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Eternity Pillars of Eternity II Beta Thread [GAME RELEASED, GO TO NEW THREAD]

Ulfhednar

Savant
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Apr 29, 2017
Messages
809
Location
Valhalla
The beta has other objects you can interact with during battles, though they don't seem to do much, except one which pulses an AoE curse affliction until you destroy it.

There is also an electrified floor you need to disable by attacking generators, though that's not during a fight.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
You can become immune to the AoE pulse thing if you explore thoroughly, but there's only one instance of the pulse thing and it's in a fight with only 2 animats, so it's kind of a wasted potential.
 

Ulfhednar

Savant
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Messages
809
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Valhalla
Wasn't there a similar thing in Galvano's lab somewhere?
Yeah, the electrified floor reminded me of Galvino's lab. Poko Kahara raises the bar to at least White March levels.

You can become immune to the AoE pulse thing if you explore thoroughly, but there's only one instance of the pulse thing and it's in a fight with only 2 animats, so it's kind of a wasted potential.
Yeah, I grabbed the wardstone, but that fight is probably the easiest one in the beta anyways.
 

Infinitron

I post news
Staff Member
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Messages
97,504
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamesn.com/pillars-of-eternity-2-deadfire/pillars-of-eternity-2-pirate-ships

Piracy makes Pillars of Eternity II's seas more enticing than the land

pillars%20of%20eternity%202%20ship.png


Even at 600 metres away, the Rathun must be an intimidating sight. If you squint a bit they look like Vikings. But Vikings, even the really scary ones, were never ten feet tall. Or, for the most part, on fire. While the eye slits in the Rathun’s helmets suggest facial features, they merely give shape to the flames that lick beneath. When the Rathun smoulder, they really smoulder - the fire falling across their glowing shoulders like molten locks.

With a bark from our protagonist, Sassia, the helmsman spins the wheel to starboard, pulling the ship around 90 degrees to broadside the approaching Rathun longship. As a blue-skinned Aumaua, Sassia stands a good head above the humans on board herself. And as a multi-classed fighter and rogue she is officially a ‘swashbuckler’ - a designation that, perhaps falsely, grants some degree of confidence in situations like these. Still: better to keep our distance and hope the water can douse those flaming heads.

The Rathun longship cuts across the waves to close the distance to under 500 metres. Frightening, yes - but that brings it within the effective range of my iron thunderers.

The cannoneers light the fuses, and with a whoosh that shudders across my headphones in stereo, a couple of the cannonballs puncture the longship’s wide sail. If I can cut it down completely, the Rathun will be left bobbing like horny-helmed schmucks, unable to move. Being a walking furnace is no help when all you can do is stare.

What is extraordinary about this battle is that it is taking place entirely in text and static images. For their swashbuckling sequel to Pillars of Eternity, Obsidian have built atop the choose-your-own-adventure-style sequences that were a highlight of the first game. They were lavishly illustrated representations of the scenes where individual characters’ athletic and outdoor skills came into play. But here, in the sequel, they allow you to resolve naval encounters through art and prose alone.

A compass on the UI shows your ship’s direction in relation to your opponent’s, and a single figure on the dash keeps track of the distance between the two vessels. Together, these tools are enough to conjure 3D space and real tactical challenge. The glue is Obsidian’s evocative writing and some restrained sound design, working in tandem to suggest the spray of the ocean and the crack of splintering wood.

pillars%20of%20eternity%202%20ship%20combat.png


Thankfully, our galleon avoids any splintering this round. The longboat spends its single, front-facing cannon shot in vain, and speeds into close proximity at full sail. “Prepare to jibe!” Sassia yells. Then, with what is presumably a quite strenuous manoeuvre, the crew turn the ship 180 degrees, bringing the starboard cannons to bear.

These are specialised for short-range attacks: Vailian Hullbreakers, favoured by merchants and smugglers with cargo to protect; and nasty Chainshot Cannons designed to pick off the crew. Sassia orders the deckhands to hold the ship steady, increasing our percentage chance to hit. The volley is deafening. When the smoke clears there are fewer flaming eyes on the enemy deck.

Crew are a sailing resource in Pillars of Eternity II - as is food, water, medicine, ammunition, and the materials for repairs. Fail to keep your privateers well-fed and their morale will drop. Let them starve for too long and their numbers will dwindle as well. All of this upkeep plays out on an overworld map far more interactive than those conventionally included in classic RPGs of this kind. Fog of war blankets the oceans, and you freely explore them in your chosen vessel, uncovering new islands, caches of resources, and smaller areas to discover on foot.

pillars%20of%20eternity%202%20rathan.png


This style of exploration is highly reminiscent of that found in Obsidian’s underappreciated Neverwinter Nights 2 expansion Storm of Zehir. In it, you steered your party manually across the wilderness between town and dungeon, uncovering side-quests and secret locations as you went. In Pillars of Eternity II, overland travel makes the Deadfire Archipelago feel like the unopened box of riches, curses, and luminous adra its colonists consider it to be. But the adventure is at its finest at sea, where you are accompanied by the continual creak of the rigging, and where ship encounters await just beneath the fog.

Crunch. As the distance closes to spitting range, the Rathun longship rams head-on into our galleon, slamming the starboard side and sending sailors flying. Both vessels take hull damage, but it is not enough to sink either, and boarding planks slam onto the deck. Ten foot tall. Flaming heads. The Rathun make short work of Sassia and her party, triggering the load screen.

The stakes are high for pirates in the Archipelago. But seconds later we are back on the water, determined to sink the Vikings and claim their wreckage as bounty in Pillars of Eternity’s unexpected new highlight.
 

badler

Obsidian Entertainment
Developer
Joined
Jun 3, 2014
Messages
127
see, RPGCodex is the fuel to his fire guys


I hear this a lot from game devs and it always cracks me up.
  1. For every piece of fan hate I get, I usually get three or four people praising my work. Obviously, people tend to forget the good comments, but, in my experience, they far outweigh the negative stuff.
  2. This job is "hard" in the way that solving difficult problems with no optimal solutions is hard. It can be stressful at times, but it is seriously one of the cushiest jobs I've ever had in my life. People like to talk about the bad pay, crazy hours, etc., but I just don't see it. Are there jobs where I could make more money as a project manager for some software company? Probably, but overall the pay is good. Do I work crazy hours? Maybe a few weeks a year, but 90% of it I work an 8 - 9 hour day. I feel like conditions were worse in the past, but things are pretty solid now.
    1. Obviously, other dev studios are run differently. I'm sure some of them still run folks into the ground, but I feel like they are few and far between these days.
I feel like game devs like to pretend they are miserable all the time. Not sure why... it is a great job and I'm lucky to have it.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,504
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Roxor-triggering title: https://www.pcgamesn.com/pillars-of-eternity-2-deadfire/pillars-of-eternity-2-lore

Pillars of Eternity II's quirky lore makes its world irresistible

pillars%20of%20eternity%202%20lore.png


From a distance, the first Pillars of Eternity could seem a little dry - drenched in pretend history then baked to resemble the best RPGs of the ‘90s, it is akin to a tea-stained map in an elaborate school project. To an extent, it had to be that way as the game promised to Kickstarter backers in 2012 was a return to what they loved about Baldur’s Gate, Icewind Dale, and Planescape: Torment.

There was no room for the wild, creatively unrestrained colour of Divinity: Original Sin II, nor the weird communist world order of Obsidian’s own Tyranny. Pillars of Eternity’s nation of Dyrwood was born when designer Josh Sawyer flipped a map of the Dalelands in the Forgotten Realms - of Dungeons & Dragons - and stuck a bunch of new labels on it.

Obsidian tasked themselves with recreating the feeling of decades of D&D lore. On top of that, perhaps they considered that, in Baldur’s Gate, the shelves of Candlekeep library were filled with books referencing the stories of RA Salvatore and Ed Greenwood.

Obsidian wanted to match the commitment to detail of these fantasy worlds. As a result, some of the information stuffed into the Pillars games can feel extraneous. It is difficult to care about the fact that the Vailian Republics lie to the south of Dyrwood and Eir Glanfath, and are ruled by a duc elected by the Consuagli Asegia, a council of 14 ducs, including its five most prominent, the Ducs Bels. It just does not leap off the page.

But when you play Pillars of Eternity II, all of that fake history seeps into the people and the environments, enabling the kind of cultures and quests you have not seen before. The dryness of the first game is gone. It seems appropriate that you spend a lot of your time on the ocean in the sequel.

Welcome to Tikawara, a small village on one of the less fertile islands in the Deadfire Archipelago. The village is home to a Huana tribe, one of many loosely connected groups native to Deadfire. After too many fatal run-ins with colonists and slavers on the more popular islands, they have retreated here, where the land is barren. Caged on the beach are a gaggle of Lagufaeth, the four-armed amphibians who take the best of the local food. In some ways, this is their island.

pillars%20of%20eternity%202%20beach.png


The Huana live simply; in huts with thatched roofs. But wander towards the trading outpost at one end of the shore and you will see the beach become thick with lavishly-decorated rugs and finely-weaved baskets. The tribe’s plumage is on display in an attempt to attract passing merchants from the seafaring empires.

It is not working. The trading outpost houses a single nervous-looking dwarf - the remainder of an expedition sent to hunt for luminous adra on a nearby isle. When the expedition arrived, the Huana plied their guests with food and drink, treating them like the first clients of a new business. Their disappearance, however, suggests they are unlikely to be repeat customers.

Despite the setback, the local chieftain greets you and your party with a warm, if slightly fearful, smile. But behind that gracious hospitality is an ugly reality: the labourers at the bottom of the Huana’s cultural strata are going hungry while their guests dance drunkenly on the beach.

pillars%20of%20eternity%202%20trading.png


From the Huana perspective, this utilitarian commitment to the greater good of the tribe is not as callous as it seems. They visualise existence as two starving eels - one representing the overworld, the other the underworld, each devouring the tail of the other. Life and death, as the denizens of this village perceive them, are merely the experience of passing through the digestive tract of one eel and into the other.

That might sound a little (in)Human Centipede to us, but the upshot is that, just as the Huana pass through the eel of life into the underworld, they must also reemerge from the underworld and return to life. It is this sort of cyclic thinking that can make a caste system much more palatable.

In Huana society, the warriors and priests govern. Below them are the Kuaru, the craftspeople who live in relative comfort, and lower still the Roparu. It is the duty of the Roparu to starve during lean times, since they are destined to be reborn into a higher class in their next lives.

pillars%20of%20eternity%202%20tooltip.png


Understandably, some Roparu are more down with this than others. Meet Tamau, bound up to be left for the tides after repeated thefts and misdemeanours. “I say that I deserve what others have in plenty,” he argues. “Shade, a full belly, a moment to kneel on cool sands.”

And so a tiny hub for stocking up on equipment before the next dungeon reveals itself to be much more: a hive of tension and cultural unease, which becomes more fascinating with every conversation. Obsidian’s delivery of this lore is more subtle than in many of their peers’ games, too. Pillars of Eternity II borrows the tooltips from Obsidian’s last RPG, Tyranny, allowing you to hover over any highlighted word in a conversation to read more about it. It is an elegant system that takes away the chore associated with a pile of unread codex entries.

To describe the worldbuilding of Pillars of Eternity II as ‘rich’ or ‘deep’ would do it a disservice. Although those words are intended as compliments, they are in themselves a little boring. Lore does not just make the Deadfire islands rich or deep; it makes them unique and exciting. It makes exploring these maps an act of anthropology, rather than just exploration and monster-killing.

Pillars of Eternity II is not a made-up history book bound together in the name of D&D nostalgia, although it may appear that way at first. It is an altogether more alluring game for its alien logic and cultural quirks.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
Yes. Great title. Very opinionated, very controversial in these parts. It has indeed triggered me.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
It makes exploring these maps an act of anthropology.

That's an interesting remark. I have stated in the past that PoE's lore is only of interest to anthropologists and I see that isn't very far-fetched. While he presents it as a positive thing, I'm not so sure about that. It reminds me of recent academic dissertations where the topic is very specific/narrow and losing the attention of an inquisitive mind because of that. The lore is simply listed, as if it has a point in of itself. I just don't see why we would care if the Huana have 3 social castes, it doesn't go anywhere nor does it factor in anything we do, so at best it's about semi-scientific categorization, i.e. of interest only to literal anthropologists and maybe their ability to contrast it with real-life indigenous cultures.
 
Last edited:

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,240
I just don't see why we would care if the Huana have 3 social castes, it doesn't go anywhere nor does it factor in anything we do

Article mentions the quest with that Roparu and why wouldn't it factor in anything we do? For starters, its a big minus for me to preserve Huana culture in the choices I'll make during the game.
 

Falksi

Arcane
Joined
Feb 14, 2017
Messages
10,593
Location
Nottingham
Just playing through PoE now.......for the love of God please sort out the loading times for this sequel. It's beyond a joke. Between those & the busy work I can easily spend 20 min just adminitrating the damn thing.

Loading each house/bar/etc? Fucking annoying as fuck.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
That guy is accused of stealing fruit, it has nothing to do with with the castes, he just happens to be the lowest one. It is not implied whatsoever that they only accuse him of it because of some preconceived notions that the Roparu are thieves, they execute the real culprit if you find out who it is either way.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
That's an interesting remark. I have stated in the past that PoE's lore is only of interest to anthropologists and I see that isn't very far-fetched. While he states it as a positive thing, I'm not so sure about that. It reminds me of recent academic dissertations where the topic is very specific/narrow and losing the attention of an inquisitive mind because of that. The lore is simply stated, as if it has a point in of itself. I just don't see why we would care if the Huana have 3 social castes, it doesn't go anywhere nor does it factor in anything we do, so at best it's about semi-scientific categorization, i.e. of interest only to literal anthropologists and maybe their ability to contrast it with real-life indigenous cultures.
Lol, we'll see about that. I hope it will be at least nearly so in-depth as advertised.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
Why not just read a book about indigenous cultures in the real world if you want an in-depth exploration of that? PoE's wankery hardly seems a worthy substitute.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Why not just read a book about indigenous cultures in the real world if you want an in-depth exploration of that? PoE's wankery hardly seems a worthy substitute.
Because I admire the craftsmanship and the actual mass of knowledge required in order to make up an artificial culture that sounds as convincing as the real ones I've read about. That's the whole appeal of the LotR universe for me.

On the contrary, why don't you just skip reading the stuff that annoys you as wankery?
 

Lacrymas

Arcane
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Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
I am skipping it, I've mentioned several times that I don't read anything in PoE and I'll be skipping everything vaguely descriptive in P2.
 

FreeKaner

Prophet of the Dumpsterfire
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Devlet-i ʿAlīye-i ʿErdogānīye
Why not just read a book about indigenous cultures in the real world if you want an in-depth exploration of that? PoE's wankery hardly seems a worthy substitute.

I love reading history, why do you think it's mutually exclusive? In fact I have recently read a book about colonisation of East Indies by the Spanish, Portuguese and the Dutch.

This might sound odd perhaps but when you have the real deal, which is essentially a story of countless people that can't be ever matched by fiction of a few, you also come to appreciate the attempts being made that are being flavoured with marks of human creativity and ideology as well. Even if it's imperfect, even if it's not all that competent. The dimension is the individual's sentiment and imagination poured into it, which is why I still read fiction. Which is why LOTR is one of my favourite fictions because you can clearly see Tolkien's mind, ideology and dreams written in it.
 

santino27

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My team has the sexiest and deadliest waifus you can recruit.
I don't mind an anthropological or historical take on worldbuilding; it can lead to a much deeper, more fully realized world. The thing is, world building is pretty much background stuff. You still need an actual plot that pulls in aspects of that world building and makes them interesting/significant to the player.
 

FreeKaner

Prophet of the Dumpsterfire
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PoE1 wasn't bland because it had a lot of information about trivialities or history of the world, it was bland because it had a weak plothook, weak premise and overall didn't know what it was attempting at or being coherent about what was its central philosophy. This is why white march was better despite being set in the same world with small details, it just had better plothook and more interesting content set in the world they built, as well as a clear central philosophy. Moreover the previous elaboration they have done on the Gods made the plot itself more meaningful.
 

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