Pillars of Eternity II: Deadfire announced

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I liked PoE well enough to back this at minimum level, but the story premise of this sequel is boring as a flaccid cock in a porn movie. "A god awakes from slumber and starts to fuck shit up, and it befalls to you, hero, to hunt him down before he fucks up the whole world." That's almost too original, I can hear admiring golfclaps and adoring sighs from all around the world echo throughout the fucking universe.
 
It sounds a bit more awesome if you frame it differently:
"A god you thought was dead uses the last of his power to possess a big badass statue from your castle, hunt him down and kill him to get that cool statue back. that statue really tied the castle together did it not? fuckin' a"
 
It does look interesting, and maybe I'll play it when it comes out.

I'm not entirely sure that "real time with pause" combat is one of the things that makes any game great. I always suffered through it because I liked the other parts of the game. But I guess a lot of people feel the same way about turn based combat. The kind of people that answer surveys and join focus groups, apparently.
Reason I don't like it is because there are time when three quick things happen within a second and I have to pause and go "what the fuck just happened". It feels like a half-assed attempt at bringing action and fast-paced combat into turn-based design. I never feel like it is strategic. I either want slow-paced strategic combat or if it is fast-paced then I want more control over it.

Fast-paced combat works far better in a game where you have control over what exactly your character does. In counter-strike a headshot does massive damage. In Shadows Of Mordor when cornered by massive amounts of enemies it is important to pick and choose which one to deal with first. In Binding Of Isaac dodging enemies and tears and succesfully hitting them with yours is key. But in real-time with pause it just you sitting there clicking shit and hoping that the diceroll is successful.

And in turn-based combat games you have to be careful with every move and think wisely about what to use as the moment you use up your turn you can't go back without reloading and it is out of your hands now as it is the enemies turn. In RTwP you could always cancel a spell, move a character the moment an enemy loads up some AOE attack, switch enemies you're attacking, it feels less tactical and more like twitch-shooting. And in RTwP games things happen too quickly and often times simultaneously. In turn-based I can clearly see what is going on each turn and keep in mind just what happened. Maybe I'm just slow in the head and need more time to digest information but in RTwP I often times end up confused as to what exactly has happened in the past 20 seconds because too much has happened for me to process everything.

At least that's my take on RTwP. If I want fast-paced combat then I'll go play a game where that is genuinely enjoyable. If I want isometric combat with dicerolls taken into consideration then I want it to be turn-based so that each decision is a tactical move and not just twitch-reactions.

The only thing I've liked about RTwP games is the writing and in PoE1 some of the quests and RP mechanics when it comes to dialogue. Never really enjoy the combat.

What's it called when it is turn-based and you decide everything you want to do with your characters and so does the opponent and then you simply watch the turn play out all at once? Phase-based combat? I'd like to experience that kind of combat in a game.

I liked PoE well enough to back this at minimum level, but the story premise of this sequel is boring as a flaccid cock in a porn movie. "A god awakes from slumber and starts to fuck shit up, and it befalls to you, hero, to hunt him down before he fucks up the whole world." That's almost too original, I can hear admiring golfclaps and adoring sighs from all around the world echo throughout the fucking universe.
Why does nearly every fantasy game have to be about the player being the chosen one and being forced to save (part of) the world from some big menacing evil force anyway? Is it some sort of rule within its genre? Why can't it simply be some big important journey that is a personal one rather than a potentially world-altering one?

I think that's why I got into PoE at first, because it started out with you just trying to figure out what the hell had happened to you and what sort of occult shit you had just witnessed theeeeeen it turned out that the occult shit was some guy from a secret order who's been pulling all kinds of evil shit that's been killing a whole lot of people so best go stop him cause hero'n'shit.

I never finished it. There were other reasons why I stopped playing it too but the whole murder-cult got to the point of absurdity for me and I wasn't as involved in the main story as I tired of the chosen one bullshit.

And it sounds like the sequel is going to be even more of that. So, joy.

We could speak to the souls of the dead, right? Why couldn't the main story simply have been a more scaled down murder-cult that holds vital information about what you've become and along the way you play as a sellsword and soul-detective? Would've been far more fun to me.
 
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Why does nearly every fantasy game have to be about the player being the chosen one and being forced to save (part of) the world from some big menacing evil force anyway?

I can't figure out any other reason than it being an extremely easy premise to work with. As fucked up excuse as that is.
 
Maybe I'm just slow in the head and need more time to digest information but in RTwP I often times end up confused as to what exactly has happened in the past 20 seconds because too much has happened for me to process everything.
Did you use the slow mode option? I played through mostly all non-trash encounters with that on.
What's it called when it is turn-based and you decide everything you want to do with your characters and so does the opponent and then you simply watch the turn play out all at once? Phase-based combat? I'd like to experience that kind of combat in a game.
Tons of JRPGs use phase based. At least older ones on SNES and NES used to, until that weird hybrid "active turn-based" thing became the norm. Probably lots of new ones use it too.
 
Did you use the slow mode option? I played through mostly all non-trash encounters with that on.
Didn't know there was a slow-mode.
What does it do? Cause if it is helpful for a drooling retard like me then I'll use it the next time I give PoE a go.
 
Didn't know there was a slow-mode.
What does it do? Cause if it is helpful for a drooling retard like me then I'll use it the next time I give PoE a go.
Well, it just slows everything down to like 50% speed. There's also a fast-mode which is good for trash mobs and just running around in non-combat. Think there's an option to turn slow-mode on automatically every time you enter combat, otherwise I think you can turn it on/off using S or D or something or by clicking the arrows pointing left and right on the GUI.
Very helpful overall and makes the RTwP combat less painful to play one way or the other. Turn based would still be better of course.
 
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