I am not all that interested in your cosmology



It's not me, Obsidian, it's you:



It does go on.

And on.

And on.



I know, right? 😴

It's too bad, though. To Obsidian Entertainment's credit, the dialogues in that second installment in the Pillars of Eternity series are fully voice-acted, and the actors did a stellar job! (Giving credit where credit is due.)

To be fair, the Pillars or Eternity series has its fan base and its cringe-worthy cosmology has its well-meaning commenders.

Point in case:





I rest my case.

CRPG games are half about mechanics and rules, for one part, and half about story-telling and world-building—i.e. the power of words—for the other part. While many contemporary games, like Pillars of Eternity do well with the former, they seem to have lost their touch with the latter, which was the hallmark of the golden age of adventure games, from the late 1980s to the early 1990s, with titles like, say, Ultima VII (The Black Gate), or even point-and-click games like Quest for Glory (Shadows of Darkness), which did so well creating immersive worlds and engaging engrossing stories (including some simple, yet memorable, mood setting MIDI compositions), with so little, technologically , compared to today's era.

Lestrade may never glimpse the transcendental potential of words—though he well understands their everyday mundane uses.

I, on the other hand, feel that words, and the worlds they conjure, are mostly successful if they open for me a glimpse of attractive and undiscovered places.

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