Pillars of Eternity Preview

Rock, Paper, Shotgun has published a preview for Pillars of Eternity, based on the backer beta build of the game. For the most part, it seems like the writer enjoyed it:

If Pillars of Eternity were nothing more than an attempt to recreate the past with a new paintjob, I’d be happy enough to play but might not be quite as curious about the end result. The Infinity engine template forms the outline for Pillars and the broad strokes are D&D-ish, but the deviation is in the details. Rather than pulling apart every alteration to the expected systems, I’m going to focus on camping, resting and healing.

It’s an integral part of the game and an aspect of adventuring that has traditionally been an afterthought or means to access a ‘˜quick heal’ button. Obsidian have made it part of each player’s personal narrative, by adding flavour and building a set of healing and buff mechanics around the need for rest. Checking into the beta village’s inn provides a choice of rooms, each named and some with implied backstory.

One of the rooms looks out onto a stinky workshop, which means that you’ll do little more than recover while you rest there. Other rooms, pricier rooms, provide buffs to stats, which last until the next time the party rests. That provides an incentive to utilise inns whenever the chance arises and to spend as much time between bouts of snoozing as possible. This seemingly slight change creates a tension venturing out into the wild unknown leaves the party reliant on their limited supplies and requires intelligent management of short-term and long-term damage, as well as any abilities that are reliant on resting.

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