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** The water, in particular, has been upgraded significantly from the original game, and great effort was put into making the view from very high areas look very impressive.

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** The water, in particular, has been upgraded significantly from the original game, and great effort was put into making the view from very high areas look very impressive.impressive.
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* SpiritualSuccessor: With its more open world, lush and cosmopolitan hub city, [[AndZoidberg and pirates]], ''Deadfire'' is essentially the ''[[VideoGame/BaldursGateII Shadows of Amn]]'' to ''Pillars''[='=] ''VideoGame/BaldursGate''. The multi-faction pileup and murmurs of coming war, meanwhile, make it a follow-up to Obsidian's own ''VideoGame/FalloutNewVegas''.
** Mechanically, the game moves ''away'' from this trope. The first ''Pillars of Eternity'' was explicitly a spiritual successor to the Infinity Engine games and their licensed ''TabletopGame/DungeonsAndDragons'' rule sets. ''Deadfire'' pulls away from this significantly after complaints about the first game, adding multiclassing and a completely reworked combat resource system based around spreading powers through an encounter rather than a whole day. It even added a turn-based mode, since isometric [=RPGs=] have mostly abandoned real time with pause in the 20 years since they released.
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* SurprisinglyImprovedSequel: ''Pillars of Eternity'' was explicitly made to invoke nostalgia for the Infinity Engine games, the oldest of which, ''VideoGame/BaldursGate'' was 15 years old on release. While the Infinity Engine games were groundbreaking in their day, [[SeinfeldIsUnfunny many of their ideas had become standardized to western [=RPGs=] in the intervening years]] with the more cumbersome aspects shaved away. ''Pillars of Eternity'' kept these conventions, making it seem dated on release. ''Deadfire'' took these criticisms to heart and modernized the rules engine while also adding features that had become popular in the intervening years like faction meters and multiclassing.

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* SurprisinglyImprovedSequel: ''Pillars of Eternity'' was explicitly made to invoke nostalgia for the Infinity Engine games, the oldest of which, ''VideoGame/BaldursGate'' was 15 years old on release. While the Infinity Engine games were groundbreaking in their day, [[SeinfeldIsUnfunny [[OnceOriginalNowCommon many of their ideas had become standardized to western [=RPGs=] RPGs in the intervening years]] with the more cumbersome aspects shaved away. ''Pillars of Eternity'' kept these conventions, making it seem dated on release. ''Deadfire'' took these criticisms to heart and modernized the rules engine while also adding features that had become popular in the intervening years like faction meters and multiclassing.

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