Pillars of Eternity - Definitive Edition: Impressions, Criticisms and Review

Published by Obsidian Entertainment. Original release date: March 26th, 2015. Definitive Edition release date: November 15th, 2015.Price: $29.99 MSRP. Current Steam Sale: $7.49. Current Epic Games Sale: $9.99 (with coupon.)

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12/23/20


Over the past week or so, as a part of the Epic Games Free Game of the Week promotion, I’ve picked up Pillars of Eternity - Definitive Edition for free and have been playing it on its Normal difficulty almost nonstop ever since. This being the second video game by Obsidian I have played (the first one being Outer Worlds--releasing four years after Pillars had its original release), I felt it appropriate to share some of my thoughts over the quality and experience of this game, comparisons I have made, and some other miscellaneous observations. It’s worth prefacing this with that I have not fully completed a run through this game and haven’t actually completed the game’s second act as of yet (more on this later)--however, I’ve put close to 70 hours into this, and while others have spent thousands of hours on this video game I feel I can write on this with some authority.

Starting with its strengths, Pillars of Eternity is engaging. There is a lot of content to delve into. Much of its characterization is convincing, and the voice acting that it does have is well-performed. Another YouTube channel that I watch, “Should You Play It,” estimated in their review that “25%-30% of the game is voiced,” which seems like an accurate assessment to me. Regarding its story writing, its overall plot and characters themselves are very reminiscent of a decent or good Dungeons and Dragons campaign. Some tropes can be expected, but overall the plot runs smoothly enough, and the characters themselves are generally rather fun to interact with, even in cases where they're not very original.

The game does suffer from a variety of flaws, many of which aren’t immediately apparent to the player and that bear mentioning. The talent pool that Obsidian recruited to do their voices is incredibly small. Half of my party, as it turns out, was voiced by Matthew Mercer--possibly the most distinguished voice actor of the bunch--with my main character (using the “sinister” voice effects), the story character Aloth, and the story character Eder all being voiced by him. Kana, a character that comes later on, is voiced by Patrick Seitz (famous for many different television, video game and anime roles) and also does a character at the beginning of the game (Sparfel), the voice for the commander of the Crucible Knights, and multiple other additional voices. To my own ears, Richard Epcar had to be the most frequently-appearing voice actor in the game, voicing the Caravan Master at the beginning, Raedric’s voice, the spirit of Od Nua (whom I haven’t encountered yet) and the forge master Dunstan in Defiance Bay, along with other additional voices.

Sadly, Pillars of Eternity’s Credits page as well as the Full Cast and Crew IMDB Page only provide incomplete insight on who voiced which character within this game, and while some message boards exist on the subject I’ve not found a comprehensive resource over this topic (maybe I’ll attempt a full list for myself later on.) It’s a massive rabbit hole to go down nonetheless. The Outer Worlds handles this limitation as well, although that game’s execution of this I’d be inclined to say was a little more successful. Only 1% of Outer Worlds's entire production team were actually voice actors, which strikes me as interesting; the NoClip documentary series discusses details about this as well as how the writers had to plan questlines ahead of time to prevent characters with the same voice actor from interacting with each other, when possible. No definable moments of this happening in Outer Worlds come to mind off memory, although there were a couple of occurrences in Pillars (e.g. Kana and the Crucible Knight commander) where it wasn't avoided.
One of Pillars of Eternity’s major problems is interestingly a feature of its design--its Kickstarter rewards implementation. When you visit the first town, you are effectively bombarded with a number of uniquely-named NPC’s--and when you approach them, you get the opportunity to “look into their soul” or walk away. As a new player I was pretty befuddled by this, thinking that these were details I needed to memorize for some upcoming puzzle, when in actuality it wasn’t anything more than crowdsourced product-placement. 
Some games can pull this off with success--LISA The Painful, for example, had a majority of its character names sponsored and selected by Kickstarter backers. As an RPG, this worked; you had a name on-screen detailing who it was that you were going to attack (on a black border above your characters), you kill them, and you move on. Other donor rewards involved creating a party member or a boss battle character, but these were done cautiously, and at least in my own experience, they didn’t hinder the game enough for me to discover that these were Kickstarter-donor characters on my own.
It’s the opposite case for Pillars. In many cases it’s special snowflake-ish. You’ll enter a bar and encounter 5 people named “commoner” and Archduke Franz “Quickfeet” Elfenhein, with a two-paragraph set of memories that mean frick-all to the actual experience. If you read all of these, you *might* encounter one or two funny ones, but what’s the point? You can expect that these were written before a finished product was released. It’s a dilapidated experience. Later in the game you’ll visit a house, with one of these pointless O.C.s effectively “standing guard” for no other purpose than to nick you town reputation points for trying to steal something.

Outer Worlds includes a stealing mechanic as well but it was implemented more fairly. Your character didn’t have to dump a bunch of points into a nearly-useless Stealth skill--instead, it was dictated by NPC line-of-sight. Stealing in Outer Worlds, for the most part, is actually *fun*, in Pillars, it was worth me avoiding entirely.

This may as well serve as a segway into the leveling system--on which I don’t have much to say about it, other than (maybe not relative to other ISO-RPGs, or in comparison to, say, Dungeon and Dragons) that it’s a headache. The story characters that the game gives you access to all have unoptimized and relatively-mediocre starting-stats, so to use all of them (exclusively, without hiring an unvoiced “mercenary” NPC) some creative planning is needed. You’ll also effectively want to min-max your own character’s build to help compensate for inevitable party weaknesses--the game (similar to Outer Worlds) offers a releveling system should you level up the wrong stats, but anything set at character creation is basically unchangeable--which is when the greatest number of character traits needs to be decided. Wizards are good, a priest or two is required (otherwise your party is without a healer), Chanters are bad--but you wouldn’t know this unless you looked it up ahead of time, or unless you’ve played the game before.

And this description leads me to my strongest point--Pillars of Eternity has a habit of setting up unclear rules, punishing players for breaking them, and calling that “replayability.” To be clear, if these “unclear rules” were drawn across moral lines then it wouldn’t be an issue. Fallout: New Vegas has a few main factions that the player could side with and give control of the main world to; all but maybe one of these choices could be argued as potentially being the “best outcome.” Pillars of Eternity (and Outer Worlds to a similar extent) is lacking in a lot of this--*and* game mechanic-wise, the game punishes you for doing normal, explorative stuff and so often sets up inconceivably unwinnable scenarios where you have to be so deliberate about your actions and game mechanic options to actually achieve a (clear-cut) best outcome. Outer Worlds is better with this.

A small example; in the beginning of Pillars, your character encounters some rioting townspeople accosting the owner of a grain mill. If you go inside, the mill owner notes that he is fair in his dealings, although he prioritizes the best of his grain stores to townspeople who need it the most (like pregnant women)--this quest being strikingly similar to one in Outer Worlds’s beginning. If you pass a resolve check of 14, the mill owner will allow for his grain stores to be seized by the rioters. Only if you pass a intelligence check of 12 does he actually lower the prices--and you can postpone solving this quest for an absurd amount of time, waiting until you have the right items and buffs to pass that speech check.
Another example; when exploring the docks at Defiance Bay, your character can notice a shining purple light. If he/she interacts with the light, your character will encounter the memories of a dead child. Should you trigger this innocuous interaction, you will have locked yourself out of being able to talk with townspeople on the disappearance of this boy, which includes the boy’s father, who has since become an alcoholic at the local bar. If you had spoken with the mother first, and then him, and passed a speech check, the man would go back home--otherwise, he’s stuck at the bar forever.

The worst example, *by far* of unfair, “gotcha!” game mechanics has to come from the quests within the game’s DLCs, The White March 1 and 2. Moderate spoilers ahead (warning to anyone concerned with those): you either have to outlaw the study of animancy, make certain dialog choices that lead to a companion becoming an evil crime boss, or lose out on a speech check at the end of DLC 2 when trying to teach mercy and compassion to a “god,” instead getting railroaded into one of two lesser outcomes, *OR* deliberately not finish the game’s second act, do all of the DLC stuff, and then come back if you want all three good endings.

Surely, however, it’s for “replayability.”

It’s punishing in the stupidest ways. Outer Worlds had a few negatives similar to this; you have two major factions that you can ally with, one being cartoonishly evil, and one quest exists where if you neglect to open up some unsuspecting dialog on a computer terminal (and instead delete it straight away) you permanently lock yourself out of a speech check and are then forced to genocide one (or both) of the other factions (or ignore it and get an even worse outcome.) Outer Worlds is metagameable in the sense that you can discover which decisions affect the ending slides ahead of time, and it encourages you to take advantage of its game mechanics a couple of times (particularly with how you can cheese an ending for a certain quest and with how you can cheese stealing a certain poster on Monarch that, by all accounts, an NPC should see you stealing) but certainly nothing to Pillars of Eternity’s scale--and it isn’t as demanding on the player’s time investment, either.

Another criticism--the amount of text present in both games fringes on ridiculous. To quote Philip J. Reed’s review on The Outer Worlds, “ Obsidian’s [writing] tends to be long, meandering, and packed with characters who will never use six words where a twelve-page monologue would suffice.” Pillars of Eternity is no exception to this claim; your character will frequently encounter lore books that most players will pick up and forget where they received them from (their placement usually being an inconvenience to immersion) and I as a player quickly had to learn to tune some things out--especially considering that I was already “metagaming”/looking up other quest analyses beforehand and had more-direct information about the characters on-hand.

A quirk in the dialog that’s consistent in both games is its style of integrating companions into your interactions; both games follow a formula of having an NPC talk to your character, followed up by a companion making some side remark that is hardly ever acknowledged by the NPC--as if your companion is whispering it to you (although the voice acting negates this), or as if it’s a theatrical aside, the companion characters doing a fourth-wall break to react to the events with you--and only you.

One aspect that Pillars of Eternity is stronger than Outer Worlds in, I would say, is in its combat scenarios. Early on in Pillars, the player is encouraged to storm a local leader (Lord Raedric)’s fort. The player has three options on doing this; climb up the side of the tower (using the grapling hook and some small skill checks) and fight through a small number of guards, go in through the main gates and fight most of the guards head-on, or sneak in through the sewer grates and fight monsters after using a strength check. Each approach has its own strengths and weaknesses, as this is early on enough that the loot you would acquire from fighting actually matters and each route can be fun in its own right. 

Compare this with The Outer Worlds, where you have a similar fortress assault involving a sewer, a temporary disguise, or direct assault option, where the sewer entrance leads you straight to your objective, the combatants are innocent, non-soldier people (or robots), the disguise you would have falls off after every ten steps you take, and it’s late-game enough that attacking enemies won’t give you any worthwhile loot. Or compare it to the quest “The City and the Stars,” in which you can either stealth through a whole building, or kill the building’s guards and lose town reputation points... or pass a simple skill check where your character can acquire a permanent disguise and not set off any of the enemies whatsoever, allowing you free travel to loot and make it to your objective. Or again, compare it with the quest “Passage to Anywhere" where you as a player are either tricked into spending all of your money on opening up a shortcut, fighting and beating two overpowered enemies (which I did), or blitzing through an alternative route, outrunning all of the enemy characters and potentially bypassing a third of the game in the process (the easiest, by far, to do.)

Maybe these deficiencies are easier to see in hindsight, after a finished product exists, but these are negative aspects of game design.

The combat mechanics themselves are pretty fun. Sometimes the pathfinding glitches out (or A.I. will inhibit your characters from automatically attacking a new enemy), and the lack of a single button to change your entire party’s weapons is a small inconvenience, but for the most part it works well. The design choice of having this be a game where you repeatedly “pause” the game to issue new combat instructions (rather than feature a turn-based system) can be fatiguing over long play sessions, and Pillars being that style of game might be a dealbreaker to some players, but I generally enjoyed that feature.

A final point on the writing--Obsidian is a little “woke.” There’s really no getting around this one. I’d like to revisit the idea of certain (reasonable) dialog choices not being included in Obsidian’s games, either out of laziness (e.g., in Pillars of Eternity, my character, a priest of Berath, encountered a small chapel to Berath... and all of the dialog choices amounted to “Who is Berath,” “I’ve never heard that title of Berath’s be used before,” even though other dialog checks take your background into account) or from lack of playtesting and feedback (e.g. in Outer Worlds, not having the option to transport a certain character to a different planet on this early quest’s third outcome) but certain decisions and design choices by the studio don’t have that excuse.

In Pillars, for example, the only way to get a good outcome on one quest and thus significantly raise your reputation in the town, is to lower the price of black market birth control. No moral qualms are raised and no ways for your character to roleplay against this are made available. Prostitutes also exist in Pillars of Eternity (although that feature remains partially broken), and the only way to get a (stackable, temporary) +2 enhancement on your resolve is for your player to solicit a male prostitute in the game. Outer Worlds also features a major quest, where you’re expected to assist one of your companions in getting into a lesbian relationship; again, no way to repel or address any disagreements or differences through your player character’s roleplaying are present. The mentality is like the equivalent of the show Arthur’s episode on gay marriage; “if we don’t address or allow representation for our opposition, it doesn’t exist.” It’s ironically closed-minded and annoying when the game that frames the weight of your moral decisions is so detectably and consistently biased.
Minor spoiler alert, but both games also feature a priest support-character that (at some point in the game) hates their god, and the character leading the not-evil main faction in Outer Worlds was directly inspired by Rick from Rick & Morty--if that speaks anything as to the mentality of this studio. Other choices, such as (in Pillars) winning reputation points by buying and freeing slaves as opposed to killing the slaver and freeing slaves, and winning reputation points for forgiving someone of manslaughter and allowing the person to keep his secret, also speak a little on Obsidian’s morality and inhibit player freedom in additional annoying ways.

ALL that complaining aside... there is a lot to enjoy. It’s a big world to tap into, and it does have a sequel where you can import data from this game into that and have some of your major decisions be reflected in that game as well. It also features a stronghold (a Kickstarter stretch goal) that the player can manage--some meta knowledge of the game’s upcoming events and mechanics helps a lot in this, but it’s certainly a unique addition to this type of RPG and is genuinely a fun thing to work with. The combat mechanics are fun, although in many situations, it felt far easier to cheese the opponents’ pathing A.I. by luring a single enemy away, murdering him, and saving the game (note: both Pillars and Outer Worlds will likely leave you with a mess of save files after one playthrough), rinsing and repeating, and it would have been a welcomed feature had there been a button to change all party members’ weapons at once (which is helpful in that strategy, where you shoot a character, run away, and then beat on him/her/it as a group with swords) but the combat was still overall fun (albeit perhaps tiring and a monotonous after long hours of play.) The player economy is relatively punishing, with found items typically holding around an eighth of their sale value when you resell them, but this too is manageable (especially if you exploit a money glitch like the one from the first town.)

Obsidian can make a good game. It’s just disheartening to see that many of its flaws are systematic.

Ratings: 

Pillars of Eternity - Definitive Edition: 7/10

The Outer Worlds: 8/10


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