Pillars Of Competition Essay

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In 2015, Obsidian Entertainment, an independent American video game developer, released a 3D in 2D role-playing game called Pillars of Eternity. The game was the spiritual successor of popular game titles Baldur’s Gate and Icewind Dale, which ran the mechanics of Dungeons and Dragons. Visit its universe and experience a gameplay filled with heavy lore and tactical combat. Kickstarter Crowdfunding Campaign Pillars of Eternity used the game engine Unity that applied both 2D and 3D effects. When the game development started, game developers at Obsidian released a teaser of the game entitled Project X on September 12, 2012. Four days later, they launched a Kickstarter campaign to reveal more details about the project. After 24 hours, many fans …show more content…

Plot and Gameplay The story of the game revolves around a foreigner who arrives in a place called Dyrwood. The caravan used by the foreigner is struck by an unknown kind of storm that killed other people, except the non-native. After taking a refuge in a cave, the foreigner sees individuals who look like cultists performing some sort of a ritual on a machine. The machine has a unique ability to strip souls from the bodies. When the foreigner was exposed to the ritual, the energies made them a Watcher – a person who can read souls. As the player relives the life of the foreigner, many aspects of gameplay are revealed including the party system and real-time-with-pause combat style. The combat style resembles the same way in many classic RPGs, such as Baldur’s Gate, Icewind Dale, and Neverwinter Nights. While those games employed D&D, Pillars of Eternity used a proprietary system for the character classes and …show more content…

This is because every combat can be potentially fatal to members since the enemies scale according to the strength of the party. Sometimes, the player must pause frame by frame to tactically overcome enemies or lure enemies to an ambush. However, combat micromanagement can be a troublesome effort in the long run, especially when dealing with massive numbers of enemies. Another downside of combat is that defeating every enemy does not grant experience. Instead, the game rewards the party with experience for obtaining codex, revealing uncharted locations, and after killing enemies in intervals. Overall, the in-game combat style is focused on strategy rather than improvisation. When it comes to exploration, the game does not have an open-world unlike The Elder Scrolls, but the player can get side quests every now and then. The game makes sure that the player participates in the storyline by implementing certain methods, such as: - Textboxes that contain images and descriptive texts. The player must choose a decision for most textboxes. This effect replaces the cutscenes that are frequently found in modern

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