
Pathfinder: Kingmaker - Enhanced Plus Edition is the first isometric party-based cRPG set in the Pathfinder fantasy universe. Enjoy a classic RPG experience inspired by games like Baldur's Gate, Fallout 1 and 2 and Arcanum. Explore and conquer the Stolen Lands and make them your kingdom!
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Languages: English*, French, German, Russian, Simplified Chinese*languages with full audio support
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Hours played at review time, across 604 reviews with recorded playtime.
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Themes across 602 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
I download the game I create character I get bad rolls I uninstall I crawl back a month later 8/10
On amateur gamedev forums, you’ll find dozens of enthusiasts looking for equally ambitious teammates to create their “dream game” — a project that tries to do everything at once. Needless to say, most of these ideas never make it past a technical demo. But Pathfinder: Kingmaker is proof that sometimes, against all odds, these people actually manage to ship a full product — a pile of the most convoluted DnD mechanics layered with a nonlinear story and a kingdom management strategy system. A true monument to ambition: messy, overloaded, and more than capable of suffocating even an experienced player. The first problem with most DnD adaptations is simple — to play the game, you have to know the game. Right from character creation, you’re bombarded with so many meaningful choices that this avalanche of mechanics, stats, and checks can overwhelm even a prepared mind. And since Pathfinder is its own, non-standard take on DnD, the first few hours feel like being shipwrecked in the middle of the ocean — you might know how to swim, but you have absolutely no idea where to go. The game does a decent job explaining the basics you already know, yet often ignores its own unique systems, forcing you to Google things — where you’ll immediately find threads full of equally frustrated players. The second problem is just as obvious: randomness — better known as the d20. In a tabletop setting, playing with friends, it feels natural and often creates those painful-but-memorable moments. In a single-player game, however, when a dice roll determines important story outcomes or the fate of your kingdom, it turns into a constant source of frustration. Very quickly, save scumming becomes the only reliable way to get the result you want. You have +38 Diplomacy but roll a 1 on a DC 40 check? Reload. You’ll only have to do that a couple thousand times over the course of the game — not a big deal, right? And considering how slow saving and loading can be, that’s another three or four hours added to your playtime. Another major disappointment is the reward system. The game features a wide range of bonus types — stats, deflection, dodge, luck, morale, and more — and bonuses of the same type don’t stack. In practice, this means that when you find a great best-in-slot necklace that gives +6 to Charisma / Wisdom / Intelligence, it’s completely useless, because every character already has a circlet with the same bonuses. On top of that, any spells that boost those stats become useless as well. As a result, this system completely drains the joy out of what should be one of the most satisfying parts of the game: defeating a tough enemy and getting rewarded. The logic behind experience rewards for skill checks is just as questionable. You’re given a choice: a difficult DC 38 Trickery check or an easy DC 20 Athletics check. You’d expect the harder one to give more XP, right? But no — picking the lock gives you 6,000 XP, while smashing the door down gives you three times as much. But the biggest question is: what’s the point of all these skill checks if the game constantly invalidates them through its story? Your own vassals can ignore your decisions and go off to die heroically for the sake of “dramatic effect.” You can save Kesten, though, if you’re playing a Lawful character — otherwise he’ll just ignore you and leave. Why the ♥♥♥♥ was I leveling Diplomacy for? And why the hell I can’t just give a direct order as a baron? Overall, the story feels like a patchwork quilt — as if each chapter was written by a different author. Antagonists come and go without ever doing anything meaningful enough to leave an impression. The first one is even resurrected after defeat to never appear again, not even as a shadow in the final chapter. So what was the point of that scene? The same applies to certain quests, where you’re forced to deal with a Mary Sue character you’re expected to accommodate unless you want to be painted as the bad guy. Some random pirate wants to found a city next to your lands and worship a questionable god? Too bad, but you have to support him, because that’s what the designer wants. The dialogue is occasionally good, but overall — like in many games of this genre — it’s massively bloated. Without proper constraints or editing, it turns into outright graphomania, and reading it feels like hacking your way through a jungle with a blunt machete. Worst of all, the entire narrative is built around a pile of visible and hidden timers that constantly push you forward in pursuit of some elusive “good ending,” making it almost impossible to enjoy exploration or kingdom development at your own pace. And this brings us to the game’s main selling point — its attempt to combine a 4X strategy with a city-building system. And it’s painful. Even on the lowest difficulty, kingdom management constantly throws problems at you that require key advisors like your priest or mage. You can’t ignore them — failure hits your kingdom hard — but success often feels laughable: a +1 to Religion after three weeks of work. Worse still, this prevents you from ranking up your advisors or researching curses, which are crucial for the best ending. Research alone can take up to three in-game months — during which accumulated problems can easily wreck your kingdom or its core stats. The game doesn’t even provide clear benchmarks for what counts as “good enough,” so you’re left feeling your way through the dark. And, of course, everything is still decided by dice rolls — and this is absolutely not the kind of experience you want from a strategy game that’s supposed to be built around planning. There are no guarantees of success beyond a limited resource you gain from ranking up advisors, and it’s nowhere near enough given how inflated the difficulty of tasks is. So make sure you’re in your capital a day before something resolves, just so you can save and reload if it goes wrong. To make matters worse, artificial restrictions are everywhere: many actions require your personal involvement instead of being delegated. Want to rank up an advisor or upgrade a region? Waste two weeks sitting in town. Want to develop a settlement? Wait for the right card. But if you want to speed things up or improve your chances by spending gold — no deal. Meanwhile, you end up sitting on huge piles of money and build points with nothing meaningful to spend them on. It gets ridiculous — an advisor asks you to support one of their initiatives, and you can’t just say “let’s do everything, I’ll pay for it,” even if you’re swimming in gold. What’s most surprising is that Owlcat Games clearly spent a lot of time adding countless difficulty and gameplay options to let players play the way they want — yet completely overlooked core systems and basic quality-of-life features that would make the experience far more enjoyable. Things like maintaining party formation while moving, or how leaving an area turns into a chore because one character gets stuck trying to reach their assigned spot while everyone else just stands there waiting. God knows, that drives me up the wall! I spent around 200 hours in Pathfinder purely out of stubbornness and a desire to explore this unusual take on an RPG, but in the end, it was a deeply disappointing experience — one that seems to have buried my love for DnD-style games for a long time.
A bug in the final chapter block me to complete the game I liked this game but i'm not going to replay for other +200 hours to get stuck again
[i]Амири для привлечения внимания.[/i] https://steamcommunity.com/sharedfiles/filedetails/?id=3631051243 Это не обзор их и так туево кукуево. Это – мой дневник шизоида, который дважды прошёл эту игру, выбрал самого ущербного друида в мире и попытался крутить роман с нимфой, которая, как выяснилось, того не стоит. Просто напишу, что со мной случилось. [hr][/hr] [h2]Кардиограмма pacing(а)[/h2] Из-за специфики Adventure Path, по мотивам которого делали игру, Kingmaker – первая игра на моей памяти, где интенсивность повествования выглядит как синусоида. В начале главы на тебя как снег в декабре сыпятся задания, НПС, проблемы, ситуации. Контентное насыщение доходит до пика, ты просто жрёшь эту гору, не успевая выдохнуть. А потом глава закончена, ты сидишь в меню управления королевством и ждёшь у моря погоды. Ничего не происходит. Кликаешь по карте, строишь, ускоряешь время и просто смотришь на таймеры проектов. Ситуацию, где тебя выбивают из ритма приключений лучше, чем здесь, придумать сложно. [h2]Невидимая рука геймдизайнера [/h2] Есть вещи, которые мне в Kingmaker очень улыбнули. Перед квестом на Мерцающем острове к тебе приходит орк-кузнец и даёт оружие с увеличенным уроном по «огонькам». А перед отправкой тебе 20 раз повторят, что эти огоньки там – обычное дело. Игрок без деменции вспомнит про эту пушку. Или вот: перед тем как дать тебе Нок-Нока (главному по ножам в игре), в святыне Ламашту можно найти крутой проклятый кукри, а потом в гоблинском форте – два стихийных кукри, на которых буквально написано «от разработчиков для Нок-Нока». Такие моменты не орут игроку решение в лицо, но награждают за внимательность. [h2]Рогалик DLC [/h2] В первое прохождение у меня этого дополнения не было, так что я морально готовился к душниловке уровня Полуночных островов из WotR. Но был приятно удивлён. Данж не сложный и не душный, этажей всего 3-4, они компактные, много узких мест, можно развернуться с АОЕ-спеллами – я даже старался проходить каждый блок по 4 уровня + мидбосс без отдыха. Но главное – истории. История отряда, который постепенно сходит с ума. Женщины, родившей ребёнка в подземелье и умершей там же. Тёмного мага, который заточил демона, привязался к нему и сам стал его пленником. Гнома, пытавшегося остановить Цветение. Всё это рассказывается не только записками, но и окружением, предметами и контекстом. Записки следопыта в истории Певуньи – моё почтение. Поэтому даже немного странно, что в следующей игре Полуночные острова сделали так, как сделали… [h2]Классы…[/h2] У меня есть традиция: каждые прохождение pathfinder выбирать для гг какую-то xyйню, а не класс. Первое прохождение Kingmaker – рыцарь-кинетик (только вливания в близи, без метакинеза – полный отстой). В «Гневе» – теневой шаман (ложно сказать, рационально ли жертвовать прогрессией шамана ради некоторых фишек вора, но то, что мой мифик был демоническим, ломало всю фишку подкласса). И тут я выбрал друида-фееуста. В описании сказано: «друид, черпающий силы у фей». А по факту – друид с харизмой вместо мудрости. Каждый чётный уровень, начиная с 4-го, он получает одно заклинание очарования/иллюзии на круг выше (со спасбросками от оригинального круга, но с уровнем заклинания как у повышенного и не даёт бонусов, как при метамагии – плохая сделка). Звериные формы появляются поздно, и их меньше. Я взял домен животных – просто баффал зверя, и он всех убивал. А я стоял в сторонке и молился, чтоб по мне неприлетело. Книга заклинаний друида – отдельный прикол. С 1-го по 5-й круг – [b]ни одного[/b] заклинания урона. Только контроль, баффы и ни хилок. С 6-го по 9-й – появляются атакующие, но тут всё равно рациональнее баффать. А на 9-м круге дают массовое исцеление критических ран. [b]Единственная[/b] хилка в книге – на последнем кругу. Спасибо, пожалуйста. [h2]Сложность[/h2] Обе игры по Pathfinder я проходил на кастомной лёгкой. Сейчас – на нормальной. Один игровой блогер сказал: [quote=TheDrzj]В пасфайндере уровень сложности "нормально" означает, что тебя будут EБATЬ нармально. Как Джигурда: нар-маль-на.[/quote] Может, он про «Гнев» говорил, но в Kingmaker у меня проблем не было. Были места, где было сложно, но стоило прийти на уровень выше – и сложное место проходилось чуть ли не райдкликом. На «изи» такого не замечал, но даже без новых кругов заклинаний новый уровень ощущается весомым ростом. Единственный реально сложный босс – Отродье Ровагуга из DLC-рогалика. Проходил на 17-м уровне. Проблема в его способности снимать эффекты и кидать раздор, безумие. Приходилось следить за Тристианом, чтоб он не завалил броски на стойкость. Но в целом – не сложно. [hr][/hr] https://steamcommunity.com/sharedfiles/filedetails/?id=3642445698 [h2]Чья земля – того и боль, того и смерть…[/h2] Секретная концовка/роман… Роман с Нириссой [b]не работает как драматический якорь[/b]. Я воспринимал его примерно как проект в меню управления королевством. Есть список условий, есть набор задач. Выполнил – победил. Не выполнил – проиграл. В WotR была Камелия. Там тоже приходилось внимательно выбирать реплики, следить за её настроением. Но ты хотя бы мог наблюдать персонажа по ходу игры, понимать, кто это вообще и чего от неё ждать. С Нириссой такого нет. Мало того, разработчик сделал многое, чтобы вызвать обратный эффект. Чтобы получить роман, нужно: [spoiler] [olist] [*] Изучить минимум 13 проклятий – в целом легко. [*] Получить минимум 2 аргумента от проклятых – не проблема, но если ты не добрый, ты их просто убьёшь. [*] Быть экстремально деликатным с Нириссой: быть вежливым, жалеть её при всякой возможности. [/olist] [/spoiler] Помимо невидимых очков романтики и пары реплик ближе к финалу – нет никаких признаков того, что нимфа «тает». Она всю игру надменная, грубая и не отвечает на твою доброту. Ты ломишься в закрытую дверь. В игре дают жирные намёки на то, что за ней стоит кто-то более страшный, что она не такая уж и плохая. Но подано это плохо. Её представляют именно как маниакальную злодейку, которой нравится играться. Разговаривает она вычурно, грубо и высокомерно. С ней до последнего не работает игра в вежливость: если ты ведёшь себя порядочно по отношению к человеку, он делает то же самое в ответ – это честно. Если одна из сторон наглеет – ты чувствуешь себя обманутым. И это странно, потому что сама идея отличная. [quote]Нирисса всю игру – просто задача, которую нужно решить, а должна восприниматься трагедией, в которую ХОЧЕТСЯ вмешаться.[/quote] В сравнении с WotR, в Kingmaker секретная концовка – это реально дополнительный контент. Целая маленькая локация, новые NPC, диалоги, квест, мидбосс. Ты получаешь интерактивное подтверждение: да, я прошёл какой-то путь, получил особый контент. В WOTR же вознесение – это три реплики, босс-файт и эпилоги. Но с Нириссой – другая проблема. Без гайда ты не поймёшь, что делать. Делаешь правильно – без лога или тойбокса не поймёшь, что идёт прогресс. А когда настаёт черёд кульминации – нет чувства того, что ты завершил роман. [quote]Ты списал контрольную у соседки по парте.[/quote] Концепт великолепный. Реализация – проигрышная. [hr][/hr] [h2]Я это прошёл, и я это запомню[/h2] Игра – ахуй. С душой, с приколами. Но она требует терпения и умения прощать ей её странности. А Нирисса – это отдельный разговор. В первый раз я романсил Канеру и Каллике – там была прозрачная прогрессия отношений. Потом была Камелия – ♥♥♥♥♥♥, но персонаж прописан, и сценарий даёт тебе понять, куда ты идёшь. А теперь Нирисса. И, наверное, лучше всего мои впечатления описывают мысль, что стоило мне романсить кого-то другого.
在打完略显折磨的50层地牢后,终于结束了《开拓者:拥王者》的一周目,打破了我玩游戏以来一周目所花费的时长纪录,也让年近三十的我熬了快两星期的大夜,感想颇多,个人不成熟评价: [h1] 尝起来有点好吃,但却是臭到极致的超大碗臭豆腐。 [/h1] 很不幸,我的crpg启蒙是神界原罪2,21年玩的时候感觉惊为天人,没想到回合制游戏居然可以这么好玩,当时一口气玩了两周目,依然意犹未尽,但为了库里的其他游戏只能作罢,时至今日还在回味,还在各种平台的帖子发现我少玩五块钱,缺点是后来我开始玩别的crpg非常不适应,所以都当个轻度玩家,实在不行就叮一下,特别点名批评[b] 赫鲁博王国地下城 [/b]低难度都玩地非常折磨,后面全程叮着玩,以至于后面出的dlc都没有买。 扯远了,拥王者是我通关完原神2后没多久买的,玩了40分钟就没玩了,也许是当时觉得太简陋或者是操作太复杂了,有种学习成本应该会很高吧的心理暗示,就让其躺在库里长休,然后休到正义之怒出来了,再然后休到博德之门3出来了,诶,我就都不玩,心血来潮又把拥王者下回来玩玩~ 我最感谢的是怎么都得把百宝袋装了的我自己,搞了半天才弄好,事实证明这是个伟大的决定,如果没有百宝袋,我必不可能玩下去,也给还没入坑且想入坑的朋友推荐一下,[b] 百宝袋能让你的游戏体验增强十倍有余 [/b],当然crpg老饕或者有体验原汁原味强迫症的玩家可以忽略。 下面是不成熟的吐槽,是我用百宝袋设置了不少便捷选项后依然要吐槽的: 主线任务限时的设定,除了让你更讨厌王国系统以外感觉没有一点作用,增加紧张感吗? 王国系统,确实能感受到猫头鹰设计王国系统的很多小巧思,配合工匠任务、顾问系统、主支线配合,让你的选择可视化,从小村庄变成大王国,各种事件的交互带来的沉浸感是其他crpg没有的;但是,但是!王国属性升级和地区事件是强行消耗你的主线时间的,而你的队友任务、王国短线任务都有可能因为你被跳过的主线时间而丢失,而一周目的你一不小心就会错过,尤其是存档被覆盖甚至无法回头,而且游戏前期金币较少的情况下还经常需要你用金币换点数去养成你的王国,不然你的王国时刻就会处在崩溃边缘,因为滚雪球效应会让你越养越糟糕,这时候伟大的百宝袋就能发挥它的作用了,懂的都懂。 依附于王国系统的建造系统,只能说建造再多也没有传送门和鸟舍作用大,但由简陋变成繁华的感觉还挺好。 队友系统,你可能想不到,你有可能因为舔过图不来第二次而错过两个队友,甚至都是强力队友,这个游戏的设计是让你先弄完主线再去弄支线的,但像我这种一出门就喜欢东逛西逛的玩家就被坑大了,配合上时限一到要推进主线,不知情的玩家甚至通关后才知道自己还少了两个队友XD 成就系统,谜语人成就太多了,更要命的是你还得对话选项不能选错才能跳成就,存档一覆盖就宣告错过,但好险我没有高难度二周目的想法,有需要成就攻略的可以去 [url= https://www.psnine.com/topic/35873] https://www.psnine.com/topic/35873 [/url] 解密系统,要不是这些解密都只是小插曲,不完成也没关系的缘故,谁见了都得骂几句,听说正义之怒的解密更是升级进化版,我都不敢相信有多折磨了哈哈哈 优化和bug问题,玩到后面掉帧掉到20帧我都不想说什么了,4060ti也没有那么差吧!某个古墓里大群僵尸直接无限bug,回合制动不了,来回切即时制才能救;任务完成显示错误都是小问题了,工匠系统里的神器卡bug刷不出来才恼火,直接又错过成就,至于BD里面的bug我就没怎么留意了,毕竟故事难度开局,中期才改回普通难度,去抄贴吧老哥的BD让我又自信起来,然后被时间边缘的房屋教做人,玩过都知道其中酸爽。 某个剧情问题,涉及严重剧透 [spoiler] 剧情杀其实我能理解,但剧情杀一个从头陪伴我到尾的队友甚至是好朋友,还要舔着脸去和杀人凶手交好才能触发隐藏结局,尽管给它各种找补,但当时我真的又心塞又恶心,但好在结尾是好的,你“小子”不想复活是吧! [/spoiler]猫头鹰怎么这么坏呀! 其实关于队友系统,还有些重量级的问题,但我只能说是不能不品的一环,独狼玩家可能就无所谓了。 至于堆怪问题,我觉得还行,除了时间边缘的房屋,恶意拉满了,臭死了![strike] 巫师三的狂猎见到拥王者的狂猎都得叫爹吧 [/strike] 还有一点,这个游戏不支持键鼠操作和手柄操作随时切换来着,手柄玩着挺舒服的,但是用不了百宝袋! 说了这么槽点,但为什么会给好评呢,其实具体应该是中等偏上的评价。 无论是主线剧情还是队友剧情沉浸感都挺足的,配合上王国系统带入进去就一发不可收拾了,这是我决定不打差评的最大原因,我喜欢crpg的原因就是因为它有足够的内容去展现去描绘去塑造,这就是活生生的另一个世界,从一个冒险者变成一国之主,挺王道的,但其中的辛酸苦辣你也都尝到了,尤其是你不看攻略去推剧情的话,错过的东西可太多了;诚然,和神界原罪2那种充满奇思妙想的游玩体验不同,拥王者太传统了,光建卡和调教队友属性都能弄半天,而最后的结果可能是被小怪暴打,然后去贴吧老哥那找BD抄一抄,但抄着抄着自己慢慢悟道的感觉也挺奇妙的,逐渐体会到构筑的快乐,然后打地牢的时候可以自建些BD来看看自己的BD有多烂了(误 其实我也没有想到差不多五年后又重新打开这个游戏来玩,看攻略和抄BD的时间估计也是游戏生涯之最了,这种又臭又香的游戏体验真没法推荐给朋友们玩,毕竟太需要耐心和空闲时间了,但可以推荐给互联网的你们,尤其是喜欢crpg沉浸式故事的,喜欢构筑BD的,[strike] 没有太多道德洁癖的 [/strike] 所以最后分享些攻略,给有机会看到这篇评测且有兴趣体验这碗臭豆腐的[b] 轻度玩家们 [/b] 主线低难度全流程攻略,不含瓦恩领dlc,非常感谢这位老哥,这位老哥的攻略几乎伴随了我整个流程,包含了经验最大化和收集碎片的全位置等,所以我最后走的也是隐藏结局,但有些选择会错过成就,所以成就党们需要配合成就攻略来食用。 [url= https://jis520.com/article-2067-1.html] https://jis520.com/article-2067-1.html [/url] 主控角色BD构筑,这位老哥集合了贴吧一些BD和自己的构筑,自己喜欢哪个可以学习一下,虽然帖子时间有点早,有些BD因为bug的修复可能失效了,但大体是没问题的。[url=https://tieba.baidu.com/p/6001958498?fr=frs]https://tieba.baidu.com/p/6001958498?fr=frs [/url] 主线队友BD构筑,这位老哥详细写了所有队友的构筑,不一定是最优解,但照抄一定很强!可以根据自己想法改动,毕竟毕业装备都是后期的,前期得自行调整。[url=https://tieba.baidu.com/p/6971956833?fr=frs] https://tieba.baidu.com/p/6971956833?fr=frs [/url] 当然,还有不少内容可以去百度拥王者吧的精品区里面的一代合集自行检索,我这里就分享我自己用到的。 [b] 最后的最后,一定要安装百宝袋啊! [/b] [strike] 至于怎么安装,这也是玩这个游戏不得不品的一环,学会用N网吧 [/strike]
I tried. I tried so hard to like this game. I can live with Pathfinder's crunch, but taking away player agency is not acceptable in a game like this. Early on, there's a particular character you're trying to take out. Getting into a fight with them and finding that they are completely invulnverable and immune to all spell effects so they can run away is absolute garbage game design for something that's trying to emulate tabletop. In a game like this developers need to ask: "How would players react if I did this in an actual table-top RPG?" If the answer is "get really mad and stop playing with you", you probably should make better choices. Having a character walk through a spell effect without so much as a saving throw is just an insult to players trying to be immersed in your game. It's just dishonest. I'd rather miss certain content entirely due to my ingenuity than have the game railroad the result of an encounter. After this happened I just completely lost interest in the game. I tried to play this a few times, but I just can't with this one.
i will be honest as i most possibly can. English is not my first language so grammer mistakes are bound to be here. Warning: This game is not for everyone and if you are seeing this post here are a few notes why: 1. Time- 1 run from start to finish can take about 200+ hours this includes trial and erros as well as that you will most likly do when trying to get specific ending. my advise SAVE often AND on diffrent slots! some story moments, areas, as well as dungeons and quests drag the game way more then they should. 2. Theme- this is a roleplaying game yet it leans heavliy on characters who both villians and companions seek redemption or a second shot at life. for the most part it is wirtten beautifully but it's not everyone's cup of tea since it can limit roleplay. to get the most out of this incredible story built your character as a good/chaotic alignment in mind. alignment is important for story choices mostly. 3. System- if you played D&D and know it rules then you will understand this game and how the battle system works rather well however this is a much more complex system for better or worse so fair warning it is a complicated with many ways to screw up character builds and even quests game be warned! this is not the end of the world though since you can always RESPEC a character in the game be speaking to someone avilable right from the very start of the game. 4. Diffuclty- this game can be frustrating!!! new players please understand i cannot recomend this enough even if you know D&D or pathfinder before playing this pick the NORMAL diffculty cause this game can be rough 5. Quests- my tip for first timers is this: always rush the main quest line and always aim to complete those ASAP ignoring any side quests. don't worry you will have time for side quests and side areas in this game the thing is they are always way more diffcult to handle so gaining levels and items before doing them is recomended. THE GAME FORCE YOU TO DO QUESTS IN A CERTAIN WAY DUE TO TIME LIMITS. (you can still do them all but you can't always do them in any order you want!) 6. Modes- this game is basically 2 in one. the first is the main RPG story which consists of fighting and from time to time exploring the world of the stolen lands and the creatures in it (story is really well written for an RPG in my opnion it is better than BG3). the 2nd mode is the kingdom managment and it is not that fun since it slows things down and can ruin the vibe. you can play without it if you so chose but the game encourges you to play it as well and it can consume a lot of time without you realizing it 7. Companions- you play with a party of 6. your companions are mostly intersting and fun. they also play major part in the main story as such you should always keep them even if you won't use them since some of them aren't build optimally (the game even though it is hard can still be done with these companions in your team). minor spoiler! your companions in terms of classes are: -magus, -barbarian, -bard, -alchamist, -wizard/arcane trickster, -clerics (there are 2 kinds and they play diffrently), -inquister, -ranger, -rouge, -fighter and if you have DLC kintick 8. Character Creation- you should have a character that can fight on his own. so don't pick a full support class. there are so many options in this game but if you want an easy time i suggest you stick to the default class of those that the companions don't have like: sorcerer,paladin, druid, fighter. all of these are great for first time and are all strong. there are many guides on the internet to how to build one the options are limitless. 9. Hiden stuff- many things aren't explained well here! some rules such as shooting into melee are not well explained(you need to take a certain feat for it otherwise it will almost always miss in range), it also doesnt explain well the difrence between weapons such as crossbow and bows or give you the full list of weapons that can be used which makes it difficult to track! importent! certain feats like outflank with combat reflex and sieze the moment for melee characters are a MOST! 10. HIdden roles- one skill in particuler that your party should have at least 2 or more that can know well is PRECEPTION this is the most important skill in this game!!!! locked chests aren't that important but it cant hurt to focus on trickery as well. make sure to increase your skills with things like Tristian 'touch of good' and Lindz's songs for a better time so you don't relod and save scum (i personally didnt do it but i know many like to unlock every single chest) 11. Voice acting- only some parts are voiced and some of the important parts of the story can be missed or forgotten due to not being voice acted.
Let me warn you right away: this game does not entertain with light, casual progression. It delivers genuine hardcore. Character creation alone can take hours. With so many races, classes, archetypes, and build options, there is a lot to consider, and planning your progression in advance is practically mandatory. Choosing a high difficulty setting only makes sense if you fully understand the consequences. The very first battles can already push you into constant reloads and serious tension. The game captures the feeling of the tabletop Pathfinder system remarkably well, while flawlessly handling all the underlying mathematics. Here, everything affects everything else, and the probability calculations are handled automatically. In many ways, this is a game about dice rolls and saving throws. You cannot even metaphorically "get out of bed" without them. The core gameplay is a party-based RPG with real-time combat and tactical pause. Enemies are diverse, and it is common to encounter situations where your current party simply cannot handle them. Immunities, resistances, and vulnerabilities matter. Sometimes you push through. Sometimes you reload and rethink your party composition, equipment, or spell selection. On top of that, the game contains an enormous amount of high-quality writing. Dialogue plays a major role, and the roleplaying depth is impressive. Alignment, race, class, skills, companions, and past decisions can all influence outcomes. There are many companions, and in my opinion not a single one feels truly dull. That is rare in games of this scale. Each of them has a personality, opinions, and a strong presence in conversations. They actively intervene in dialogue, which means party composition is not just about combat efficiency. It is also about narrative context. Bringing the right companion may unlock unique interactions or important story developments. As in classic Dungeons & Dragons style systems, you need to rest frequently to recover strength and, most importantly, spell slots. Resting itself is implemented as a small management layer where you assign roles to companions. Someone cooks, someone stands guard, and so on. These choices affect buffs and debuffs after resting. The game features hundreds of items, many with unique properties that may become crucial later. There are even more characters to interact with, making the world feel dense and reactive. In structure and spirit, the game strongly resembles Baldur's Gate 1 and 2, but it is more complex and mechanically modern. Visually and tonally, however, it is somewhat less grim. Instead of focusing solely on demons and undead, one of the central threats comes from fey creatures and primal spirits. The colorful, almost fairy tale atmosphere is deceptive. The events are brutal and often cruel. Fey beings operate under entirely different moral rules. What may be a fleeting amusement for an immortal spirit can mean decades of suffering for mortals. This contrast is one of the game's strongest elements. Beyond adventuring, the game introduces additional systems. There is a global map for exploration, similar to the tabletop experience. More importantly, at a certain point you begin managing your own kingdom. This is not a superficial side feature like in some other RPGs. The strength of your kingdom directly affects the ending. Only a powerful realm can withstand the final crises. A weak one will fall. Knowing this forces you into difficult compromises, since not every morally "good" decision strengthens the state. Kingdom management involves resolving events in text-based scenarios, constructing settlements with synergistic buildings, and appointing advisors whose abilities directly influence the stability and political direction of the realm. You can also attract new inhabitants who later become part of your broader story experience. If I had to mention a drawback, it would be the relative lack of variety in random encounter locations. However, this is a minor issue compared to the overall scope of the game. It is surprisingly difficult to summarize a project of this scale. There is simply too much to cover. Pathfinder: Kingmaker is a large, ambitious, and uncompromising role-playing game in the truest sense of the term. I would recommend it to fans of Dungeons & Dragons and complex RPG systems. For a casual player, it may feel overwhelming due to the density of interconnected mechanics. Yet that complexity is exactly what gives the game its depth and flexibility. It is easy to make a series of mistakes that negatively impact your playthrough, whether through inefficient character builds or poor kingdom decisions. But if you accept that risk as part of the design, the game rewards you with an extraordinary level of freedom and choice.
This is a negative review due to Owlcat introducing a launcher that no one wants or needs. This is simply a marketing and data collection tool. Good way to lose any goodwill you have earned or will earn in the future. Good luck, Owlcat!
Спасибо Совокотам за возможность купить игру в стиме, а дип П1D0PbI силверь пусть идут H4 XуN
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