There’s a lot of complexity up front, every faction trying to undercut its rivals, and you sort of floating in between them all. I spent probably 10 hours there, churning through backroom politics between the major factions-Principi (pirates), the Huana (rulers), and the two competing corporations of the Valian Trading Company and the Royal Deadfire Company. I was excited when I reached the first big city in Pillars of Eternity II, the stronghold of Neketaka. There’s certainly “a lot” in Pillars of Eternity II-a lot of dialogue, a lot of quests, a lot of areas to explore.Īnd early on it can feel like the game is full of potential. Hopefully, they can take the lessons learned here for the upcoming Pillars of Eternity II: Deadfire port, most notably adding in touchscreen controls, which would make the game in their own.Problem is, most of the game feels incidental. While this Switch port has a few hiccups, mostly due to the game itself rather than the Switch hardware, it is an enjoyable way to play the game. Something about being released two months before Witcher 3 didn’t help, but it was enough to turn into a promising RPG franchise. Pillars of Eternity was a fun game that didn’t exactly set the world on fire. It’s understandable in a game of this size on a brand new platform, but that doesn’t mean it’s fun. Fortunately, a simple restart fixed it, and I wasn’t able to repeat it nor did I run into it again, but it was definitely annoying until I figured out the solution. Every action that wasn’t a standard melee attack simply didn’t activate, making the game very, very hard. This Switch port is no exception, with a few minor visual glitches, a single crash during my playthrough, and one nasty game-breaking bug that disabled every ranged attack and ability in the game. When Pillars was originally released, it was a much more big free experience compared to their previous games, but still had a few nasty launch issues. One last thing to take into account is that this is an Obsidian game, which means bugs. It really allowed a deeper role-playing beyond clicking on some things and killing other stuff. One of the best parts is still the storybook “choose your own adventure”-style events. That would have made it a must-buy, as touch controls are perfect for games like this. Most annoyingly, there is absolutely no touchscreen support. It’s not a constant issue, but it’s way more frequent than it should be. The hardest part is when you’re trying to select something on the map and the game keeps snapping the cursor to the item/person next to what you think you’re aiming at. In Slow-Mode it’s even fully playable in real time, like a smarter Diablo. It takes longer than on PC, but not to an unplayable degree. Switching from character to character, movement, even giving orders in the middle of combat, all works reasonably well. Navigating through menus and abilities is actually pretty smooth, thanks to the smart radial menu design. Sadly, though it does feel slightly smoother and easier to navigate, it’s the same general control scheme as everything else and comes with the same drawbacks. While the end result wasn’t as horrifying as some imagined, it was far from optimal. When it was originally announced that a hardcore RPG experience like Pillars was heading to consoles, everyone’s first worry was about the controls. At least you can review the controls while you wait.
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