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Pillars of Eternity: Josh Sawyer talks mods, PC-first focus, Big Head mode, and more

Hayden Dingman | Feb. 23, 2015
Pillars of Eternity is about a month away from release, so with the game mostly finished I got the chance to sit down for one last, lengthy chat with Obsidian's Josh Sawyer to talk expansion plans, sequel rumors, why PCs are amazing, fast/slow mode, Big Head Mode, Gothic castles, and why Might affects the damage inflicted by a pistol.

The final word on classes

JS: There are 11 different classes. This is all part of the Kickstarter campaign. They all play very differently.

We did design the game so you don't have to have a nuclear party. You don't need to have a fighter, a rogue, a wizard and a priest if you don't want to. You can make gimmick parties, you can make a party that's all paladins or all rogues and wizards. Whatever you want. It is designed so the game will be viable and completable no matter how you built your party.

This party that we have right here — all of these characters are companions except this one, which is the main. She's a rogue. There's a fighter. That's Khana, a chanter or bard. That's Durance, the guy who looks like an insane Rasputin. He's a priest. That's Aloth, who is a wizard. And the last one is the Grieving Mother, who is a Cipher. In this case we do have a nuclear party. The way we set up our companions is to cover a wide set of classes. If you just sort of go with inertia you will end up with a nuclear party. But even so, we didn't want to design the game in a way where you required that.

If you don't like these guys, you don't have to take them. In fact, you can even make your own additional characters that are just Adventurers and add them to your party. You can also play solo if you want, although that's incredibly hard.

You'll notice every character [Nick] is playing has some active-use abilities. We did try to make sure that if you wanted to make a character that's very active, even one that's traditionally fairly passive like a fighter, you did have lots of active-use abilities.

However it can be a lot to manage six characters like that, so you can also build characters that are almost fully passive. You don't really have to manage them a whole lot. You can plant them in a location, say "defend that" and they work pretty much fine like that.

FIghters are probably the most passive in terms of how you can build them. You can build up their defensive abilities so they lock people down when they come near, you get a lot of defensive bonuses, they regenerate damage over time, and they have a consistent progression of damage. So if you want them to stand in a location, not die, and do consistent damage? They're great.

You can also build them to be very active though where they're doing crowd control, they're knocking guys away, things like that.

 

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