different issue. Even Planescape Torment, VMB, System Shock 2, Arcanum, and Morrowind did not offer that level of branching.But by that logic, VMB is shit because you cannot stop Caine, or MotB is shit because you cannot stop the wall of the faithless and go against the gods. In Planescape Torment, you still end up dying in some manner (merge with Transcendent One or destroy yourself with dagger/belief) and killing a companion as the penultimate boss (Ignus or Vhailor) because reasons. The ending of Planescape Torment does not dramatically change (i.e., hell or nonexistence), yet people find plenty of reasons to play it.
Would it be nice? Sure, but saying it is a massive fuck up on PoE2's part, when few games have gone to that far, just seems over the top.
It is a massive fuck up because the story is too short and badly presented, sure if it was a longer and more interesting compared with VMB or MOTB or PT but it's not even close. The main story is basically 3 islands with a total of 5-6 maps and 6 main missions that can be completed in less than 20 minutes each. Also the side-quests are not related to the story at all, basically 90% of the side content is oblivious to the fact that a giant adra god is rampaging around and it's about to destroy the dumb wheel.
Those are games made 20 years, I expect something different from 2018, you know a little more creativity and effort, instead I'm playing a more mediocre version of BG 2 that was made two decades ago, truly inspiring.
All the examples you give have one thing in common - these are cases where a mortal challenged a god. "Hubris is punished" is a fundamental belief in ancient Greek culture, and their gods reflect that.This is such a shallow display of understanding of pre-abrahamic religions, one I didn't expect of you. Pantheons and pagan religions were all about display of power, as they were meant to signify and revolved around duty and ritual (as opposed to morality & judgement of Abrahamic religions), if a mortal was in commitment of hubris by challenging Gods, ironic punishment was what they got and deserved, for trespassing their duty and ignoring their ritual.
Apollo skinned a man alive for playing the lyre better than him. Athena cursed a woman for weaving better than him. Hades doomed a man essentially into lobotomy for daring to be attracted to Persephone. I could give similar examples for other pagan religions as well if you want (primarily Egyptian and Mesapotamian).
Trying to justify Gods from a lenses of reason is a very new concept, so is indeed assigning them completely neutral and objective logic.
Chat with Pillars of Eternity II: Deadfire director Josh Sawyer at 3PM EDT
After Obsidian entertainment breathed life into the top-down CRPG genre with Pillars of Eternity, it managed to keep its momentum going with both Tyranny and a new crowdfunded sequel Pillars of Eternity II: Deadfire. The art of designing an enchanting role-playing game has always been a nebulous one, especially when targeting a fanbase attached to the conventions of an older genre, but game director Josh Sawyer and his colleagues have doggedly worked to prove that you can teach old dogs new tricks, and find new, interesting design decisions on these well-trodden paths.
Because we at Gamasutra can't stop playing Deadfire (no seriously, we can't, please send help), we're inviting Sawyer onto our Twitch channel at 3PM EDT for a Q&A about developing the game. we're going to tackle everything from combat design to stat management, so be sure to drop by and ask your questions in Twitch chat!
2. Party members are, after all, "heroes" in the Greek sense. They are not regular dudes cussing at the gods. Neither Durance, nor Pallegina are just anyone when they address the gods in anger. And neither is the PC just anyone when he raises his sight to the sky and asks "Any help now, Berath?" at the shipwreck.
Again, you bring up an entirely new issue. You are stating a game that does not offer an free form branching paths in 2018 is automatically shit, but then how is that issue unique to PoE2 at all? Furthermore, why would that be a measure of quality, when Planescape Torment, Morrowind, VNB, etc. did just fine without it?That is an entirely different issue though. To say you disliked the quality and quantity of the writing is one thing, but to say that the game automatically shit, because the game does not offer entirely new routes and/or drastically changing the climax, is an entirely different issue. Even Planescape Torment, VMB, System Shock 2, Arcanum, and Morrowind did not offer that level of branching.But by that logic, VMB is shit because you cannot stop Caine, or MotB is shit because you cannot stop the wall of the faithless and go against the gods. In Planescape Torment, you still end up dying in some manner (merge with Transcendent One or destroy yourself with dagger/belief) and killing a companion as the penultimate boss (Ignus or Vhailor) because reasons. The ending of Planescape Torment does not dramatically change (i.e., hell or nonexistence), yet people find plenty of reasons to play it.
Would it be nice? Sure, but saying it is a massive fuck up on PoE2's part, when few games have gone to that far, just seems over the top.
It is a massive fuck up because the story is too short and badly presented, sure if it was a longer and more interesting compared with VMB or MOTB or PT but it's not even close. The main story is basically 3 islands with a total of 5-6 maps and 6 main missions that can be completed in less than 20 minutes each. Also the side-quests are not related to the story at all, basically 90% of the side content is oblivious to the fact that a giant adra god is rampaging around and it's about to destroy the dumb wheel.
Those are games made 20 years, I expect something different from 2018, you know a little more creativity and effort, instead I'm playing a more mediocre version of BG 2 that was made two decades ago, truly inspiring.
The gods in Greek mythology punishing mortals does not "prove" their domains or what those domains are. They can and have displayed pettiness, but not with the intention of proving themselves, nor is any proof required. That's the point.
The Russian bot servers maintenance hour!What are these drops? They happen at 0 minutes of xy hour usually.
Doesnt seem to be Steamcharts downtime or it would happen for all games.
Cant be update since they arent forced.
Timeouts from Steam?
What are these drops? They happen at 0 minutes of xy hour usually.
Doesnt seem to be Steamcharts downtime or it would happen for all games.
Cant be update since they arent forced.
Timeouts from Steam?
what was the codex backer content specifically?
Even fewer people would relate to a story borrowing from the Gilgamesh epic than would get the Ancient Greek references. I skip most posts after the first few words because people keep posting spoilers without spoiler tags.AwesomeButton Yes, I have touched those in my other posts if you read them. I do find the concept interesting and yes we can consider MC more alike to Dionysus in a sense than just any random person.
One could wish we will have Gilgamesh take on the Gods one day with Mesapotamian Gods, priesthood and temples. However that's probably never happening as video games can't even do Greek gods right yet, PoE errs too much towards Abrahamic outlook.
Because you seem to be changing your point between posts. You started by saying the game sucks because of a lack of branching paths at the climax, then that the main story is too short, and then that a game in 2018 must innovate beyond Baldur's Gate. Now, we are back at the game being way too short. If you think it is all three, that is fine, but just need to mark when you are moving from one point to another.What is it that you don't understand? The main story is too linear, poorly explained and too short , you don't get to digest what is happening and before you know it the credit starts to roll. You know nothing till the end, when they decide to drop a load of mambo jumbo pulled out of their ass because they were too incompetent to make an interesting story. And yes, length does affect quality when the story is rushed and poorly explained, like I told you, the main story can be completed in under 2-3 hours and it mostly consists with you visiting only 3 islands, that's not enough content to properly explain a story of this magnitude.
Because you need "ocean going" ships to fish.How you starve while surrounded by sea? By not having ocean-going ships and the weather being shit, for example.
started out well then dissolved into nitpicking.
we should criticize the writing based on examples more often, good idea, bad execution, 2/10
I thought Nemnok is the Codex pet?
The only game that does gods right is MoTB. There you encounter two gods, both raised from the ranks per se being mortals in their previous life and then examine how they fit in the same role, the role of the god of death. At the same time, the game makes light of the idea of Justice, how divine justice is just another name for the whim of the gods and of the necessity of divine worship. Now that is how epic stories are written. PoE 2 is a child at the feet of the giant that is MotB.
I thought Nemnok is the Codex pet?
I thought Nemnok is the Codex pet?
I thought so too, but I just managed to miss Sensuki. Infinitron confirmed it's the troll.