Pillars of Eternity

GB Feature: Pillars of Eternity Review and Content Overload

In addition to finally publishing a full review for Obsidian Entertainment’s Pillars of Eternity, we’re also pleased to announce that we’ve opened up a dedicated subsite for the crowd-funded RPG that’s filled with the same type of content you’ve come…

An Argument Against Real-time With Pause Combat

Jody Macgregor has written another column for PC Gamer, in which he takes issue with the usage of real-time with pause combat systems in RPGs, and argues that developers should always rather go with turn-based or full real-time. A snippet:…

Chris Avellone Community Q&A

Yesterday Kotaku conducted a community Q&A with Obsidian’s co-founder and Chief Creative Officer Chris Avellone, who has recently been working on Pillars of Eternity and Torment: Tides of Numenera, in addition to an unannounced project at Obsidian. The Q&A touches…

Why Too Much Combat Hurts Great RPGs

Using Pillars of Eternity and The Banner Saga as examples of too much combat and confused game design, PC Gamer’s Jody Macgregor argues in an opinion piece that RPGs and titles that put a focus on narrative should de-emphasize their…

Pillars of Eternity Video Introduction

In the event that you haven’t yet checked out the introductory areas of Obsidian’s Pillars of Eternity – or if you simply want to experience them again – I’ll point you over to this new 53-minute entry in Matt Barton’s…