![]() I said, let's just make a game that's like those old games. We want every class to feel like it's important and valuable in its own way." But we did that because if you made a rogue, we wanted you to feel like this character is very good at a certain style of combat. That's a change from second- and third-edition D&D, where they are mostly skill-based. For example, one of the party members that you get is Heodan, and he's a rogue, and rogues are the most offensively powerful weapon-based characters. ![]() We don't have to do it the same way that it's always been done, we can change the formula a little bit. But there are certain aspects of them that are not superfun, or could be more enjoyable. And a lot of things I look at and I think, a lot of things were really fun, really enjoyable to do. "I worked on all the Icewind Dale games," says Sawyer, "and I've seen how people play them. And for Sawyer, a big part of that is rethinking how classes function. We chatted a bit about the Baldur's Gate legacy, and the ways Obsidian plans to differentiate their game from its forebears. Pillars of Eternity project director Josh Sawyer doesn't think so. Does Pillars of Eternity use old mechanics to say something old? And if so, is that necessarily a bad thing? Divinity uses old mechanics to say something new. It didn't help that I had just played the excellent Divinity: Original Sin earlier that day, an RPG that uses its inspirations as a springboard rather than as a mold, and in the process establishes an identity that makes it an important step in RPG evolution. Now Playing: Pillars of Eternity Impressions Culture choices don't affect your stats, but they do offer role-playing opportunities.Īs I watched Obsidian play Pillars of Eternity, it was hard not to shake the concern that stayed with me throughout the demo: that this was not a game standing on the shoulders of giants, but one relying on slavish devotion. Combat is even in the pause-and-play style that serves as Baldur's Gate's signature.īy clicking 'enter', you agree to GameSpot's The environments have that hand-drawn grittiness that gave the Infinity Engine games an air of fantastical despair, the interface looks as if it has been carved from oak and stone, and selected party members are identified with pulsing blue circles under their feet. ![]() It doesn't take place in the Dungeons & Dragons universe, but Pillars nonetheless looks and feels like its inspiration. Several members of the game's development team showed off the game to me recently, and it only took a single glance to see that Pillars of Eternity is spawned from BioWare's classic. ![]() Whether or not Pillars of Eternity has the same magic as Baldur's Gate, the game which it clearly looks upon with awe and reverence, isn't yet clear. And with Pillars of Eternity, it hopes to recapture a piece of it. Developer Obsidian Entertainment, well-known for RPGs ranging from Knights of the Old Republic II to Alpha Protocol, knows its history. Modern role-playing games, for example, stand on the shoulders of adventures like Ultima VII, Eye of the Beholder, Baldur's Gate, and Planescape: Torment. It's said that we stand on the shoulders of giants-that is, that we advance into the future by building on the grand discoveries that have come before.
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