You still need to work through layers of menus to pull up a dizzying array of skills in some instances, but a simple press of square or X lets you pause combat or attack a target. The L1 and R1 bumpers lets you easily swap between characters and combat, which is the most complex in terms of controls in games like this, is actually very easy to control. Pull the R2 to bring up combat specific skills for your selected character, L2 pulls up quest log, inventory, leveling menus and more. Once you get used to the controls they really do feel second nature. Paradox Arctic, the studio who handled the console port, have done an amazing job making the complexities of Pillars feel comfortable on the gamepad. The biggest question stemmed from how well the interface and controls would translate to a gamepad and television screen. The isometric RPG made by Obsidian Entertainment (of the original Fallout fame) and published by Paradox Interactive, the biggest question going into the game was not whether or not it would be a great game – critics and fans alike have agreed that Pillars of Eternity was already stellar on PC. Pillars of Eternity: Complete Edition launched on PlayStation 4 and Xbox One earlier this month to great fanfare. I couldn’t give audience the game that they wanted and without understanding where I went wrong, I would be guessing at what the problems are and how to remedy them.Boy am I glad to be completely and utterly wrong. I don’t have that confidence, which is one of several reasons why I am leery about trying to direct a sequel. Sawyer wraps up his thoughts by lamenting “ I’m sure some of the people reading this think they know precisely why Deadfire sold worse than Pillars 1. It has left the studio gunshy about jumping into another Pillars game - even if that decision is partially also Microsoft’s call now. However, post-development, Obsidian was clearly not content with Deadfire‘s sales. (Although, the disparity of earning more from half as many people can possibly be chalked up to Fig’s model where few people invested large sums in hopes of making a return profit.) Deadfire actually fared better, netting $4.41 million from approximately 34,000 backers. At the time, the first Pillars of Eternity was the most successful video game Kickstarter ever, pulling in $3.99 million from 74,000 backers. “Is it because awareness was lower for the sequel? Is it because despite the strong reviews and the strong sales for the first game, people didn’t ‘really’ like it? Maybe it’s a combination of all of these things.”īoth Pillars games were crowdfunded - the original on Kickstarter and the sequel on Fig. “ Is it because the first game satisfied the existing need and the audience just wasn’t interested in the second,” Sawyer asked. Sawyer was left to speculate as to why Deadfire performed worse commercially than the original Pillars - a question he didn’t really have an answer for. Responding to a fan question about a trilogy, Pillars of Eternity director Josh Sawyer said “I do think that the relatively low sales of mean that if we consider making another Pillars game in this style, we’re going to have to re-examine the entire format of the game.” After the sequel failed to live up to the lofty expectations set by the original, Obsidian is left to believe that major structural changes are necessary if a third game is to be made. Obsidian isn’t sure about the future of Pillars of Eternity. ‘We’re going to have to re-examine the entire format’
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