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Pillars of Eternity

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Pillars of Eternity
Pillars of Eternity
TitlePillars of Eternity
DeveloperObsidian Entertainment
PublisherParadox Interactive
DirectorJosh Sawyer
DesignerJosh Sawyer
ProducerNate Purkeypile
WriterChris Avellone
ComposerJustin Bell
EngineUnity
PlatformsMicrosoft Windows, OS X, Linux, PlayStation 4, Xbox One, Nintendo Switch
Released2015
GenreRole-playing
ModesSingle-player

Pillars of Eternity is a 2015 role-playing video game developed by Obsidian Entertainment and published by Paradox Interactive. Conceived as a spiritual successor to classic isometric role-playing games such as Baldur's Gate and Planescape: Torment, it combines party-based tactical combat with an emphasis on narrative choice, worldbuilding, and moral ambiguity. The project was funded through a high-profile crowdfunding campaign led by figures from the development team and supported by a community of backers, leading to widespread attention across the games industry, crowdfunding platforms, and media outlets.

Gameplay

Gameplay centers on party management, exploration, and real-time-with-pause combat derived from legacy titles like Icewind Dale and Neverwinter Nights. Players create a protagonist using options inspired by tabletop traditions from Dungeons & Dragons and mechanics from Baldur's Gate II, selecting a race, class, and background that interact with the game's systems and factions such as Dyrwood and White March. The user interface offers character sheets reminiscent of Planescape: Torment and inventory management comparable to Arcanum: Of Steamworks and Magick Obscura, while tactical encounters encourage positioning akin to XCOM and spell selection influenced by spellcasting systems in Pillars of Eternity II: Deadfire. Companions with their own quests and personalities recall party dynamics from Dragon Age: Origins and Mass Effect 2, and dialogue trees provide consequences like those in The Witcher 3: Wild Hunt and Fallout: New Vegas. Crafting, resting, and exploration draw parallels with survival loops in The Elder Scrolls V: Skyrim, and difficulty modes echo approaches used by Dark Souls and Divinity: Original Sin.

Plot

The narrative follows a soulless protagonist who becomes a "Watcher," able to perceive souls and echoes, and investigates a metaphysical crisis tied to the godlike Watcher phenomenon and the history of the nation of Dyrwood. The plot interweaves political intrigue involving groups like the Defiance Bay elite and religious institutions similar to conflicts in The Republic style narratives, while philosophical themes evoke comparisons to Planescape: Torment and the works of J. R. R. Tolkien and H. P. Lovecraft in cosmic horror elements. Major story beats feature conspiracies, regional conflicts, and choices affecting towns, noble houses, and organizations such as merchants and cults, mirroring moral dilemmas found in Baldur's Gate and Fallout 3. Player decisions shape endings that critics compared to branching conclusions in Mass Effect 3 and narrative ambiguity in Spec Ops: The Line.

Development

Development began after key staff from Troika Games and Black Isle Studios regrouped at Obsidian Entertainment, including principal designers who previously worked on Planescape: Torment and Fallout: New Vegas. A Kickstarter campaign led by project figures drew inspiration from crowdfunding successes like Broken Age and triggered discourse at events such as E3 and GDC about independent funding models. The design team used the Unity engine and modular writing tools influenced by practices at BioWare and narrative techniques from Chris Avellone's earlier projects. Production challenges included scope management reminiscent of Kingdoms of Amalur: Reckoning and balancing audio work that referenced composers from Baldur's Gate II and Diablo II. Community engagement through forums and platforms like Reddit and Twitch informed iterative testing similar to early-access dialogues seen with Minecraft and Kerbal Space Program.

Release and editions

The game launched on Microsoft Windows, OS X, and Linux before later console ports to PlayStation 4, Xbox One, and Nintendo Switch. Editions ranged from a standard edition to digital deluxe packages echoing strategies used for The Witcher 3: Wild Hunt and collector's editions like those for Skyrim. Post-launch support included paid expansions and patches comparable to post-release strategies employed by Divinity: Original Sin and Pillars of Eternity II: Deadfire; these expansions added new areas, companions, and gameplay systems, and were distributed through storefronts such as Steam and regional publishers like GOG.com-style services. Physical retail releases and boxed collector items paralleled offerings from Square Enix and Bethesda Softworks.

Reception

Critical reception noted strengths in writing, worldbuilding, and homage to classic role-playing games, with reviewers comparing narrative depth to Planescape: Torment and tactical combat to Baldur's Gate series entries. Praises often referenced the game's sound design and score, drawing parallels to composers of Baldur's Gate II and Icewind Dale. Criticisms targeted technical issues and user interface complexity similar to early titles from Obsidian Entertainment and BioWare's formative games. Awards consideration and nominations placed the title in conversation with annual honors like the Game Developers Choice Awards and BAFTA Games Awards, and sales performance was analyzed alongside crowdfunded successes such as Shovel Knight and Undertale.

Legacy and influence

The game's commercial and critical profile reinforced the viability of crowdfunded, nostalgia-driven role-playing games and influenced later projects by studios such as inXile Entertainment and Larian Studios. Its design philosophies informed successor titles, including sequels and spiritual successors, and impacted discussions at industry conferences like GDC about narrative-driven design. The community that formed around the project contributed mods and fan content in forums similar to those for Skyrim and Fallout 4, while academic and journalistic analysis compared its themes to works by Joseph Campbell and narrative theory discussed in University of Southern California game studies. The project's success led to increased investor interest in smaller studios and partnerships with publishers like Private Division and strengthened revival efforts for classic genres by developers such as Obsidian Entertainment and Larian Studios.

Category:2015 video games