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I personally started up IWD, spent 5 hours on character creation, quested about 5 hours and realized my party sucks and I better restart.
Didn't have this kind of problem in Pillars of Eternity. The system is rather easy to understand and the learning curve is very smooth.
Plus, most fans of old isometric games have played them to death and seem to enjoy new games of the same type.
I think the new system succeeds, although like any system it has some minor balance issues.
Apart from the system, it has good writing, lots of exploration, the game is gorgeous if you can get over the fact that it's not super-hyper-modern-3D.
It's definitely a tribute to the Infinity Engine games, but luckily it manages to be a great game in its own right. No I'm not being paid to write this, I just love the game :)
The games you mentioned had enemies that were impervious to harm against your usual attacks, out of combat buffing that prepared you for fights, spell strippers that removed layers of protection, extensive crowd control types and statuses, extremely unique weapons suited for one specific and handy purpose.... there was a lot to think about in combat. Here the only thought is whether to waste a spell now or save it for later because you have so few spells per rest at your disposal.
What truly stands out about it is its mere presence in a world devoid of modern games similar to it. It revives an old genre and that's all that is unique or special about it. If you still have the old games, they're definitely better play experiences. The only improvements here are with the UI.
The rule set is quite a bit different from what was used in those games, so if you are really used to them be prepared for some learning curve; but its better in the end since those old Bioware games were based on a ruleset for pen/paper gaming, not pc gaming.
The battle system is not as complex as dnd but way more complex than Dragon Age for instance. The story is great, the companions although not the best out there are all well developed and some like Durance really stands out.
More importantly it's FUN, there is no grinding, all the quests and side quests are very well written and the game does not punish you if you want to be purely good or bad, there are rewards on both paths as much as unpleasant surprises. All in all, I loved the game,.
1. Because you already played them all and are bored replay them again and again.
2. D&D in CRPG hasn't:
- AOE with two ranges (all, enemies only)
- AOO of PoE is totally different and much mopre severe and much more about controlling multiple units and terrain.
- PoE uses a double health system not bad that hasn't D&D
- Math of AoE isn't hit or miss and crit or no crit but miss, half hit, hit, crit are all on same dice throwing, the result difference is giving the hit type.
- PoE tune down a bit spells and put more focus to special skills for Warriors/Archers, no D&D CRPG do this at this level.
- More, that is it's different even if inspired by D&D.
3. Combats lack a bit of clarity but overall the combat system is better than in any D&D CRPG release except perhaps (played a long time ago) ToEE. And design of each combats isn't at level of IWD but combats are fun anyway.
4. More open than BG2, in general more detailled than BG1, much more open and large than IWD1&2 and ToEE, it is better than Pools of Darkness remake, it's true party RPG unlike NWN1&2. And older D&D CRPG are now very very old.
They have massively increased the power of the old Attack of Opportunity idea so that, unless you have a specific ability to do so, it is more or less suicide to disengage an enemy. This applies to most enemies as well as your group.
The new dual health/endurance system combined with the redesign of the priest spells and abilities plays very differently to the old AD&D games. Together with the hard damage reduction and defence attributes used to calculate hits and damage this puts the priest at the heart of your combat strategy in a way that feels very different to the IE games.
The efect is to create more lengthy battles of attrition and where the front lines are sustained by the priests and cannot easily be breeched, the backline damage dealers cannot easily kill opposition backlines becasue the priests can easily heal them, and cannot easily nuke the front lines for fear of friendly fire.
Furthermore, since you cannot heal raw health between encounters, only on resting which is restricted to 4 on normal and 2 on hard, there is a big insentive to fight clever and avoid raw damage.
Which tends to mean that to break deadlocks and gain the upper hand you have to take tactical risks, but the consequences of those risks being poorly chosen or going wrong by chance or slip of the mouse can be dire indeed. For example, priests have a lot of spells that can undo the enemy defences in one way or another, but each one deployed knocks one off the available buffs and heals to keep your own front line up - it better work out in other words or you're likely sunk.
I'm not saying it's better or worse overall, but i am enjoying it immensly and obviously the fact that it's new and different helps in that.
For the most part, you can build a class to be what you want it to be: a tank, a damage dealer, support, back row, front row, etc. Some classes will naturallly be better at it than others but each of the classes is fairly flexible IMO. E.g., a wizard (with low base health, low endurance multiplier, and poor deflection) will never be as good a tank as a fighter (high health, high endurance multiplier, high deflection). But you don't have to tank with your fighter or use a fighter to tank. That was true in D&D as well but not nearly to the same extent bc many of the offensive, defensive, and utility talents are equally available to every class in PoE. And each attribute is useful to every class, which was not true in D&D and especially not in the cRPG versions.
You can also build varied parties that suit your playstyle. E.g., if you like having the option to disengage in battle, you can build a party that has abilities that allow that. There are a variety of classes and builds that do that so you won't have just one type of party that can do it. Similarly, many classes can buff or debuff, many can be tanks (or secondary tanks), many can focus mainly (solely) on attacks, etc.
I agree with Gregorvich and Dorok. I like those aspects of PoE better than their counterparts in D&D cRPGs.
It is fun to try different character building and combat systems. Even ones that I really like get stale after a while. It's good to have variety IMO>
From my POV, the negatives are (off the top of my head):
-The encounters (so far) could be more varied IMO. There are too many trash mobs (so far) and not enough unique encounters. But that was true in the old IE games as well. It generally makes the rest restriction superflous.
- The writing is uneven. There are many good dialogs but sometimes it seems like it's just an info dump or else fairly generic. This is made worse bc it's not clear that many of the NPCs are written by Kickstarter backers who didn't know much about PoE so the stories are generic and vary in quality/interest. Once you figure that out, it cuts down on reading stories that, IMO, distract from the game. (I'm not complaining. If the ppl had not contributed at a high enough level to have these NPCs and their stories, the game may not have been made and, if it was, would have been smaller and less polished than we have now. And I like having a few of the stories bc it illustrates one of your character's unusual abilities.)
- IMO some of the outdoor maps seem claustrophobic and can have too many things going on in a fairly small space. This undercuts the immersion IMO and also makes stealth less useful. I'd prefer if a game allows many playstyles and not prioritze combat (or stealth or diplomacy) over others. That said, I think PoE (so far) has done a better job in allowing various playstyles than other IE games (and most cRPGs - this is one area where PnP is vastly better).
- The companions are good but, so far, I've liked the BG2 companions better. I'm still in Defiance Bay, though, so I hope that the party members will become more memorable as I progress in the game.
- Despite my preference for "soft counters" over "hard counters", I would like a few BG2 style mage battles. But those were at a higher level so might be in an expansion or the next game. It's against Sawyer's design philosphy, though, so probably not.
Edit to add:
Cons:
One thing I don't like about PoE is that you don't increase your attributes during the game. Since you don't know much about how they work the first time you play, I wish they would have given you fewer attribute points at the beginning but let you increase attributes every few levels.
I also wish that you sneak would work on only one character or at least let you toggle it between party sneak and sneaking with just part of your party. Party sneak works well most of the time, imo, bc I just keep most of the group stationary and sneak with one party member. But I'd still like the option to only put certain members in sneak mode and leave the others in normal mode.
Pro:
I like how you get most of your XP for completing quests, not from combat or disarming traps, etc. It gives you more choice in how you complete a quest or explore a map. This is a big improvement for me and brings the game much closer to PnP games.
Obsidian took on writing a story based heavily on religion, God's , the soul and how we all perceive them.
In doing so the game forces us to ask some very deep questions on those topics.
In fact, you learn the most about your companions back story, mortality and ethics through conversations based off the mentioned theme.
I'm trying to be vague so I don't spoil anything but I thought the story was a very fresh take in a rather stale RPG , a typical , fantasy setting.
This is a very well written, smart game and having finished it , I cannot wait for the expansion and dig deeper into the world Obsidian created.