
Prepare to be enchanted by a world where the choices you make and the paths you choose shape your destiny. Obsidian Entertainment, the developer of Fallout: New Vegas™ and South Park: The Stick of Truth™, together with Paradox Interactive is proud to present Pillars of Eternity.
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Prepare to be enchanted by a world where the choices you make and the paths you choose shape your destiny. Obsidian Entertainment, the developer of Fallout: New Vegas™ and South Park: The Stick of Truth™, together with Paradox Interactive is proud to present Pillars of Eternity.
Recapture the deep sense of exploration, the joy of a pulsating adventure, and the thrill of leading your own band of companions across a new fantasy realm and into the depths of monster-infested dungeons in search of lost treasures and ancient mysteries.
So gather your party, venture forth, and embrace adventure as you delve into a realm of wonder, nostalgia, and the excitement of classic RPGs with Obsidian’s Pillars of Eternity!
Human, Aumaua, Dwarf, Elf, Godlike and Orlan.
Stealth, Athletics, Lore, Mechanics and Survival.
Build a character as one of eleven classes such as Barbarian, Chanter, Cipher, Druid, Fighter, Monk, Paladin, Priest, Ranger, Rogue and Wizard.
Side with various factions using a reputation system, where your actions and choices have far-reaching consequences.
Beautiful pre-rendered environments laced with an engaging story and characters bring the world to life.
Choose to play with either real-time with pause or turn based mode. You can swap between the two freely during your adventure, giving you full control over every encounter.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Russian, Polish*languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 605 reviews with recorded playtime.
Reviews
Themes across 598 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
this is THE best CRPG i've ever played, 10/10, and I only like Deadfire more because it's more of the same the classes/builds/gameplay made me "nerd out" so to speak for the first time ever. I had played other RPGs before Pillars, but nothing compares to it. In New Vegas you've got Speech checks or maybe some Science/Medicine or whatever, but in this game you have dispositions (based on how you reacted to things throughout the game) as well as simply stat-based checks (perception/intelligence/resolve instead of just speech/medicine). Also, sure the CC is the most important thing to inflict on your enemies, but it's so satisfying to complete your beastiary by fighting monsters and slowly know the resistances each enemy has, and then to use the exact spells/skills that target their weaknesses. It's extremely satisfying and it only gets better once you get a little deeper into it (i'd say maybe past level 3/4) the companion quests are also believable, and the game's story/plot/world building are insane to me to this day still; the whole thing about souls being manipulated by old gods and how Animancy is basically a science that studies souls and what happens to them, and the entire main plot around the "hollowborn" i.e. children born without a soul and not reacting to anything (basically braindead) felt intricate to me the entire way through some people might call some of the text word vomit, and I personally skip some of the dialogue, but for example the Grieving Mother questline, which is just reading, got super interesting the more it progressed
[h1] From Industry Gangstas to Play-It-Safe Businessmen [/h1] [hr][/hr] This review isn't just about a mismatched game mechanic. It is about a deeply disappointing trend of artistic cowardice at [b]Obsidian Entertainment[/b]. [b]Chris Avellone[/b], [b]Feargus Urquhart[/b], and [b]Chris Jones[/b] were the original gangstas of the CRPG world. They pushed the industry forward with [i]Fallout 1[/i] and [i]2[/i] in the mid-90s, writing the very DNA of isometric, tactical gaming. They inspired the entire modern landscape. Yet, when making [i]Pillars of Eternity[/i], these former pioneers chose to act like play-it-safe businessmen. They abandoned their turn-based heritage for Real-Time with Pause, completely ignoring fans who begged for a turn-based alternative for a decade. Then [i]Baldur's Gate 3[/i] exploded. It is sad to see a legendary studio like Obsidian use Larian Studios as a muse. The students showed up the masters. Only [i]after[/i] Larian proved that massive audiences still crave tactical turn-based combat did Obsidian finally find the courage to look backward. Now, over ten years after launch, they are retrofitting a turn-based system into an engine never built for it. Shoving turns into a real-time recovery system completely breaks game balance, turning trash fights into an absolute slog. This isn't an isolated incident, either. Tim Cain and Leonard Boyarsky led [i]The Outer Worlds[/i], and senior designer Brian Heins claimed it was the spiritual successor to [i]Fallout: New Vegas[/i]. News flash: It wasn't. [i]Baldur’s Gate 3[/i] was. Larian took the real chances. They delivered the deep, emotionally uncomfortable writing and the massive moments of player agency that defined classic Black Isle and [i]Fallout: New Vegas[/i]. It is deeply frustrating to see a beloved studio abandon their core, ignoring what they and the fans crave, only to let another studio tell them to 'hold my beer.' Obsidian shouldn’t have needed a competitor to prove their own formula works. They should have been leading the charge instead of waiting to ride the coattails of a trend they originally helped invent.
PoE1 is kinda rough. The writing is pretty good - the setting is great, the tone is dark and consistent, the quests solid; the ending delivers both in terms of resolution and setup for the next game. Soooooo, now for the pain points. At its worst, Pillars 1 never veers off into being bad, but it sure does into being tedious and inscrutable. The balancing is just straight up a miserable mess - you'll go from trouncing mobs and bosses in one room, then the adjacent one you'll get pillared into eternity by what were fodder enemies just a moment prior. As you spend more time with the game, you learn how to cheese the AI, overwhelm them and make use of the consumables, stack buffs and so on - but it never feels rewarding like it would in Baldur's Gate, for example. There are quite a few well designed, tough but fair and quite cool, encounters in the game; unfortunately sharing space with the most absurd non-telegraphed difficulty spikes in the game. Oh and, they made the max party a whopping six. That's good and all, except for the fact that very often you'll be going down narrow halls and tight dungeon spaces where the AI pathing commits suicide and leaves you feeling left out of a potential pact for one as you watch your melee units spasm violently in place, trying to phase through the borders of the physical. Act 2 does the game's pacing no favours, and the fact it'll force you to go between lengthy loading screen, to lengthy loading screen again, gives me little surprise this is where people often drop the game. That, and the thematic and narrative payoff it eventually bears to the main plot, coming in at the very end of the game makes it kind of a slog. Godlike characters get minimal reactivity here (very little outside of the DLC in general), even though you do get one as a companion here too, and the Watcher element barely plays into any of the plots taking place here outside the fairly short one the critical path occupies in Defiance Bay. White March 1 & 2 are really good though, they address most of the problems the game has had so far - pacing, reactivity and quirks with the gameplay bones of, well, the game. Also do yourselves a favour and don't engage with the gold-plated NPCs and tombstone icons: they are backer-written NPCs/memorial texts, they serve NO purpose in the world, break the 4th wall routinely and are rather poorly written, perhaps unsurprisingly. You CANNOT interact with them beyond reading blurbs, or more often - walls of text. I fully get that Obsidian wanted to thank the backers for supporting them and making the game possible, but there surely had to have been a more subtle, gentler way to do so without cluttering the world with such weird (but admittedly well-marked and fairly easy to avoid) insertions. In a post-2018 world, this is basically the video game equivalent of 'required reading' for PoE2: Deadfire. Great setting, some pretty good writing and lore. But good grief, the gameplay is a mixed bag at best, in my opinion.
⢀⣀⠤⠿⢤⢖⡆⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⡔⢩⠂⠀⠒⠗⠈⠀⠉⠢⠄⣀⠠⠤⠄⠒⢖⡒⢒⠂⠤⢄⠀⠀⠀⠀ ⠇⠤⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠀⠀⠈⠀⠈⠈⡨⢀⠡⡪⠢⡀⠀ ⠈⠒⠀⠤⠤⣄⡆⡂⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠢⠀⢕⠱⠀ ⠀⠀⠀⠀⠀⠈⢳⣐⡐⠐⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠀⠁⠇ ⠀⠀⠀⠀⠀⠀⠀⠑⢤⢁⠀⠆⠀⠀⠀⠀⠀⢀⢰⠀⠀⠀⡀⢄⡜⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠘⡦⠄⡷⠢⠤⠤⠤⠤⢬⢈⡇⢠⣈⣰⠎⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⣃⢸⡇⠀⠀⠀⠀⠀⠈⢪⢀⣺⡅⢈⠆⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠶⡿⠤⠚⠁⠀⠀⠀⢀⣠⡤⢺⣥⠟⢡⠃⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠉⠀⠀⠀⠀⠀⠀⠀⠀ Here I will leave this beautiful Capybara, whoever passes by can pet it and give it a thumbs up
This is the first rpg of this type that I have completed. The world-buiding is great, and the art is exceptional. Normal was the perfect difficulty even if this was my first real-time-with-pause game. Difficult, but still felt doable (even with my terrible builds)
they turned a lady into a throne and made me sit on her emotional highlight of the game
[h1]终于啊终于!终于出回合制了!《永恒之柱》有回合制了!简直太舒服了!终于可以来享受黑曜石工作室的伟大作品了![/h1] 游戏好玩肯定是不用说的,黑曜石出品,必属精品!无脑买就对了!全DLC!1和2!打折买那就是爽上加爽! 要说的一下是,因为游戏古老,画质也是非常的落后,如果你介意画质,那还是观望一下;其次就是战斗反馈相对一般,战斗获取的经验是有限的,只能通过击杀怪物获得经验,并且怪物图鉴解锁完全后击杀此种怪物也不会再获得经验;击杀NPC都是没有经验的,哪怕对方是坏人,导致玩家没法当大恶人来最大化经验;另一个缺点就是所有的剧情只看主角的属性检定,是不看队友的,所以队友基本上只能点体质加血量,肉肉的能抗;其他方面没啥问题,基本上符合现代玩家的操作和直觉,没有上古游戏操作古怪僵硬。 此游戏是没有汉化的,需要寻找汉化补丁包。 ———————————— [h1]来介绍一下可以招募的伙伴们吧!按照剧情推进的顺序出现。[/h1] 亚洛斯:法师。在最开始的小镇酒馆门口即可找到。就是法师,和DND区别不大,后面可以用希拉维亚斯替换。 艾德尔:战士。也在最开始的小镇找到,在吊死人的树旁边,超强前排,回血能力超模,只要没秒他,他就能使劲回血。 杜兰斯:牧师。初始小镇往南的图神龛附近找到,主动辅助,就是牧师,和DND区别不大,祝福队友,诅咒他人。 卡纳:吟唱者,咏者。在岔路口往东到黑草甸再往东的玩家据点遇到,被动辅助,好处是增益减益没消耗,不愁法术位,坏处是要拖回合,效果是通过时间流逝来积攒的;也有少量主动能力,通过积攒回合来使用。 萨佳妮:游侠。在反抗湾主城南桥的东边图里。就是游侠,和DND区别不大,带着一只动物伙伴。 帕蕾吉娜:圣骑士。在反抗湾西边的港口图里的交易所门口。就是圣骑士,和DND区别不大。 希拉维亚斯:德鲁伊。在萨佳妮东边的大河边图里,强度有点恐怖,法术还贼好用,你才是法师吧!荒野呼唤,动物伙伴是一个都不会,上来就是炎阳射线,暴风雪,舞动电流。 哀伤之母:译灵使,灵能师。在希拉维亚斯北边的小镇里,类似DND的奥法暴徒,魔法刺客的定位,消耗“集中值”来施法,带有偷袭能力,如果主角不是游荡者,建议要带她。 比较想吐槽的就是,这游戏本体队友里居然没有游荡者,可能是游荡者的伤害属实超模,官方不给作为队友。反正我玩是给自己弄的游荡者,各种偷袭爆杀对面,秒人秒怪都是常态。8位队友全部招募后可以解锁成就“灵视者与TA的8位伙伴”。 ———————————— [h1]DLC中还有三位也顺便介绍一下,位于白色远征里。[/h1] 马娜哈:野蛮人。就是野蛮人,战吼吓人,狂暴加数值,和DND区别不大,攻击有AOE比较爽。 扎哈:武僧。和DND的武僧有点区别,这里的武僧通过挨打积攒“苦行值”能量,有能量就能发能力,能力倒是和DND类似,震慑拳什么的。 卡拉克的恶魔:游荡者。我们的游荡者终于出现了,就是游荡者,和DND区别不大,偷袭,夹击获得高额伤害。唯一独特的就是,居然是个机器人,特殊种族,能免疫大部分的不利效果。 ———————————— [h1]最后就是剧情,网上很多人说世界观和剧情设定是神中神,我自己花了100个小时仔细游玩了一遍,又看了一些剧情解说,个人感觉还是没太懂。你不怕剧透就来看看![/h1] 我个人的看法是,世界观设定确实有趣,说的是这个世界上根本就不存在神,远古的英格维仙人已经利用铸魂学研究过了,但他们寻思这样不行,如果没有一个绝对至高的存在,是没法管理好众人的,于是他们就利用铸魂学发明了一套超级复杂的机器,制造了神,也就是游戏中我们看到的各种神,这些神是真的具有“神力”,能够碾压一切伪神,保证其信徒信仰的绝对正确性,久而久之,这片大陆上的人就开始信仰这些人造神了。 毕竟是人造神,神也要遵从基本法——神的能量从哪来?于是英格维仙人就创造出了灵魂轮回:人死后的灵魂会顺着青色石柱到达灵界,抽取一点能量并封存记忆后再回到现世投胎,这被抽取的能量就用来维持人造神的“神力”。这就是为什么到处都有这个青色石柱的原因,是用来回收灵魂的。这也就是所谓的“永恒之柱”,点题。 解决了神的能量问题,接下来就是神是人造的秘密绝对不能被发现,所以想尽各种办法塑造神的威严,处死任何宣称神不存在,不信仰神的人,让这个秘密一直不被知晓。而我们的对手撒奥斯是娥狄卡超级忠实的信徒,娥狄卡赐予了撒奥斯轮回不会封存记忆的能力,让他来办这件事。撒奥斯就带领灰钥团的人员抽取灵魂,掩盖真相。 至于撒奥斯为什么要给我们使绊子,就是因为开局的那场意外,让玩家意外获得了灵视的能力,让玩家灵视到了一个知道真相的人,这让撒奥斯急了,自己做了那么多年的保密工作怎么就这样给破了,所以追杀玩家,陷害玩家,包括把空婴事件嫁祸给铸魂师,因为铸魂师通过研究也逐渐到达了英格维仙人的边界,他们发现了灵魂轮回的部分原理,再这么研究下去迟早发现造神的秘密。而玩家看到的事件是断断续续的,为了知道真相,玩家就必须找到撒奥斯来得到答案。整场冒险就这样展开了。 这对我来说就有点无语,可能是我个人不太信仰神吧,也可能是弑神成习惯了,他费那么大劲居然就为了这点事?没有神大家就活不下去了?有些解说会把剧情剥离为:撒奥斯不相信人性,人总是贪婪的,卑劣的,要是没有一个权威来管理,世界肯定是大乱的。如果这样说,我倒是能理解一点了,但还是觉得剧情有点高开低走——空婴的故事很有趣,铸魂学也很有趣,撒奥斯隐瞒的秘密令我好奇,但为了结果是为了隐瞒神的秘密而折磨所有人,不太能理解。 虽然主线剧情感觉有点怪怪的,但不能否认其世界观塑造确实有趣,依然是质量上乘,值得购买!接下来让我来体验《永恒之柱2:死火》
One of the best games of all time!
没有中文
i thought turn based mode might make it good nope
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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