
Pillars of Eternity
Obsidian's 2015 role-playing game was crowdfunded on an explicit promise: an isometric party RPG in the Baldur's Gate mould, made by people who had worked on those games. It delivers that and then quietly changes the engineering. There are no dice-based misses that feel arbitrary, health is split into a per-encounter pool and a long-term one so attrition is real without endless resting, and every class has something to do in every fight rather than a few having a spell to spend. The setting, Eora, is original rather than licensed, and its central conceit - souls are a measurable resource that reincarnate, and the plot is about who has been interfering with that - gives the writing a genuinely unusual metaphysics to work with. It is dense with text and unapologetic about it. The White March expansions are strong, and the whole thing runs on the engine and lessons that produced Pillars II and, eventually, Avowed.
Metacritic
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