Point well made on the rest of your post. I just want to clarify on this point, I kickstarted the game and will probably kickstart any game Obsidian asks for. Whether I should play it is a different issue. I want them to continue to make games with my support, even if this particular game is not for me, since I didn’t enjoy the game it seems to emulate the most (BG). Playing a game like this just means I have to pay a big opportunity cost and skip other games like Massive Chalice which I also kickstarted, or Divinity, which I kickstarted, or Wasteland 2, kickstarted, or play less Elite: Dangerous, or skip trying MGS V, despite it getting all those awards this year, etc. Every game I do try, especially long ones, come at the opportunity cost of not trying some other award winning well-reviewed game.

I had to stop playing for two weeks, but yesterday I resumed it. Steam indicates 20 hours played. Comments to follow:

-The setting is growing in me. The first hours I said to myself “at the base level, this is generic fantasy world number #34345 / D&D with the serial number filed off but with slightly more involved (or we could even say realistic) history of nations, races and backstory, eh”. But I grew to appreciate the sense of a real world that all the past events before the game, the different cultures and races that appear, the history of the nations and how it permeates all the game.

-At this point I’m interested in the plot. Did they really kill a god with the holy bomb, or just returned to the divine plane (if that exists)? Is the Walder’s Legacy a straightforward curse of the gods because the killing or is there anything more? Was it really Eothas? A conversation with one of my companions indicated he wasn’t acting very Eothas-like, at least what the religious customs said about him. What’s the meaning of the flashbacks with a horned leader figure? Why is the enemy cult discrediting Animancy? I suspect they aren’t really the typical bad cult who wants to conques or destroy the world, in the other hand they want preservation, they are more hardcore traditionalists with the backing of some god(s).
That was an interesting twist, because until now what I heard about Animancy is that mostly it ends with zombies in their hands, as if it was really impossible to handle souls correctly, but after the Asylum encounter it seems it’s really possible but they are being sabotaged. Surely it’s a) the gods don’t want puny humans to meddle in souls affairs, they see it as intruding in their competences. If they let it be, who knows if in the future humanity will replace the gods themselves!. Or b) gods don’t want puny humans to manipulate souls, but because good reasons, they know it’s way more dangerous for humanity itself that anyone would think.

-The game isn’t being very hard for now, I feared it would be with all the old-school aspect the game carries. I suppose it’s one of the “modern” aspects of the game. For reference, I only played some hours of BG1, I didn’t play BG2, IWD1/2, and I finished PST but in the easiest difficulty, so in other words I’m not a veteran of these kind of games. I wonder how the difficulty will scale up later.

-I really don’t like this style combat a lot. I like RPGs, and I like tactical games like Xcom, JA2, Frozen Synapse, Blood Bowl, etc, but I don’t like this mix of RPG and tactical combat. It may be because I find it weaker when it’s fantasy and not with modern firearms or sci-fi, the type of tactics change a lot, instead of explicit, on-the-field tactics, it’s more implicit, build-focused tactics. And just seeing the guys hitting each other with sticks while the bars are slowly depleted is boring. I also prefer classical turns instead of pausable realtime, the exception is when pRT makes sense as in games like 7.62mm, where they are all about realism and detail so the correct use of real time instead of abstract turns and action have a reason, here I don’t see a lot to gain, and makes the combat more confusing and messy.

-Continuing on that, I find so boring having to think the correct combination of skills, talents, spells and the right loot for each one of the characters. Searching for guides for character builds made like this aspect of the game even less, not more.

-The need for micro every character and the abundance of combat in some sections is a problem, as after a while you start using the same tactics. Tank here stopping enemies, cipher going around and using this ability here, archer using his per-encounter abilities, etc etc. Except some specific encounters it’s samey.

-The game’s visual feedback needed a pair of passes more. While it has icons of abilities being used, bars indicating waiting time until next hit, enemies engaged by each unit (the green line), I find it’s stuff I notice if I explicitly look for it, it doesn’t jump to the player in a clear way. Lots of times the combat feels more like confusing and messy, as I said before.

-The controls and UI have a series of little problems, like selecting, attacking and moving are all done with the same button, making misclicks a thing to pay for. Selected and unselected character both use the same green circle indicator, making even more misclicks possible (how they didn’t notice this, I wonder, it isn’t like there aren’t more colors to choose from). I would really like a way to quick select and switch between ranged and melee weapons.

Do you think the story is bland? Or is it like holy hell grab you by the balls, just gotta find out what is coming next?

Some point in the middle? As I wrote it’s interesting right now and I’m intrigued, but it also is a slow burn, and in practical terms most of the time you are not advancing the main quests, but doing side quests, tasks and combat, all unrelated to the main story.

Another problem with the combat is the fixed camera point, and the occlusion of the environment. I played games years ago where they were smart enough to make transparent some objects to improve visibility, I’m surprised PoE doesn’t do it here in 2015.

I think a lot of your comments are pretty accurate TurinTur. For me, I think it was a good game as a whole but not game of the year material. It is within my top 10 or so though.

Oh turinturin, this is why we can’t have good things.

Seriously though it just seems like you don’t like party based rpgs.

God, the pathfinding in some scenarios in combat is killing me. Lots of times I have the impression there is enough space to move one person through a specific route, but no, it seems everyone is fat here (or at least their hit boxes) or at least the prerendered scenario backgrounds aren’t 100% to be trusted in what the game systems judge is movement possible or not, so the character get stuck or they go waaay around to cross what it should be three meters in a straight line.

And the camera. Why isn’t the camera a bit more… overhead-y? The angle is a bit too low. It’s fine while exploring and talking and questing, but for combat, sometimes you are in close quarter battles stuck on a corridor and the fight devolves in a blob of characters which barely you can distinguish (or move). A camera with higher angle would make it clearer, and help avoid walls and trees obstructing your view.
For lots of these little flaws and kinks I suspect the answer is “because this famous rpg of the 90s made it like that!”.

I put over 117 hours into this game and 20 more in the beta and hardly ever found pathfinding to be a problem. In fact, I can’t really remember it being an issue, but I’ll allow is surely must have been at some point. Just not enough to comment on?

I also don’t get your complaints re: the camera. I honestly feel like you can zoom in and out very smoothly, and while I normally like having a far-out camera I actually liked this being just a bit closer to the action so I could more easily follow the action. Here is a shot I found in my screenshot library (I turned the HUD off iirc to show off my motley crew) and I really don’t know how much further out you’d want to be than this?

NOTE you CAN zoom out more than this, but like I said this is where i liked to be 90% of the time.

I’ve never had map issues due to wall transparency in PoE. And I’d certainly notice something like that because it happens at times in UnderRail and drives me insane when it does.

I’m not overly fond of the camera myself. I wish I could rotate the camera, but zoom in and out will have to do. Not gamebreaking for me. Combat is a lot smoother for me this time around, not a fan of rtwp myself but the first time I played this (hard difficulty, never completed the game) I struggled with the interface, positioning, pathfinding, the works, very likely I just specced badly. I started a new game, this time its much, much easier (still hard difficulty), though I doubt my skill has improved. Possibly due to patching, maybe a ranger is just more to my liking, who knows, or maybe I learnt something afterall. I noticed there was a respec option, I don’t remember that being available before.

Just enjoying my playthrough much, much more this time around. Maybe I’ll even finish it. This in itself is not necessarily a negative, I rarely complete games.

I’m talking of the angle of the camera (with respect to the ground), not the zoom. I think it should be a bit closer to top-down camera. edit: wiki says isometric is 35º.

Oh, I see. Personally I dislike top-down views (and when I can toggle them on and off I dislike that I have to) so it was never an issue for me, I suppose. This angle here, your edit says 35 degrees, is just about perfect for me.

Hmm, seeing that screenshot reminds me I really should install and finally play some of this :).

Reading Turn’s comments, I expected the angle to be much closer to the ground. The screenshot looks to be closer to top-down than I anticipated. Does the angle change when you zoom in, though?

No, the angle is the same, being a 2d game. But in some situations (not the nice open space depicted in his shot), the combat devolves into a 13-15 characters sprites on screen in a chaotic ball of death (6 yours, the rest are the enemies) with some sprites occluding part of the others as they are adjacent to each other, and maybe some walls, statues, trees and archways contributing to it, add on top of that a few spell effects, the net result is what we could call “poor legibility”.
Hell, I also wish there was some way to color-code my own party somehow so I can know instantly who is who. From my particular group I can know instantly two of them, the other four I need a few seconds, but the fact their sprites change with the equipment complicates things and sometimes can make them look samey.

Gotta say I was never at all bugged by the camera or the pathfinding. As far as the camera goes, I went in expecting Baldur’s Gate and that’s what I got. :-) With the pathfinding, I did get annoyed a bit with respect to the engagement mechanics–took me a bit to figure out when someone was engaged, and what movements were allowed, etc–which seemed a bit like pathfinding issues (they would stop when they got engaged, IIRC) but was really something else.

White March part 2, Feb 16.

Hopefully raises the level cap again.

And more legendary items. Just no more companions, please.

There is one, a barbarian. I think that completes the set.

Patch 3.0 Beta (notes)

Reading the news letter, if the 3.0 beta isn’t available now it will be very shortly. Sounds like a lot of cool little additions and updates!