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  1. Games
  2. Platformer
  3. Pillars of Eternity

Pillars of Eternity brings back old-school, Baldur's Gate-style gameplay

Features
By Lorenzo Veloria published 24 July 2014

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Back in my day...

Back in my day...

They don't make games like they used to. Well, unless you're talking about Obsidian Entertainment. In that case, the storied developer really is making RPGs almost exactly like it used to. The studio's upcoming title is Pillars of Eternity, a title inspired by the Baldur's Gate games of yore. Like, seriously. The isometric perspective and old-school visual style will take you back decades.

Everything about Pillars of Eternity seems to be hitting the classic experience you would expect from an isometric RPG from the late '90s. There is an extensive character customization system that allows you to choose from races such as the traditional elf, dwarf, and human varieties, but there is also a cone-headed race called the Godlike and several others unique to Pillars that change things up a bit. You'll gather loot, outfit your party with abilities and gear, and battle enemies using the game's active combat system.

The story is guided by player decisions, giving you the option to do things like sacrifice your main weapon by throwing it into an enemy's chest, or let that enemy eviscerate one of your companions. Every decision seems to have a consequence. Some can have massive repercussions that cause you to lose a party member for good, while others aren't quite as serious. One decision made in the demo left an AI-controlled rogue character injured and basically useless in battle because the player decided to escape a pursuing enemy rather than rest and risk capture. Pillars definitely maintains the look and feel of the old RPG (which is totally awesome), and the interesting storytelling elements and choices already have me intrigued. It feels a bit strange to welcome the '90s back with open arms, but how can I not?

Check out the following slides for more information and images

Page 1 of 4
Page 1 of 4
Along with race, players can choose their origin story and culture.

Along with race, players can choose their origin story and culture.

Page 2 of 4
Page 2 of 4
Every class from brawlers to magic users is open to you.

Every class from brawlers to magic users is open to you.

Page 3 of 4
Page 3 of 4
That's not a helmet. That's the guy's head.

That's not a helmet. That's the guy's head.

Page 4 of 4
Page 4 of 4
CATEGORIES
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Lorenzo Veloria
Lorenzo Veloria
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Many years ago, Lorenzo Veloria was a Senior Editor here at GamesRadar+ helping to shape content strategy. Since then, Lorenzo has shifted his attention to Future Plc's broader video game portfolio, working as a Senior Brand Marketing Manager to oversee the development of advertising pitches and marketing strategies for the department. He might not have all that much time to write about games anymore, but he's still focused on making sure the latest and greatest end up in front of your eyes one way or another.

See more PC Gaming Features
Read more
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Avowed isn't Pillars of Eternity 3, but if the third RPG ever happens director Josh Sawyer reckons it should move to a proper 3D environment "more like Baldur’s Gate 3"
Clair Obscur: Expedition 33
Former Dragon Age writer praises Clair Obscur: Expedition 33 as "beautiful," saying it's "kind of to JRPGs what Baldur's Gate 3 was to CRPGs"
Karlach uses her fire powers to light a cigar in Baldur's Gate 3
"We are going to do CRPGs that are going to be as serious as BG3," says Wizards of the Coast president, but Star Wars Jedi director's D&D action game is very different to Larian's RPG
Meeting the yeti-like puppet creature Monoco in Clair Obscur: Expedition 33
Ex Dragon Age writer says Baldur's Gate 3 and Clair Obscur: Expedition 33 prove publishers wrong on how successful RPGs can be "when the game is good," and "what's possible when a game is given time to cook"
Meeting the yeti-like puppet creature Monoco in Clair Obscur: Expedition 33
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