Not to mention the aspects at the core of what made the IE games fun. Their content seemed to go directly against ideas that I simply found entertaining, both in regards to video games at large, and to cRPGs themselves. While my initial reaction to the Kickstarter was as euphoric as everyone else’s, the upcoming stream of updates explaining the game’s design philosophy convinced me that there was trouble afoot. However, as some of my esteemed readers may know, I was sceptical of Eternity throughout its development. Considering that a few years earlier Obsidian had given us the two Neverwinter Nights 2 expansions, Mask of the Betrayer and Storm of Zehir, that also fit parts of the above bill, it looked like there was no other choice but to get hyped. In their pitch, Obsidian described Eternity as something that would marry the combat of Icewind Dale, the narrative of Planescape: Torment and the exploration of Baldur’s Gate. There it was: the veteran developers from everyone’s beloved Black Isle Studios, reinforced by Tim Cain himself, wanted to bring us a modern successor to the Infinity Engine games. When Obsidian Entertainment started their Kickstarter campaign for Pillars of Eternity in 2012 (under a working title of Project Eternity), many saw it as the second coming of Christ for cRPGs.
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