![]() ![]() "Secure in the belief that Kickstarter was a viable funding option, the team decided to use it to fund the development of a game they wanted to make for a very long time: a spiritual successor to Baldur's Gate. OK now that we have proven you should not used that quote as you didn't understand it proved the other guys point not yours. That quote confirms to all BG/IWD/PD fans that yes of course they intended this game to be reminiscent of BG / Infinity era games because that's where they ALL started - those are the games they refer to with "aims to recapture the magic, imagination, depth, and nostalgia of classic RPG's that we enjoyed making - and playing". ![]() There are tons of interviews from the company's main players stating this was their goal, so grabbing a quote from the website, a quote you obviously didn't understand actually helps DIS-prove your point. They expressly founded Obsidian with the goal of making Infinity era style games, and that is exactly what they did. Obsidian who makes Pillars is a company founded by Feargus Urquhart, Chris Avellone, Chris Jones, Chris Parker, and Darren Monahan all of them former Black Isle / Interplay employees. They were all made with the same game engine (Infinity) and had many common developers share work on all 3 games. I guess you don't see the irony in the quote you pasted?īaldur’s Gate, Icewind Dale, and Planescape, were all made by the BioWare / Black Isle tandem and published Interplay. Sword Coast Legends was an example of a game that was advertized as spiritual successor to BG/NWN and delivered something extremely different. Originally posted by Velmarg: The developers of Pillars of Eternity viewed the game as an unofficial "spiritual successor" to the Baldur's Gate series. See? It takes elements from a multitude of CRPGs as pointed out. ![]() At Obsidian, we have the people responsible for many of those classic games and we want to bring those games back… and that’s why we’re here - we need your help to make it a reality!Įternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment. Sword Coast Legends was an example of a game that was advertized as spiritual successor to BG/NWN and delivered something extremely different.Įternity aims to recapture the magic, imagination, depth, and nostalgia of classic RPG's that we enjoyed making - and playing. Originally posted by Velmarg:The developers of Pillars of Eternity viewed the game as an unofficial "spiritual successor" to the Baldur's Gate series.It wasn't advertized as such. Your over-analysis is just going to confuse him, never mind how, again, undeniably pedantic it is. He didn't ask how Armor Class and Defelction differ he just asked if this game was like that, and it objectively is because every bit of the former was inspired by the latter. It is absolutely like Baldur's Gate, especially for someone who asks a very surface level question. The developers of Pillars of Eternity viewed the game as an unofficial "spiritual successor" to the Baldur's Gate series. This is one of the most pedantic assessments I've ever seen. No out of combat pre-casting of support spells, four defenses, overloaded attributes that try to avoid dump attributes, class-less skills including thievery, cross-class abilities, no multi-classes in PoE 1, no race/class restrictions, no encumbrance, anyone can use any weapon and armor, spell-casting while wearing armor, no party reputation, no character alignment, player character based Disposition/Reputation system. Originally posted by Блевальщица:PoE rules are not that really differerent from rules in BG, except that it's not DnD.The list of major differences is long. ![]()
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