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Pillars of Eternity review

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  • Pillars of Eternity review

    Easily the best thing about all these old-school RPG revivals has been remembering just how varied the classics truly were. Divinity Original Sin brought back the Ultima VII vibe, Wasteland 2 carried as much of Fallout as it did its namesake, and now Pillars of Eternity casts its resurrection spell on the classic that largely saved the genre from a descent into obscurity - Silver! No, wait. That other one. Baldur's Gate, that's it.
    Pillars of Eternity isn't Baldur's Gate 3, but only because of a few technicalities like the name. Its new world is distinct from Forgotten Realms in detail rather than spirit, its engine and mechanics are patterned almost entirely after what BioWare and Black Isle were doing with the Infinity Engine back in the 90s. The backgrounds, higher resolution and with nicer effects, but cut from the same cloth. Each Act beginning with a portentous narrated text scroll. The map. The assassins out for your blood. The progression through small towns suffering from a background threat (this time to children rather than iron) before entering a big city of politics and intrigue. To be sure, you can find the individual elements there in many RPGs, but in this case the particular mix leaves no doubt as to what you're supposed to be feeling nostalgic about. And if any doubt persists, it's soon beaten over the head with the magic words "You must gather your party before venturing forth."
    Occasionally, that can be a mite underwhelming. Part of what made Pillars' inspirations classics is that for their time, they were scrappy, adventurous, forging new terrain. The same has always gone for Obsidian's designs, being noted for their subversions and risk-taking and willingness to try spinning things in new directions even with existing franchises. Pillars of Eternity however, while ambitious, plays things very, very safe. It's absolutely the game that Obsidian's Kickstarter backers wanted and paid for, just lacking the company's usual flair for also giving us what we didn't know we wanted, or even the shake-ups to the formula supposedly made for the originally planned Baldur's Gate 3: The Black Hound. At times, it almost seems to pull away from its own twists. The occasional breaks from the action for Choose Your Own Adventure style storylets for instance sounded like a great idea for handling more complex encounters than the engine can offer, but in practice are typically "Try throwing a grappling hook? Okay, cool, it worked." I really wanted more of these, and more ambitious ones. The few that stand out really show their potential.
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