Pillars of Eternity Backers' Beta Impressions

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fgalkin
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Pillars of Eternity Backers' Beta Impressions

Post by fgalkin »

After shelling out an amount of money that's downright embarrassing for a game, I now have early access to the Backer's Beta of Pillars of Eternity.

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(no, there is no Mac edition yet- I'm running Win 7 with Bootcamp)


First of all, the Backers' Beta is NOT a complete game. It currently consists of one small village, some wilderness, and a dungeon. You are given an XP dump at game start to bring your character up to mid-game level, then given companions with such creative and exciting names as "BB Fighter," "BB Wizard," "BB Priest," and "BB Rogue." The number of quests can be counted with one hand. Having said that, impressions:
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The Good:
The writing! It's been ages since I've played a game with a level of writing this good (it was Mask of the Betrayer and New Vegas, notice a pattern?). There are little flavor descriptions everywhere, NPCs are well done, even minor quests are well-written and have unexpected twists. There is grimdark, but it's so well done it seems organic, rather than contrived.

The reputation system had been redone, with many lines in dialogues now carrying tags (Aggressive, Benevolent, Rational, etc). The number of times you select these options is tracked, and checked upon in subsequent conversations (so, you would be able to succeed on an intimidate check if you've taken a number of Aggressive conversation choices, or get people to open up to you if you are seen as Benevolent, etc).

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Chargen is detailed, and decently done, with you selecting race-subrace-class-flavor subclass (like your deity if you're a cleric or, your paladin order)- culture-background. Attribute system is based on the good old days of D&D CRPGs, skills are limited to Athletics, Mechanics, Stealth, and Survival. There are talents, that are akin to Perks. My only complaint with the Chargen is that Attributes are selected before Culture, which gives attribute bonuses, so if you want to fine tune them, you need to go back.

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The Bad:
The combat. It's horrible. The game is generally unbalanced as hell- the chanter class dominates all, while certain builds are basically unplayable. There was a hilarious gameplay demo on Youtube where Josh Sawyer and Obsidian's lead programmer did a gameplay demonstration and had their entire party wiped out in the very first combat encounter. I'm proud to say that I've managed to avoid that with only half my party down. Other encounters, you just dominate. The game map is jam-packed with trash mobs that are either total pushovers or massively overpowering, which is especially mystifying as the game doesn't give combat XP. I do hope it's just a beta thing. There are two health systems- Health and Endurance. Endurance depletes rapidly in combat and characters are knocked out when it hits zero. It is increased by healing spells and potions. The other bar is health that depletes much slower and cannot be healed in any way other than resting. Dropping it to zero perma-kills a character. Resting can be done anywhere outside of cities and combat (dungeon resting is a go), but it consumes a tent to do so. Camera angle is either too high or too low. Oh, and traps don't really work yet. Neither do half the spells.

The Ugly:
BUGS! Bugs everywhere. This is an Obsidian game, and it shows. In the ~5 hours I've played it, I've encountered dozens of bugs, from audio playing the wrong sound in the dungeon (sloshing water footsteps while walking on solid rock), graphical ones like the game showing another party member's name and character sheet instead of the player character's (the stats are correct), to horrible game-breaking ones, like when a quest item failing to spawn. Also my fighter suddenly turned permanently invisible then. Yeah, it's that bad

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Have a very nice day.
-fgalkin
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Re: Pillars of Eternity Backers' Beta Impressions

Post by fgalkin »

Known issues Obsidian is aware about, as per the Backers Beta Forum.
Pathfinding - We are in the middle of revising the pathfinding system. In the Backer Beta at launch, you may see issues with characters jittering, getting stuck, getting "bottlenecked" between other characters, and overlapping their selection circles with other characters in combat.
Sliding - You may notice characters sliding in various situations, where their movement does not match their animation. This is a known issue.
AI - Some characters (including party members) may not respond to a command. Alternately, they may become stuck in an attack or reload loop. We've also found that our initial batch of instruction sets for enemy AIs need additional functionality and parameters that we decided to continue implementing during beta.
Selection Feedback - We are also working on the feedback you receive when selecting characters and actions for them to perform. It's important to us that the feedback is clear and immediate.
Stat Blocks - Many spells, abilities, and items are not yet programmatically displaying all relevant information about them. We are in the process of adding that information to all appropriate interfaces.
Attribute Balance - Testers have reported that Perception and Resolve are less compelling for their character builds than Might, Constitution, Dexterity, and Intellect. We are discussing different solutions for this.
Stamina and Health are Unintuitive - We have consistently found with players and testers that the stamina and health system are unintuitive as presented in game. However, we have also consistently found that, once explained and understood, the system was well-received by the people who used it. We are working on solutions to this disconnect.
Rangers are Buggy - The unique shared stamina/health of rangers and their animal companions has been a tricky system to implement and we are aware that their mechanics have a bunch of issues.
Chanters are Overpowered - Yes, they are. They'll be dialed back a bit, but in the meantime, enjoy playing a game where the bard-type class is king.
UI - Our UI is still being polished and fully implemented. Things like our death screen, stealth UI, and the engagement UI, are all being implemented or tweaked.
Abilities and Spells are Buggy - We are working through all of our abilities, but you may find certain spells and abilities that are not working as they are described.
Some Missing Assets - There are some pieces of the game that are still being implemented - like VFX, Audio, and Icons. You may notice that some assets are either missing or are temporary.
Fog of War Working Incorrectly - The Fog of War is not currently blocking line of sight.
Optimizations - We have not fully optimized the game yet. You may notice that load times and performance still need to be improved.
Save and Load - We are still working through many save and load issues. Passive and modal abilities can sometimes double on a character after they are loaded. Also, the Continue option is still being worked on. It is best to use the Load Game feature instead of the Continue feature.
I wonder who rushed their release now? :)

Have a very nice day.
-fgalkin
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Re: Pillars of Eternity Backers' Beta Impressions

Post by fgalkin »

Fun fact, they tried to make dropping items from the inventory possible without horribly fucking up the game, but then they gave up. So, now, dropping things on the ground is impossible (this isn't that much of a problem because there is a deep inventory, which is only accessible in "safe" areas that has infinite capacity).That said, inventory is still horribly bugged. Combining items, for example, bugs out and then both items (as well as others) just end up disappearing. As of right now, the game is basically unplayable.

Have a very nice day.
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Re: Pillars of Eternity Backers' Beta Impressions

Post by Mr Bean »

Oy that does not sound anything like a Beta. That's sounds like a Rev 5 Alpha if they are to the point where item dropping has to be disabled.
Man what is it with Obsidian and amazing bugs?

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Re: Pillars of Eternity Backers' Beta Impressions

Post by fgalkin »

Mr Bean wrote:Oy that does not sound anything like a Beta. That's sounds like a Rev 5 Alpha if they are to the point where item dropping has to be disabled.
Man what is it with Obsidian and amazing bugs?
The scary thing is, the version I'm playing is the second, "polished" release, with many of the biggest bugs fixed. :shock:

Obsidian and their bugs...

Have a very nice day.
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Re: Pillars of Eternity Backers' Beta Impressions

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What's this game supposed to be about? What are the core conceits of gameplay that are interesting enough to make it different from all other fantasy RPGs?
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Re: Pillars of Eternity Backers' Beta Impressions

Post by fgalkin »

Simon_Jester wrote:What's this game supposed to be about? What are the core conceits of gameplay that are interesting enough to make it different from all other fantasy RPGs?
Uh, it's Pillars of Eternity. The spiritual successor to Planescape:Torment that broke every Kickstarter record and is supposed to resurrect the Infinity engine-style isometric RPG genre.

From what I've seen so far, it's POSSIBLE it might even succeed. If Obsidian ever fixes those bugs.

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Re: Pillars of Eternity Backers' Beta Impressions

Post by fgalkin »



Have a very nice day.
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Re: Pillars of Eternity Backers' Beta Impressions

Post by Simon_Jester »

fgalkin wrote:
Simon_Jester wrote:What's this game supposed to be about? What are the core conceits of gameplay that are interesting enough to make it different from all other fantasy RPGs?
Uh, it's Pillars of Eternity. The spiritual successor to Planescape:Torment that broke every Kickstarter record and is supposed to resurrect the Infinity engine-style isometric RPG genre.
Sorry, I'd honestly forgotten about it.
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Re: Pillars of Eternity Backers' Beta Impressions

Post by Enigma »

What about Planescape: Tides of Numemura(sp?)? How's that going along?
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Re: Pillars of Eternity Backers' Beta Impressions

Post by TheFeniX »

fgalkin wrote:Fun fact, they tried to make dropping items from the inventory possible without horribly fucking up the game, but then they gave up. So, now, dropping things on the ground is impossible (this isn't that much of a problem because there is a deep inventory, which is only accessible in "safe" areas that has infinite capacity).That said, inventory is still horribly bugged. Combining items, for example, bugs out and then both items (as well as others) just end up disappearing. As of right now, the game is basically unplayable.

Have a very nice day.
-fgalkin
Isn't this the same shit the Shadowrun guys ran into? Did the industry forget how to code something not based off the Quake or Unreal (Quake) engine? I thought the Unity engine was supposed to be stupid easy to develop for... and port over shitty games to the iPhone.
Enigma wrote:What about Planescape: Tides of Numemura(sp?)? How's that going along?
Torment. I don't care enough to look it up because all these games coming out are single-player, and you'd think in 20-fucking-14, we could find a way to make more co-op RPGs, but we can't because that would take talent.... sorry, got off on a rant there, anyways: none of them could get the license for Planescape. I do know it got pushed back to 2015.
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Re: Pillars of Eternity Backers' Beta Impressions

Post by fgalkin »

Started another play-through, that one ended in ignominy, too. When I entered the dungeon, the game went into combat mode, preventing me from saving, leaving the area, or regenerating spells and health, and also looting corpses and containers. That last part is important because apparently, the game decided to stay in combat mode until every last enemy in that dungeon is dead. Enemies that are impossible for me to reach because they are behind locked doors, the keys to which I cannot pick up because I am in combat mode. So, I cannot advance, and cannot leave. Joy.

I was told the old release was better. Apparently, in "polishing" the Beta, Obsidian managed to make it MORE broken.

Have a very nice day.
-fgalkin
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