το τελος του δισελιδου ΕΚΘΕΙΑΣΤΙΚΟΥ ρηβιου του rps. αν και δεν εχει σποιλερς με την στενη εννοια, το βαζω μεσα σε ταγκς. μαιντ γιου, ειναι οσα ΔΕΝ προλαβε καν ν αγγιξει ο εντιτορ στο ρηβιου του. προφανως γιατι αλλιως θα ηταν 73 σελιδες.
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Oh gosh, I’ve written so much, and I’ve not discussed the Stronghold. Well, perhaps that’s good, as I knew nothing about it beyond what popped up in the loading hints. So, suffice it to say that you get a modifiable Stronghold at a certain point, which gives you a nice home base. And underneath it is an enormous descending dungeon, entirely optional, but packed with story and quests and monsters and puzzles.
I’ve not gone into nearly enough detail about just how much choice you have. Relationships are dramatically changed by how you behave, your reputation in different towns affecting how people treat you there, and what those in other towns have heard about you. Allegiances with particular groups affects tensions with others, and in turn which quests are available at certain points. And how you react to the core quest, what you say to those involved, not only changes and reflects your opinions on some weighty matters, but how you go about approaching certain scenes. And of course there are different endings available.
I’ve not explained about how much meta-game information you can switch on or off. If you don’t want to see that a conversation option would have been available to you if you’d only had more Intellect or Lore or Survival etc, then kill it. (You’d never see what that option would have been, of course, just that there would have been one.) Don’t want to know what impact a certain approach will have on your reputation? Nix that then. Don’t want your inventory stash to be magically available wherever you are? Fine. Want companions to die, rather than be maimed first, in battles? Do it. And so many other aspects, letting you have this play exactly as you prefer RPGs.
I haven’t mentioned that there’s rudimentary crafting for potions, food and scrolls, created with the vast array of knickknacks you gather as you loot. Nor that you can enchant weapons and armour, aRPG-style, again using gathered resources. I haven’t talked about the day/night cycles, and how time of day can affect some characters’ actions. How throughout hundreds of thousands of words, I only spotted one typo. I’ve not quoted some of the magnificent lines that pop up, like, “Trouble with having all these gods is you’ve got support no matter how dumb your ideas are. Maybe we had the right idea blowing some of ‘em up. Less of them to hide behind.” I haven’t raved about Raedric’s Hold, and the vast array of ways just that one side-quest can be approached…
But I have to stop, as I don’t want the words to hit the bottom of the internet.
By the time I’d completed Pillars Of Eternity, which I estimate took me 60 hours (possibly more), I’d completed over 50 side-quests, and a secret (but high) number of main quests (you’d be able to figure out if you were getting near the end if I told you!), made great new imaginary friends, interfered in deeply complex politics, become entangled in my own confused opinions about the mystic science of Animancy, struggled with many moral quandaries, existed in the game’s world for a lot of in-game months, killed over a thousand enemies, and influenced and been influenced by so, so much, and so, so many.
<span style="font-size:5">It’s a triumph. A wonderful, enormous and spellbinding RPG, gloriously created in the image of BioWare’s Infinity classics, but distinctly its own. A classic in every sense.</span></span>
αυτα. δεν περιγραφω αλλο. δεν εβαλα το λινκ, αλλα τετοια ωρα τετοια λογια. ετσι κι αλλιως ολα τα ρηβιους καπως ετσι θα ειναι.
ΖΟΥΜΕ ΜΕΓΑΛΕΣ ΣΤΙΓΜΕΣ.