Pillars of Eternity 2: Deadfire Catch-All

Wow that trailer didn’t really sell me.

steinkrug wrote:

Wow that trailer didn’t really sell me.

Me neither, but that's because there was no gameplay.

I didnt really get " dark and war torn land" vibe from Eora so i wonder if this new game is set in a different time period, either before or after. I hope they include third person as well.

On the other hand Skyrim with muskets does sound good.
I remember back when Microsoft bought this publisher, somebody at the studio said they'd love to make a Skyrim type game and now with Microsoft money that was something that could be possible.

And please, no more pirates.

garion333 wrote:
steinkrug wrote:

Wow that trailer didn’t really sell me.

Me neither, but that's because there was no gameplay.

Sure, but the purpose of these trailers is to create some interest and it failed to do that for me. If I didn’t know it was from Obsidian I’d have already forgotten about it.

Nice article here with a summary of what Avowed is aiming for:

Avowed summary

I kind of want to try Deadfire because it is on sale. However I have bounced off of Pillars 1 after 9 hours and Divinity 1 and 2 in around 12-14 hours. I did love Tyranny and beat that.

I think it is a pacing issue as I recall Tyranny picking up faster and having less wasted time wandering woods looking for the last talking pig.

Should I skip Deadfire or get it?

Finished both PoE games. 2 has changes but probably not enough that you’d feel differently.

If it is on sale for 5-8$ then I would pick it up. You can at least get a dozen or more hours out of playing the first 3-4 hours with different classes and party makeups.
I just looked it up on steam and I have 42 hours with it and have not progressed passed the big city in the main plot. It is also sort of neat to play around with the turned based mode. You could easily get 5+ hours out of that.

I fired up this game last week and I have found something that has made it stick this time.
The RTwP has a speed selector.(underneath the pause/clock at the bottom of the screen) The game is much more manageable at slower speed yet it doesn't take forever to complete a single fight like with Turn Based mode.
There are definitely some real niceties with turn based like class that get a bunch of free actions on their buffs. I typically didn't use buffs and things like vanish or stealth because they were too micro management heavy. However turn based and slower RTwP has opened that up quite a bit.

It seems like every time I revisit the game I have to spend 5-10 hours re-rolling to find a class or 2 that I can get a good feel for. I do not like how they have changed hiring mercenaries at the inn. It used to be you hired them and could play with their class mix to your heart's content. Now you have to hire a mercenary of a particular class and then I am guess you can choose to mix them up with a multiclass. The problem is many times I don't know which class I want to start with?

Anyways, I am really happy with my party with my main being a ranger/rogue and choosing rogue subclasses for eder and the wizard companion. I get big burst out of hitting stealth at the last second before triggering combat and firing opening backstab salvos from 3 of my party. Plus there is a huge amount of utility from escape. I can use it to move a troubled party member out of being surrounded and hurt. I can also use it to occupy and knockdown a ranged attacker or use it to quickly establish flanked by teleporting behind my enemies. It is also good to create ranged distance for my sharpshooter bonus.

If I had known some of these things at launch, it would have been my game of the year. I think the game was unnecessarily complex and of inconsistent difficulty and that hampered it. They listened to the wrong people complaining it was too easy, made it harder on top of adding the complexity of multiclassing, and the game suffered for it. Look at how much more of a success Outer Worlds was. It was a lot closer to too easy than PoE 2 but they kept it that way and it seems to me the game had a longer shelf life and more success.

edit: quick google search shows OW sold 2.5 million copies and PoE 2 sold 100K?

PoE 2 was a total financial failure for Obsidian. Josh Sawyer has done a lot of talks about it and posts quite frequently how hurt he was over the lack of success from the game.

I think the entire failure of PoE was that he was making the game for backers and not something he was truly invested in.

I watched the post mortem talk he did and it sounds like the one thing he was really excited about, and they promoted front and center, he never got. He was most excited about ship boarding combat and he wanted you to fight tentacles attacking the ship a la the prominent title screen first leaked.

He wasn't in love with the full VO mostly because it screws with scheduling and it was deemed mandatory too late in the dev cycle. It worked out and was received very well but was far too costly and stressful.

He says adding turn based was by far the best thing they did post release. So he has softened his stance on it but he states that it does not mean they won't do RTwP anymore. As great as it may have seemed a change, if the game only sold 100K copies, how could it really be that good in the end? Don't get me wrong there are a lot of positive things about turned based mode. But there are classes that largely suffer because they don't get the boost of having free actions. Plus the system essentially makes dex -recovery builds useless.

He says he wants to keep the relationship system he put in place but feels he went one step to far with it which caused conflicting and psychotic behaviors. I think that some up most of the game's problems in a nutshell: every area of the game added new systems and each one went one step too far.

PoE2 failed for me on a couple of fronts - mostly that the central plot just wasn’t that interesting, and in trying to make all the factions ‘ambiguous’ with their intentions and actions (i.e. neither good nor bad) basically made them all dicks and nobody I wanted my watcher to be associated with. I never did go back to it after my initial playthrough, I guess I should at some point.

While clearly a flop, it likely sold more than 100k, that number seems to be after 6 months. Unclear if it included the 33k copies from the crowdfunding.

Biggest problems in the game for me was the story/theme. Not a pirate fan, and the entire main story was just lackluster. I also cant grasp how they launched with that ship combat. Overall I disliked some of the combat changes, combat just felt less interesting/experimental than in the first game, and the removal of the two different HP pools was a big miss. On the other hand, class builds where much more interesting with dual-classes, subclasses etc., and moving away from the annoying D&D magic system with limited spells per rest to more spells per combat always makes me happy.
Being Obsidians second best game is not so bad either.

I wonder how much the flaws of the game really affected sales. Many people will only encounter those issues after buying the game. PoE1 sadly seemed to lose a lot of its players along the way. PoE2 might have struggled to get those players back even if it had been "flawless".

I played PoE2 on console and couldn't imagine doing RTwP effectively with a controller, so thank goodness for turn-based mode. I put dozens of hours into it & only gave up because of crashes and load times. I enjoyed the complexities in character builds and classes.

I wanted to like it more than I did. There is something about the world or tone that didn't sit quite right with me. The lore is impressively complex and detailed... and depressing. Religion takes centre stage (as it tends to do when a giant god is walking the planet and destroying stuff) and you have to actively engage with it and take a position on the theological arguments between the pantheon of gods and their followers. Something about it made me wish the story had a smaller scale than determining the fate of all people and their souls, ever. Plus the ship combat did get very samey after a while -- great for grinding, not so much for anything else.

That said, I'm sad that sales were so low because I want Obsidian to keep making games, especially RPGs.

Well, it didn’t seem to harm Obsidian too much as they put out Outer Wilds, got bought by Microsoft, and, I think, are working on two more games.

Huzzah! I forgot the timeline there. I personally am happy for them to do other games, and don't feel any urge to revisit the Pillars universe. More Outer Worlds is always good.

Felix Threepaper wrote:

Huzzah! I forgot the timeline there. I personally am happy for them to do other games, and don't feel any urge to revisit the Pillars universe. More Outer Worlds is always good.

They are making Avowed which is going to be a Skyrim like RPG set in the same world as Pillars.

I just started playing PoE2 after completing PoE1 and the expansions. Although I really just started (still getting off the beach in the intro), my initial impression is PoE2 is a much better game that expands and improves on the PoE gameplay in every way. Even little quality of life features like hyperlinking certain text about gods, countries, races, etc to a quick info blurb are huge. I initially installed it just to import my PoE save but now, well, here's another 80 hours...

I think there is a bit of identity problem with the game. Right now I am thoroughly enjoying sailing around from random island to island, finding caves with fights and hidden caches of supplies and loot, completely ignoring the plot. That is what the game could have been and is fantastic.

Then there is the Baldur's Gate clone plot where you go around from screen to screen and talk back and forth to people to get quests and explore dialogue choices. That game is less interesting to me because of the back and forth and "hunt for the right NPC in the right order to continue the plot" mechanics. However, that would have been a good game too.

But sadly this is one of those cases where the whole is not greater than the sum of its parts.

Oh and endless dungeon please. Seriously. It should be mandatory in a game that focuses on builds because it is essential in finding what builds work and how to make a build that doesn't work, work better or even be viable with small changes.

Sawyer talked about how Pathfinder proved that RTwP games can still sell. But I know in my case it would have been as successful without Beneath the Stolen Lands. I've tripled the amount of time spent in that campaign because of it. And I've spent 50x more hours in the game outside of the campaign. (I played about 5 hours before BTSL versus almost 200 hours after)

Technically I guess the island hopping game could have been a great alternative to the endless dungeon.

For me I loved everything about POE2 except the plot. The first game had a great onion peeling mystery, what happened to me out in the forest that dark night? What am I seeing? What's going on with the hollow born crisis? Why did the war start and how did it end? And slowly the story unfolds as you dig deeper.

POE2: start: follow the God and ask him what he is doing / middle: following the god and keep asking him what he is doing/ end: meet god and ask again.

I just used the Critter Cleaver and now I feel bad.

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Decided to finally give this a go a few nights ago. While I really liked PoE I had some problems with combat and progression (3/4s of the way through you are at max level). I've installed some mods and am using turn-based-mode for this time around. Loving the combat early on. It's just clunky enough that I can tell the game was designed from the ground up with it but it's still a big improvement over RTwP.

I'm such a sucker for the pirate setting. I loved Risen 2: Dark Waters and that's pretty much considered to be the weakest in that series (they are wrong, the 3rd is the weakest). I am only on the first island with a few encounters and conversations under my belt but everything is hitting just right. Really glad I waited to play.

Yeah I'm really enjoying my time with this game.

I was disappointed by the lack of responses to the thing

Spoiler:

Maya

does. I really wanted to at least kick her from my party if not hand them over to the Huana. I'm seriously considering murdering them and then taking out the entire

Spoiler:

Deadfire company.

I've had such limited time playing that I only have a full party and just got to name my first island. Named it after the friendly Xuarip, Mother Sharp-Rock, that I freed from a cage. Welcome to Sharp-Rock Island!

Finished. I sided with the Huana. Goodbye

Spoiler:

Maia and Pallegina you won't be missed.

I enjoyed my time with this and am surprised more people didn't like it.

ARISE!

I've got a game going (turn-based) and I'm kind of struggling to keep playing. The game/story just isn't pulling me in. I find myself taking breaks and playing other games, which is NOT normal for me.

My party is currently searching the areas under Neketaka.

I found myselr in this same situation years ago, just after release. I think that, while the story is interesting, it just doesn't have enough to pull through some of the weaker points.