
Much like Baldur’s Gate back in the day (or the recent remaster) you control your party of characters, either directly or with a ‘mouse’ pointer, as they explore towns and dungeons.
#Pillars of eternity review Ps4#
That obviously means that you’ll get your money’s worth and the PC reviews point at a great game, but the transition to PS4 has not been kind. Now it’s arrived on the PS4 with all the DLC included in the package. A sequel to the 2015 real-time-with-pause RPG, it continues the story of your created character, The Watcher.

Pillars of Eternity II: Deadfire came out on PC a year and a half ago to great reviews. If you'd like a game that's similar to Pillars of Eternity but executes far better on every level, play Tyranny instead.Februin PS4 tagged baldur's gate / deadfire / loading / pillars of eternity / real time / rpg / tactical by Gareth I could readily forgive this if the combat were enjoyable, but that's far fom being the case. Obsidian clearly put a ton of work into the game world, but it did so in a way that isn't very enjoyable to explore. I couldn't bring myself to care all that much about any of them. The same goes for the main characters, with whom depth is sacrificed in the name of breadth. This is less like reading an enjoyable tale than it is akin to memorizing a textbook. The game builds the world by subjecting the player to an overwhelming deluge of information. How about if you're forced to eat it at every meal and in quantities that give you stomach pains? It stops becoming a good thing, and that sums up the scope of Pillars of Eternity. Ice cream is pretty good once in awhile or once per day, right? Sure. I can best compare this to the scope of Pillars of Eternity by using the analogy of ice cream. The way in which the world is built for the player is extensive but by no means overwhelming. It provides a decent set of main characters with backstories containing solid-enough depth. This requires a lot of reading, but the experience is one of a good book in which the reader gets to participate and shape the story. Tyranny provides a world of impressive scope, one which it defines to the reader chiefly by text.
#Pillars of eternity review full#
Whereas Tyranny's combat moves slowly enough for actual tactical depth, the combat in Pillars of Eternity moves at such a ludicrously fast pace that combat boils down to repeatedly pausing during the course of each relatively short encounter in order to ensure full action economy by repeatedly selecting abilities the alternative is to simply automate some or all of your characters, which does alleviate this issue but does so by freeing you from actual involvement in the game's combat mechanics. The combat in Pillars of Eternity is messy, highly tedious, barely-controlled chaos which largely consists of managing an oversized party in spamming the same course of abilities in between pauses. Tyranny's combat isn't innovative (aside from the spell-building system, which is good fun), and it isn't particularly diverse, but it's solid enough. The games diverge sharply in terms of combat and scope.

Both focus heavily upon world building and lore, a focus which necessitates a great deal of reading by the player. Both are similar in terms of production values, which is to say that they're fairly rudimentary in terms of graphics, largely lacking in voice acting, and so on. I'll contextualize Pillars of Eternity by comparing it to Tyranny, a similar title released 18 months later by the same developer and an experience which I enjoyed a great deal.
