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* TheWikiRule: There is an [[http://eternity.gamepedia.com/Main_Page Eternity Wiki]] available.

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Removed: 111

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Re-routing disambiguation


* ActingForTwo: Edér, Aloth, and one of the PlayerCharacter voice sets are played by Creator/MatthewMercer.



* TalkingToHimself: Edér, Aloth, and one of the PlayerCharacter voice sets are played by Creator/MatthewMercer.
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Not a trivia trope


* AuthorAppeal: You know you're in an [[Creator/ObsidianEntertainment Obsidian]] game when it features [[ISeeDeadPeople speaking with the dead]], [[UnfinishedBusiness putting them]] [[BalancingDeathsBooks to rest]], [[AmnesiacDissonance amnesia]] and [[RepressedMemories recovering submerged memories]], [[BackFromTheDead resurrection]] and [[{{Reincarnation}} past]] [[IHatePastMe lives]], the [[OurSoulsAreDifferent soul]] as something [[YourSoulIsMine quantifiable and commodified,]] [[TheUndead ghosts, zombies,]] and [[{{Golem}} constructs]] in a prominent role, [[EldritchLocation haunted]] [[RuinsForRuinsSake ruins]], [[HorrorHunger hunger]] as an [[PoweredByAForsakenChild almost elemental force]], [[ShellShockedVeteran past wars]], [[TheAtoner past sins]], an [[RagtagBandOfMisfits unlikely party]] of [[DysfunctionJunction lost souls]] [[MagneticHero thrust together]] seemingly by [[ThereAreNoCoincidences fate]], [[TheMentor mentor figures]] whose teachings were [[BrokenPedestal wrong]], misguided, or [[EvilMentor evil]], [[GrayAndGrayMorality complex moral choices]] with [[VillainHasAPoint no]] [[WellIntentionedExtremist easy]] [[SadisticChoice answers]], and [[TalkingTheMonsterToDeath extensive dialogue trees]] which serve to [[ArmorPiercingQuestion turn the listener's entire worldview on its ear]].
** Finally, to top it all off, there's a [[ArsonMurderAndJaywalking showreel]] of [[ModularEpilogue all the places you went and the consequences of your actions]].
** The existence of multiple currencies from the various in-universe nations shows the involvement of Josh Sawyer in the game, who had a similar idea in ''VideoGame/FalloutNewVegas'', with the NCR's Dollars and Legion's Denarius and Aureaus existing besides the "basic" [[WeirdCurrency bottle caps]] from the Fallout franchise.
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** The existence of multiple currencies from the various in-universe nations shows the involvement of Josh Sawyer in the game, who had a similar idea in ''VideoGame/FalloutNewVegas'', with the NCR's Dollars and Legion's Denarius and Aureaus existing besides the "basic" [[WeirdCurrency bottle caps]] from the Fallout franchise.
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None

Added DiffLines:

* DummiedOut: In the original Kickstarter pitch, Cadefund was planned as a recruitable companion. She seems to have been replaced with Durance in the release version.
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** Several concepts for the basic story date all the way back to Black Isle's unproduced ''VideoGame/BaldursGateIII'' project, called ''The Black Hound'', from before Interplay folded. Still set in the Forgotten Realms but somewhat removed from the previous ''BG'' games' Bhaalspawn Saga, it was said to have been a semi-sequel to ''VideoGame/IcewindDale''. At one point, future ''POE'' director Josh Sawyer was working on a personal mod for ''VideoGame/NeverwinterNights2'', to be entitled ''The Black Hound'', a project which fell by the wayside until being revisited as basis for Project Eternity. The first inn of the game is named the Black Hound, in honor of the game finally seeing the light of day.

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** Several concepts for the basic story date all the way back to Black Isle's unproduced ''VideoGame/BaldursGateIII'' project, called ''The Black Hound'', from before Interplay folded. Still set in the Forgotten Realms but somewhat removed from the previous ''BG'' games' Bhaalspawn Saga, it was said to have been a semi-sequel to ''VideoGame/IcewindDale''. At one point, future ''POE'' director Josh Sawyer was working on a personal mod for ''VideoGame/NeverwinterNights2'', to be entitled ''The Black Hound'', a project which Hound''. The latter fell by the wayside until being the idea was revisited as the basis for Project Eternity. The Eternity, with the first inn of the game is being named the Black Hound, Hound (as well as the Black Hound player pet being found on the upper floor), in honor of the game finally seeing the light of day.
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** Several concepts for the basic story date all the way back to Black Isle's unproduced ''VideoGame/BaldursGateIII'' project, called ''The Black Hound'', from before Interplay folded. Still set in the Forgotten Realms but somewhat removed from the previous ''BG'' games' Bhaalspawn Saga, it was said to have been a semi-sequel to ''VideoGame/IcewindDale''. At one point, ''POE'' director Josh Sawyer was working on a personal mod for ''VideoGame/NeverwinterNights2'', to be entitled ''The Black Hound''. That project eventually fell by the wayside, until being revisited as basis for Project Eternity. The first inn of the game is named the Black Hound, in honor of the game finally seeing the light of day.

to:

** Several concepts for the basic story date all the way back to Black Isle's unproduced ''VideoGame/BaldursGateIII'' project, called ''The Black Hound'', from before Interplay folded. Still set in the Forgotten Realms but somewhat removed from the previous ''BG'' games' Bhaalspawn Saga, it was said to have been a semi-sequel to ''VideoGame/IcewindDale''. At one point, future ''POE'' director Josh Sawyer was working on a personal mod for ''VideoGame/NeverwinterNights2'', to be entitled ''The Black Hound''. That Hound'', a project eventually which fell by the wayside, wayside until being revisited as basis for Project Eternity. The first inn of the game is named the Black Hound, in honor of the game finally seeing the light of day.

Added: 1500

Changed: 878

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* TalkingToHimself: Edér, Aloth, and one of the PlayerCharacter voice sets are played by Creator/MatthewMercer. In the sequel, Creator/TaliesinJaffe plays Eothas and his onetime host Waidwen, before, during, and after his possession.
* WhatCouldHaveBeen: Two of Chris Avellone's companions, Durance and Grieving Mother, were initially much, much darker and had their backstories intertwined together: after the hollowborn thing, Durance hunted down the GM and tortured her mind, body, and soul, with the GM using her power to return the favor, and the Watcher having to danger mental dungeons to find out their pasts. Due to a combination of miscommunication, some of the staff finding their backstories ''too'' dark, and being over budget and low on time, their stories were separated and the elaborate dream sequence dungeons were cut in favor of more straightforward static scenes with exposition dumps. About the only thing remaining of this early version of their backstories is stuff in the official guide.

to:

* TalkingToHimself: Edér, Aloth, and one of the PlayerCharacter voice sets are played by Creator/MatthewMercer. In Creator/MatthewMercer.
* WhatCouldHaveBeen:
** Several concepts for
the sequel, Creator/TaliesinJaffe plays Eothas and his onetime host Waidwen, before, during, and after his possession.
* WhatCouldHaveBeen:
basic story date all the way back to Black Isle's unproduced ''VideoGame/BaldursGateIII'' project, called ''The Black Hound'', from before Interplay folded. Still set in the Forgotten Realms but somewhat removed from the previous ''BG'' games' Bhaalspawn Saga, it was said to have been a semi-sequel to ''VideoGame/IcewindDale''. At one point, ''POE'' director Josh Sawyer was working on a personal mod for ''VideoGame/NeverwinterNights2'', to be entitled ''The Black Hound''. That project eventually fell by the wayside, until being revisited as basis for Project Eternity. The first inn of the game is named the Black Hound, in honor of the game finally seeing the light of day.
**
Two of Chris Avellone's companions, Durance and Grieving Mother, were initially much, much darker and had their backstories intertwined together: after the hollowborn thing, reveal of her actions regarding the Hollowborn, Durance hunted down the GM and tortured her mind, body, and soul, with the GM Mother using her power to return the favor, and the Watcher having to danger mental dungeons to find out their pasts. Due to a combination of miscommunication, some of the staff finding their backstories ''too'' dark, and being over budget and low short on time, their stories were separated and the elaborate dream sequence dungeons were cut in favor of more straightforward static scenes with exposition dumps. About the only thing remaining of this early version of their backstories is stuff in the official guide.
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Moving to correct page.


* AcclaimedFlop: ''Deadfire'' received lots of praise and high scores from critics. However, five months after the game's release, sales are only somewhere in the ballpark of 110,000 copies. Obsidian need to sell at least 580,000 copies at 50$ to break even.
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None


* AcclaimedFlop: ''Deadfire'' received lots of praise and high scores from critics. However, five months after the game's release, sales have only reached 110,000 copies. Obsidian need to sell at least 580,000 copies at 50$ to break even.

to:

* AcclaimedFlop: ''Deadfire'' received lots of praise and high scores from critics. However, five months after the game's release, sales have are only reached somewhere in the ballpark of 110,000 copies. Obsidian need to sell at least 580,000 copies at 50$ to break even.
Is there an issue? Send a MessageReason:
None


* AcclaimedFlop: ''Deadfire'' received lots of praise and high scores from critics. However, four months after the game's release, sales have only reached 110,000 copies. Obsidian need to sell at least 580,000 copies at 50$ to break even.

to:

* AcclaimedFlop: ''Deadfire'' received lots of praise and high scores from critics. However, four five months after the game's release, sales have only reached 110,000 copies. Obsidian need to sell at least 580,000 copies at 50$ to break even.
Is there an issue? Send a MessageReason:
None


* AcclaimedFlop: Deadfire received lots of praise and high scores from critics. However, four months after the game's release, sales have only reached 110,000 copies. Obsidian need to sell at least 580,000 copies at 50$ to break even.

to:

* AcclaimedFlop: Deadfire ''Deadfire'' received lots of praise and high scores from critics. However, four months after the game's release, sales have only reached 110,000 copies. Obsidian need to sell at least 580,000 copies at 50$ to break even.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AcclaimedFlop: Deadfire received lots of praise and high scores from critics. However, four months after the game's release, sales have only reached 110,000 copies. Obsidian need to sell at least 580,000 copies at 50$ to break even.
Is there an issue? Send a MessageReason:
None


* TalkingToHimself: Edér, Aloth, and one of the PlayerCharacter voice sets are played by Creator/MatthewMercer.

to:

* TalkingToHimself: Edér, Aloth, and one of the PlayerCharacter voice sets are played by Creator/MatthewMercer. In the sequel, Creator/TaliesinJaffe plays Eothas and his onetime host Waidwen, before, during, and after his possession.
Is there an issue? Send a MessageReason:
None


* WhatCouldHaveBeen: Two of Chris Avellone's companions, Durance and Grieving Mother, were initially much, much darker. Obsidian felt they are too controversial, so they were rewritten by other writers. And given how those two turned out ''as shipped'', the mind ''reels'' at what the first draft must have looked like.

to:

* WhatCouldHaveBeen: Two of Chris Avellone's companions, Durance and Grieving Mother, were initially much, much darker. Obsidian felt they are too controversial, so they darker and had their backstories intertwined together: after the hollowborn thing, Durance hunted down the GM and tortured her mind, body, and soul, with the GM using her power to return the favor, and the Watcher having to danger mental dungeons to find out their pasts. Due to a combination of miscommunication, some of the staff finding their backstories ''too'' dark, and being over budget and low on time, their stories were rewritten by other writers. And given how those two turned out ''as shipped'', separated and the mind ''reels'' at what elaborate dream sequence dungeons were cut in favor of more straightforward static scenes with exposition dumps. About the first draft must have looked like.only thing remaining of this early version of their backstories is stuff in the official guide.

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