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MULTI Pillars of Eternity II: Deadfire

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Kennst du Victor Vran schon? Das wär sonst vielleicht was für euch.

https://www.victorvran.com/
Ja gehört schon aber irgenwie im Erinnerung das es gar nicht so pralle sein soll?

Das die Games aber kein Diablo sind, ist dir bewusst? :D
Ja natürlich. Mir geht es nur im Kern um so ein Spiel dass ich halt im Coop zocken könnte. Irgenwie mit einem erstellten Charakter durch die Welt und bisschen looten.
 
Erhält diesen Monat noch einen Turn-based Combat Mode
https://www.pcgamesn.com/pillars-of-eternity-2/pillars-of-eternity-2-turn-based
Pillars of Eternity II: Deadfire players are no strangers to choice. But when you boot up the game from January 24th onwards, your first decision will come even before character creation – real-time or turn-based?

Since the inception of the series, Pillars has been firmly rooted in the wonderfully messy but deeply tactical real-time and pause paradigm of the Infinity Engine games. That wasn’t a decision the dev team made, so much as a duty they fulfilled to nostalgia-driven Kickstarter backers. Now, though, Deadfire is fully playable in a new turn-based mode. It’s the most fundamental and far-reaching change Obsidian has made to any of its games after release.
 
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Und auf Konsolen dann hoffentlich gleich zu Beginn.
 
ich spiele ja seit Weihnachten wieder den ersten Teil (bin jetzt gut 50 h drin und hoffe, dass ich diesmal bis zum Ende bei der Stange bleibe) und finde eigentlich gerade das pausierbare Echtzeitsystem sehr komfortabel. Das rundenbasierte System von Divinity bietet zwar sicherlich mehr taktischen Spielraum, ist mir persönlich aber irgendwie zu frickelig.
 
Josh Sawyer über ein mögliches Pillars 3 (sieht eher nicht danach aus)
https://jesawyer.tumblr.com/post/188915786456/will-there-be-a-pillars-3-that-is-not-something
Will there be a Pillars 3?

That is not something that I get to decide, but I do think that the relatively low sales of Deadfire 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.

It is difficult to know exactly why a sequel sells worse than its predecessor if both games review relatively well. Is it because the first game satisfied the existing need and the audience just wasn’t interested in the second? 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.

The problem is that without really understanding the reason(s), it’s hard to know how to move forward. It would be easier in some ways if Deadfire were also a colossal critical failure and we could point to the massive screw-ups that we needed to address. Players did criticize the low difficulty at launch and the main plot, which I think are fair and reasonable, but those problems alone don’t really explain the difference in sales. And while player reviews were weaker for Deadfire than for Pillars 1, professional criticism tended to say that Deadfire was an improvement over the first game in most areas.

(Yes, Deadfire has an 88 Metacritic and Pillars 1 has an 89 Metacritic, but IMO Pillars 1′s review scores benefited from a nostalgia bump.)

Players who hate RTwP combat will say that it’s because Deadfire continued using RTwP combat, in contrast to the phenomenally better-selling (and better-reviewed) turn-based Divinity: OS2. Even if that’s true, Pathfinder: Kingmaker, which generally had lower review scores than Deadfire, sold better than Deadfire and had RTwP combat.

I’m sure some of the people reading this think they know precisely why Deadfire sold worse than Pillars 1. I don’t have that confidence, which is one of several reasons why I am leery about trying to direct a sequel. I couldn’t give our (Obsidian’s) 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.
 
Sehr schade. Deadfire ist eins der besten CRPGs die ich gespielt habe aber ich denke ohnehin, dass unter Microsoft keine derartigen Spiele mehr entstehen werden.
 
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