![]() ![]() The Wheel concept, however, is picked up from easternly breezes, namely Hinduism and Buddhism it presupposes a mechanism of soul-binding in recurring stages of life and death (together with an interstitial state, the In-Between) with goddess Berath as their caretaker. Its treatment is poliphonic, diverging: different characters share their feelings of the matter: either desperate nostalgia for their inextricable gods, spite for their misdeeds and abandonment or utter rejection of their inmanence. The gist of Pillars of Eternity is philosophical, perhaps more actual than ever -kith are a metaphor for humanity in all its diversity and collective delirium -facing the struggle of faith crisis, godlessness and subsequently loneliness in our contemporary age an issue glimpsed by Nietzsche and practically all thinkers that ensued. It seems the lads at Obsidian -those who remain anyways from recent purgues- took to heart the dumbfounding complaint of ''Too many words'' and ''Too much text'' hence in POEII everything pertaining to its story (quests, companions and lore, sweet lore) is minimized, not synthesized but downgraded and sadly uninspired. In Deadfire, though assignee of a handful of neat design choices (sea exploration not everyone's cup of tea, but I enjoyed it fluid combat, optional level-scaling, etc.), falls short on what once was the trademark of this company: the narrative. Obsidian is each day concerning, likely approaching downfall. This review contains spoilers, click expand to view. Still, wonderful game, I'm just nitpicking. Just tired of managing all those buttons and tired of keeping so many numbers in my head. I'd rather have twice or three times less abilities and item effects, but making them more impactful. ![]() My biggest issue, besides the non-native turn-based mode that just lacks some zest, is the myriad little items and abilities, each with miniscule bonuses that just hard to manage and remember. Love the text quests, too bad there were not very variative and pretty short. Art and classic setting are superb, dialogs and text quests are pretty well done too. You can feel that the game was not planned as turn-based, still alright though. It is playable in turn-based mode, however it is not as polished and doesn't feel as good as something like Divinity Original Sin. It is playable in turn-based mode, however it is not as polished and doesn't feel Great game! Too bad I'm not a fan of real-time pause fights. Great game! Too bad I'm not a fan of real-time pause fights. ![]()
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