Well you managed to convince me to finally play Pillars 2. I actually don’t mind the chaotic nature of RTWP (kinda makes me feel like it’s a real fight, in a way) but zooming in on events to effectively relay info is very clever.
I have unfortunately never had the chance to play D&D (only ever had one friend who was interested), so I compare cRPGs to other video games, where having shitty enemies between points of interest is pretty much expected.
But I understand what you mean by it being more restricted. Still liked it better though, honestly in large part because I think the writing and story are much better (very subjective though).
Did you finish BG3? The plot is very by-the-numbers, but the characters’ stories weaving in and out of it was the main event in that game, and lots of those reach their conclusions in Act 3. In Pillars 1, the problem I had with the party members’ stories were that they all felt like the beginning of a storyline instead of a complete arc, but a friend of mine who’s finished Pillars 2 tells me that they deliver on this front much better in the sequel.
One word of warning to you on Pillars 2, since you think so highly of the combat in Pillars 1, is that part of the reason it might be more readable this time around is that battles are smaller-scale, by a smidge. Your party size is restricted to 5 instead 6, and I’m assuming that enemy mobs as the game goes on will scale down proportionally compared to Pillars 1. But skill checks in dialogue to solve problems by means other than combat? Character build depth? Environment readability, conveying the approximate level of the quests in your journal, the inconvenience of managing your stronghold while you’re out adventuring…I think the developers agreed with me on all of my complaints with the first game, because what I’ve seen of the early hours of this game is an answer to all of it.
I have unfortunately never had the chance to play D&D (only ever had one friend who was interested), so I compare cRPGs to other video games, where having shitty enemies between points of interest is pretty much expected.
Well you managed to convince me to finally play Pillars 2. I actually don’t mind the chaotic nature of RTWP (kinda makes me feel like it’s a real fight, in a way) but zooming in on events to effectively relay info is very clever.
I have unfortunately never had the chance to play D&D (only ever had one friend who was interested), so I compare cRPGs to other video games, where having shitty enemies between points of interest is pretty much expected.
But I understand what you mean by it being more restricted. Still liked it better though, honestly in large part because I think the writing and story are much better (very subjective though).
Did you finish BG3? The plot is very by-the-numbers, but the characters’ stories weaving in and out of it was the main event in that game, and lots of those reach their conclusions in Act 3. In Pillars 1, the problem I had with the party members’ stories were that they all felt like the beginning of a storyline instead of a complete arc, but a friend of mine who’s finished Pillars 2 tells me that they deliver on this front much better in the sequel.
One word of warning to you on Pillars 2, since you think so highly of the combat in Pillars 1, is that part of the reason it might be more readable this time around is that battles are smaller-scale, by a smidge. Your party size is restricted to 5 instead 6, and I’m assuming that enemy mobs as the game goes on will scale down proportionally compared to Pillars 1. But skill checks in dialogue to solve problems by means other than combat? Character build depth? Environment readability, conveying the approximate level of the quests in your journal, the inconvenience of managing your stronghold while you’re out adventuring…I think the developers agreed with me on all of my complaints with the first game, because what I’ve seen of the early hours of this game is an answer to all of it.
I think this is par for the course with RTWP though, since the quicker pace of combat means that the developers have incentives to place more of it in the game, but I do think that leads to worse pacing. It reminds me of a really good article analyzing Batman: Arkham Asylum and X-Men Origins: Wolverine with regards to breaking up the type of gameplay you’re having the player do.