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Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Pathfinder: Wrath of the Righteous – PC Review


Pathfinder: Wrath of the Righteous
by developer Owlcat Games and publisher META PublishingPC review written by David with a copy provided by the publisher.

Estimated reading time: 8 minutes


Back for the final release of Owlcat’s newest interpretation of an Adventure Path by Paizo Publishing for their game Pathfinder, called Wrath of the Righteous, and I am excited to have had my hands on this. I play a smattering of these tabletop systems, and Pathfinder’s first edition (with some tweaks, admittedly) has been my home for over a decade now. I’ve even got a play-by-post campaign I’ve been running with one other friend over Discord almost as long as Discord has been the gaming go-to. It’s a system that works in a lot of mediums, can be adjusted for a lot of settings, and holds a cornucopia-world setting that doesn’t feel too forced. These are all true for other rulesets, other settings, but while we can list wonderfully crafted CRPGs that hold true to their world, how many truly capture that feeling of the source material? I’ve only got one hand worth of fingers for my answer to that question, and Owlcat crafted two of them.

I already talked about how the game opens and the first chapter or so’s story overview in general in my beta preview article, so we’re not gonna rehash the story, since they didn’t change any of it. Here, we’ll be talking primarily about mechanics and design choices, limitations, comparisons with Kingmaker, which I also reviewed, as well as the revival of both isometric adventure computer RPGs and tabletops. If you’d like to see where Owlcat came from, or more context for the plot than you get here, check those out. In Wrath of the Righteous, you’re the Commander of the Fifth Crusade against the invading demon hordes of the Worldwound.

My biggest gripe with the game brings down one of my otherwise favorite parts, the narrative choice. Just like Kingmaker, this game is interspersed with scenes framed as if taken out of a book written by a bard you’ll meet. Unlike Kingmaker, this bard is a side character, not involved with the party, and I didn’t meet at all that I remember until Act 2. Wrath also seems to want to force an extreme out of the character outside of situations that don’t directly impact your alignment. At one point, I came across a Hellknight, an order allied to the Crusades, unarmed, unarmored, bruised and battered, looking as though he’d swum the abyss-plagued river to reach us, to tell me of his squad, under attack and outmatched by the ambush.

Your choices are binary: You can either ride out to save them immediately or, and I quote, “Throw him out.” instructing your guards to just eject a wounded ally from the camp. No middle ground, no chance to help him another way. I’m Chaotic Good, and while the game does a decent job of making sure your alignment can shine through, the fact that I just didn’t have time to backtrack my entire army two days to save his squad kinda felt like something Kingmaker’s final form would have at least had some option in the middle attitude wise, if not leaving the whole thing open as an issue for the Baron themself to solve as a choice. Pretty minor complaint, but one that stuck out to me.

Switching gears, I’m a huge fan of the characters in this one. Irabeth and Anevia Tirabade are paizo creations, the dynamic of a half-orc Paladin and a human rogue who leads a Crusader spy network, married and stomping demons together, but their personality and voice are all the work of Owlcat writers and the fantastic voice actors slotted into these roles. Companions too, Woljif holding steady as my favorite so far, we've got a pretty solid and intriguing cast that has me wanting to know more, from the Life Oracle with a taste for the cruel to the odd elf girl with the new Witch archetype.

Here’s another thing Owlcat has nailed this time around, the variety. Increased classes, races, and archetypes to choose from, backgrounds that affect your skills and proficiencies, it’s all golden to bring out that feeling of the Pathfinder RPG. Along with the standard Paizo fare (with all Unchained classes being represented instead of the CRB versions), Owlcat has created a few archetypes (and all of the background traits) of their own. Some are interesting, some are simple, all fit the way official Pathfinder RPG archetypes interact with their classes. The Arcanist has a "Nature Mage" archetype that didn't exist whose only purpose is to give an otherwise unaltered Arcanist class the Druid spell list instead of the usual one, the Witch has one that shifts the class to function more akin to an Oracle, gaining a curse and a Charisma casting ability score instead of the Intelligence and a Patron, they get to keep the familiar though, which is golden. Arcane Enforcer is a Slayer archetype that replaces Slayer Talents with Arcanist Exploits, allowing me to make a martially capable assassin character with full Base attack bonus and a telephone ability to ignore obstacles and Attacks of Opportunity keeping me from my sneak attack. I enjoyed this archetype so much that I converted it to work in the tabletop and have it currently in use in a game.

While Kenabres kinda hurt to get around in its limitations, the real overworld opens up into a dual-map system with wide open roads like we remember from the Stolen Lands. The default map is your party travel, it works essentially the same as Kingmaker’s did. You travel based on your party’s average speed, settings to determine if encumbrance slows, rest to avoid fatigue, the whole drill. Wrath of the Righteous adds to it though. Two new feats, which each come with their own camp task, and a third camp task. With the same six-member party, you’ll have to divide responsibilities a little more carefully, and prioritize what you need. Brewing Potions and cooking a meal for a camp benefit take the same task slot, for example. Scribe Scroll is the other new feat, taking its execution at camp rest as well. these two are party-savers in the core difficulty, especially the stronger my Cleric and Wizard get.

The final new camp task is a ritual to prevent corruption. This entire game takes place in a land called simply the Worldwound. Once a mighty Kellid kingdom of Shamans and Witches, it is now a festering wound profusely bleeding, demons directly from the abyss flooding the land and everything from the soil to the weather corrupting to hostile, toxic, barren waste, and the longer you spend there, the worse it gets. Wrath includes three stages, and each one comes with significant stat penalties. You get a view of the corruption level every chance to rest, and your army’s Camp is a consistent safe place to get that cleaned out.

The map comes with a secondary layer though, the Crusade Map. Shifted near the overworld’s clock, the new map shows your armies, which have limited movement each day, while those movements don’t take up your party’s clock time. As you win battles, your morale will increase, and your armies will gain levels and resources. Spending these resources is as important as earning them, as improving and recruiting more armies will keep you making progress in the Worldwound, the game actually leaving you unable to progress unless you can take the fort before the next city, Drezen, using your armies instead of your party. These battles play out on a grid, with most units not really having abilities, and I couldn’t find myself engaged by them. Staying true to their tendency toward a customizable experience, I simply turned off the automatic decision to fight these battles. I still get the option when I move my armies over them, but for the most part, I just take what happens based on a dice roll and move on.

Kingmaker’s release was painful, I love the game and I think most would agree. Wrath of the Righteous is not. While there are some issues here and there, mostly odd interactions between effects, Owlcat is on it and has released a couple patches already since release. Both issues I had noted to bring up in here were known bugs by the team, and don’t exist at all now, so if you’re weary of the game that direction, feel secure knowing that the lesson was learned.

Summary

While not a perfect one-to-one of the tabletop experience, it might be as close as you can get. Bringing the best of both RPG worlds it stands firmly planted in, a whole stack of options and sliders to adjust which one of those worlds you play in, and the return of the on-the-fly toggling between turn-based and real-time-with-pause, Owlcat’s Pathfinder: Wrath of the Righteous is an exciting, attention-snatching, replayable role-playing experience you’ll spend dozens, if not hundreds of hours in. Whether you play it now on PC, or after it releases on consoles March 22nd, welcome to the Fifth Mendevian Crusade.

Score: 9 / 10


 








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Pathfinder: Wrath of the Righteous - PC Preview


Pathfinder: Wrath of the Righteous
by developer and publisher Owlcat GamesPC (Steam) review written by David with a copy provided by the publisher.

Estimated reading time: 6 minutes


Another Owlcat dive into the tabletop-turned-IsoRPG, and I can’t say that I haven’t been stoked for this one since it was announced. Getting the chance to hop into the new wave of Beta testers was an instant, and emphatic YES. Pathfinder: Wrath of the Righteous revisits much of what Kingmaker brought to the table, with an expansion on many of the ideas and systems, and a shift in some others. In Wrath of the Righteous, you witness, and then lead, the Fifth Mendevian Crusade, the latest in a series of incursions into a gaping wound in the world where a grand, magical culture once thrived, but has since been rent asunder and corrupted by the demonic hordes of the Abyss.

Like Kingmaker, Wrath is built off of one of the pre-written Adventure Paths that Paizo published for their first edition of the Pathfinder Roleplaying Game, and was the first to utilize the Mythic Tier system, which is a power advancement adjacent to standard character leveling. It’s a lot of fun, and at the tabletop, can make for some interesting power dynamics. I’m using the system currently in a homebrew campaign set in the mostly-canon version of Paizo’s world.


Kingmaker started you answering a Swordlord call to beat a gang of bandits, Wrath of the Righteous starts you with a gaping wound in the chest
.

The game does a decent job itself of providing exposition, often through bolded text in the dialogue just as before, but this article is gonna take a little context before we get to it. The Worldwound consists of what was once the kingdom of Sarkoris and surrounding lands, it is bordered by a militaristic Crusader State known as Mendev, ruled by Queen Galfrey, who was crowned five years before the worldwound opened, and has been leading both nation and crusades in the hundred and seventeen years since. The demons and corruption of the Worldwound are kept at bay by a set of angelic Wardstones, the Keystone of which is placed at the heart of the fortress-city of Kenabres. This is where we begin, carted into a festival, barely responsive with a terrible wound in your chest. You’re healed by the protector of the city, a silver dragon named Terendelev. Your equipment is seized, no weapons allowed at the festival, and the Inquisitor, Hulrunn, finds your arrival suspicious. Drink, Throw knives, make merry, and relax at the festival. Deskari, the Lord of the Locust Host crashes the party, you make a choice on how to start the next section, choosing a protective spell or a weapon, and then promptly fall into a rift the colossal bug demon opened in the city.

Before we get to this point though, we get to make our character. Twenty-five classes, each with a suite of archetypes, four to seven depending on the class, with restrictions ranging from race to alignment. Twelve playable races are here, with all the ones from Kingmaker, as well as adding Kitsune, a clever-or-charismatic shapeshifting fox people; Oread, a people whose heritage connects them to Elemental Earth, giving them a stony appearance; and Dhampirs, the half-living offspring of mortals and vampires. I ran three characters, but mostly focused on one. Avisiel, a Chaotic Good strength based dual-wielding human Slayer, with Shelyn as her patron; Azar, an Aasimar fallen Paladin story, so he started Lawful Good but he’s gonna go evil for his path; and Kali, a Neutral Kitsune and Nine-Tailed Heir, which is a race-locked archetype for the Sorcerer class.


There’s some kinks with the lighting still going on in the beta, but Seelah takes Amiri’s position as the Paizo Iconic NPC
.

One really interesting thing Owlcat brought for this game was unique archetypes. My favorite Slayer archetype in Wrath of the Righteous doesn’t exist in Pathfinder: Arcane Enforcer, a handy build that replaces some Slayer Talents with Arcanist Exploits. I have so many ideas with level dips for this and I love it. I haven’t fully explored all the classes, and this is still a beta, so there may be more unique inclusions, but I fully support the idea. Mini-maxers might not enjoy the archetype, but I sure do (plus, a beefed up Woljif is absolutely worth dropping three levels into slayer to keep from losing a sneak attack die, he’s a squishy boy.)

Much like Kingmaker, once you get out of the introduction (which is substantially longer than Kingmaker’s), you spend the next several hours of play traveling, finding companions, killing cultists, and selling loot. Unlike Kingmaker, you start only being able to travel to certain spots around Kenabres, lacking the freedom we were used to maneuvering in the last game. Kenabres is temporary though, and the first chapter ends with you deciding the fate of the wardstone, fighting a boss battle with some newfound power, and gaining your first Mythic Tier. There’s gonna be several to pick from, but you develop along them largely in choices made in the dialogue or the text-based scenes similar to the ones we saw Linzi used as the framing device for previously.

MMMMMMmmmmm….. Sweet, Sweet AoE.

After this point, the game really opens up. You meet Queen Galfrey, and she names you Knight-Commander of the Fifth Crusade. The Quartermaster here in camp has pretty much anything you could reasonably want at this point of the game, and several you couldn’t possibly get legitimately yet, but he’s not going anywhere, so save up! More companions to be found now, and some more story-altering choices in the form of dialogue. I quite enjoyed convincing the queen to fight on the front lines with us.

Army management is a fair bit different than we saw with the Kingdom, but you can build and directly control the movement of legions of crusaders, scouting paths to objectives and clearing demonic forces from a zone. These fights take place on a kind of hybrid, less detailed isometric grid and moves at a faster pace.  The final quality of life change I was stoked to see was something I generally don't even use, because I mostly play sneaky characters: the ability to smash a container. You might break everything inside, but hey, you opened it! This has always been a favorite feature in games, especially when they include that risk. Nothing like getting frustrated at the lock on a barrel and then breaking the potion inside you needed.

*Sips Tea*

Summary

There's still some tweaks to work out, but it's also a game in beta. I've gotta say that I’m stoked for this one. If you’re fond of isometric RPGs, whether turn-based or real-time-with-pause (the ability to switch between them on the fly returns), or just a fan of Pathfinder, September 2nd is a date to mark. The full release of Pathfinder: Wrath of the Righteous should be well worth the wait.

Score: N/A


 







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Pathfinder: Kingmaker - Definitive Edition - XB1 Review

Pathfinder: Kingmaker - Definitive Edition by developer Owlcat Games and publisher Deep SilverMicrosoft Xbox One review written by David with a copy provided by the publisher.

Estimated reading time: 17 minutes

I’m a fan of tabletops, that’s no secret. In my upcoming article on Baldur’s Gate: Enhanced Edition, I even managed to gush about the migraine that is Advanced Dungeons & Dragons: 2nd Edition. I started in third edition, but really got going with the revised ruleset that came in 2003. Already a sizeable catalogue, Wizards of the Coast pumped out content for D&D 3.5 like there was no tomorrow, and no small part of that would be Dungeon and Dragon Magazines. Though long time staples for the game, WotC had its hands pretty full in general, and in 2004 they passed off the game-aid and news magazines to Paizo Publishing (Paizo Inc since 2014). Paizo was another Western Washington based company, and their love for the game was evident from day one. Along with Dragon and Dungeon magazines, they created their own campaign setting and supplementary ruleset, The Pathfinder Chronicles, set in their own fictional world that would become, in my opinion, a fantastically cohesive kitchen-sink of a world, Golarion.

In 2008, Wizards of the Coast put out what was easily the single most divisive release in their history to date, Dungeons and Dragons: Fourth Edition. I could harp on 4e all day, I’m not a fan, and this article could easily just become one of those for a chunk, but it was really a great move long term. While 4e wasn’t my cup of tea, what it excelled at was being accessible. D&D was at its most popular point (at the time, Fifth Edition is ridiculously popular), but it had a mountain full of content, and for new players it was a labyrinth.

I have a folder in my google drive that’s roughly 40 gigs, and it’s *literally* only .pdf files of third edition content. It’s fantastic content, but Bruenor’s Beard was there a lot of it, and rules, races, and classes scattered across obscure secondary releases. Fourth Edition was the answer, it refreshed everyone on the same level, and the game was organized to function comparable to an MMO. The mechanics for the later MMO release Neverwinter by Cryptic Studios needed very little adjustment from the tabletop 4e rules, in fact. The game was very newbie, and cinematic, friendly. It was way more attractive for new players, especially those who preferred the smooth action of a videogame, but a lot of the old players weren’t fond of it.

In 2009, Paizo Publishing answered with a full, this-is-our-own-game release based on their campaign setting, and fully compatible with 3rd edition rules with some pretty minor conversions (even included a handy guide both directions); The Pathfinder Roleplaying Game. Pathfinder, as it turned out, would be the tabletop I lived in for the next decade. I played other games; a decent amount of Shadowrun, a smattering of Cyberpunk 2020, some 4th and more 3rd edition D&D, I even playtested what was then called “D&D Next” that became Fifth Edition (which has *exploded* into the mainstream), but Pathfinder took the cake. Fans of third edition only-sort-of-jokingly called it 3.75 (Editor's Note (PY): Can confirm), as there were enough similarities to be easily converted between each other, but the game worked much more smoothly overall. Even some of the most basic things had enough flare to be interesting.

Picking Human Fighter was way easier to be cool and customized in Pathfinder than it was in 3.5, and while you can flavour your roleplay however you like, PF had the mechanics to back up that customization. Fast-forward a bit, and we get a kickstarter for some folks I’d never heard of with an awesome plan. Owlcat Games was going to make a CRPG out of Pathfinder, and the Baldur’s Gate fan in me went off the wall. Pathfinder: Kingmaker, one of the more interesting premade Adventure Paths that had been released for the tabletop. In the AP with the same name, you’re set to clear and establish a kingdom in a tumultuous region of Golarion known as the River Kingdoms, a prime spot for such a tale as it’s a region defined by wildly varied and not always cooperative city-states who were sometimes little more than a name on a signpost. I have been excited for this opportunity since that kickstarter was announced, so let’s move on from my ravings about tabletop history and get to the reason we’re all here.

The first thing I did with this game actually was go to the settings. Figured I’d take care of the Subtitles preferences right away. What I found instead was the single most customizable CRPG I’ve ever seen. Some of it is standard, tutorial messages, font size, language, autosave, but then it goes farther. Custom number of auto-save and quick-save slots, from 0 to 25 each. Autopausing for 21 separate triggers, the ability to replace blood splatter in the game with “Critters,” and then a lot of functions for turn-based mode.

While Amiri and Tartuccio argue, you get to learn!

Pathfinder: Kingmaker does another thing I really like, and it shares this quality with Obsidian’s Pillars of Eternity; the ability to choose between Real Time With Pause and Turn Based combat. Jumping into a New Game we’re met with a range of difficulties. Lowest is Story Mode, which I always like to see just because some stories are just better told through this medium, and not all stories need skill to complete. This mode’s pretty comparable to other Story Mode setups, 80% damage reduction, you can’t be crit, no character death (but if your whole party goes unconscious it’s still Game Over). Along with the ability to customize a list of aspects of the game for your own personalized difficulty, the game also goes all the way past Insane difficulty to one I love the label of: Unfair.

For all three of the above-Normal difficulties you get the warning “Choosing this difficulty is NOT RECOMMENDED for the players not familiar with the Pathfinder system,” which, by itself, excites the hell out of me. Unfair goes substantially farther though with it’s warning. “Choosing this difficulty is NOT RECOMMENDED for the players not familiar with the Pathfinder system, as well as the Pathfinder: Kingmaker battle system, and those who are not willing to suffer. The enemies will not forgive any mistakes made during combats, and your characters’ builds must be no less than perfect.” I’ve played campaigns on the table that were unforgiving in the extreme, and that is definitely getting played. For purposes of this article, I’ll be writing about the Challenging difficulty, as it appears to be intended as the one closest to the tabletop mechanics. Note, I’ve not actually played the Kingmaker adventure path, so everything but the setting and the mechanics will be fresh to me. HERE WE GO!

Character creation is nice and varied, Definitive Edition is the console release and comes with all the add-ons the PC players had to wait for. Pathfinder: Kingmaker includes five premade characters each fitting a different role, or you can create your own. While Pathfinder has as many playable “races” as it has sapient creatures (as well as rules for custom ones), Kingmaker settles on nine. Likewise, Pathfinder boasts forty classes to pick from (with rules to build your own), and while Kingmaker shaves that down, they keep it at a solid sixteen to choose from, with multiclassing available at each level. At this stage, you can even choose a premade build for your customized character, so long as you don’t choose an "archetype" for your class. This will, however, turn on auto-leveling, which will take your control at level-up away. In a true “this is your game” approach, however, even that decision isn’t set in stone. At level-up, you still review the new character sheet. If you change anything, it simply turns auto-level off.

Characters so customizable the game acknowledges lefties are real.

My favorite part of Pathfinder’s Class system is its Archetypes, a variation on the way each class works. Usually this keeps the core class concept and shifts it, but some go substantially farther than that, and it's nice to see the mechanic represented. The number of archetypes varies per class in the tabletop, but Owlcat included three for each, in addition to the base version. With the limit on archetypes, I knew a number of my favorites would be cut. Many are little more than flavor, and even more would be functionally useless in a video game. Some, like the Rogue’s Knife Master, which grants the rogue bonuses on their sneak attack with dagger-sized blades, I’d not been surprised to see. Others I’ hoped but not been sure of, like the Magus archetype Eldritch Scion, which switches the Magus from casting Prepared, (more spells known but has to plan each day) like a Wizard to Spontaneous (fewer known, but more flexibility) like a Sorcerer.

One that I’d fully not expected though, was the Bard archetype that takes away Performing, the Archaeologist. This bard archetype takes a smattering of Rogue traits, switching the class’s role potential entirely away from crowd control and party buffs it traditionally is. I created my most recent Pathfinder character, a little Dragon-Blooded Gnome mage/thief named Khaz. He’s manifested a few different ways on the tabletop, most of them readily available in Kingmaker. This time, we went with Knife Master for his starting class, and we’d level him into Eldritch Scion at 2, giving him his Blue Dragon sorcerer bloodline and his ability to grow claws.

His original incarnation is almost doable in the game, and most of his alternates are, but they’re all minor flavor changes. This build gives him a bit more combat ability than most of his incarnations. The biggest reason I still play Pathfinder more than any other TTRPG is the character customization, and it is here in this game deliciously. Two of the other races, Aasimar and Tiefling, even come with six subraces for further flavor-and-ability shifting, in addition to the base version. I’d be doing you a disservice if I didn’t tell you I played the opening level ten times just making characters, some new, and some old favorites.

Bardic Inspiration goes farther than one might expect.

The game opens up in the great hall of a manor house, where dozens have gathered in answer to a call for adventurers. You’re in the great hall of the manor belonging to Swordlord Jamandi Aldori, and with her is the Mayor of the city you’re in, Restov, Ioseph Sellemius. They want you all to go and take out a bandit king and his followers, and when you’re done, whoever the group chooses gets the land and a title to do what they want with it, and a lucrative trade deal with Brevoy, of course. Throughout the expositional dialogue, and all dialogue throughout the game, pretty much any setting/Pathfinder related terms will be highlighted in Green in the text on screen, and there is an ever-present glossary button to answer questions you might have, like what a Swordlord is, or why Brevoy matters.

Announcement ends, “Go to bed and head out at our expense in the morning.” and the game centers back to you, but you’re not in control yet. First you meet Linzi, a halfling bard who’s actually writing a book about this adventure. The whole game is framed as this book, actually. The menus, skill checks, loading screens; there are all-text decision-making sequences, usually at story-relevant points, that look like a book page, often with an illustration, and it’s clear the story is from her perspective, but you are the hero of her tale.

I love the way this was done, and applaud it each time it pops up. Owlcat uses a solid mixture of in-game scripted action, enforcing one-off circumstantial rules, dialogue, and these little decision-making and skill check moments to capture more of the feel of that tabletop experience. Introductions over, setting established, you head to bed, only to be awoken by Linzi busting into your room, talking about an attack. A scream is heard, she rushes out, and an assassin rushes in. it’s here you get your first tutorial, and it’s pretty good at explaining what’s about to happen.

Don't forget your adventuring gear!

However your preferred style, Turn Based or Real-Time-With-Pause, you can switch it on a whim with the press of a thumbstick. I find myself using both, RTwP roaming around and dispatching trash mobs, and switching to Turn based when I want to really focus and allocate everything myself. For RTwP, the game has a pretty good AI you can attach to the whole party, including your character, and just sit back while they play out the fight their way. They went all in with the Real-Time aspect too. one round in the Pathfinder Roleplaying Game represents six seconds. Likewise, during RTwP, action types take up a specific amount of time. Something that’s a “Full Round Action” in Turn Based really will take six seconds in RTwP.

Once you’re out of your room, you head toward Linzi (or explore the room the other way, your choice), and you find Tartuccio, a gnome you heard earlier in the great hall, held captive by a pair of assassins. After this, you gain Linzi and Tartuccio as party members you can control directly. You’ll fight your way through the manor, making a couple of moral decisions along the way, a variety of skill checks and the trapfinding mechanic, and gain a couple more party members before the big fight at the end, where you see this is a very planned attack, as they have a trio of mages channeling a barrier and summoning powerful monsters to trap Jamandi Aldori and Mayor Sellemius and keep them occupied, there are a lot of units here, and turn based takes some time to get through at this level. After it’s all clear, it’s revealed that somebody present is a spy, but that the mission will go on regardless, split into two teams instead. Your actions, and explanation for them, determine who goes with you from here, and you’re given your deadline. Three months. ninety days to find the Stag king, kill him and his bandits, and claim the Stolen Lands for yourself, and Restov will pay for the construction of your capital city, and you’ll instantly be landed nobility.

More roads and locations open up as you explore.

"Travel takes time" is the biggest kicker in this adventure. You need to sleep, you need to eat, regardless of difficulty, you’ll find yourself becoming fatigued, and you’ll have to rest. If you’re not in a dungeon, you can hunt with the Knowledge (Nature) skill, and this can be done any time resting is triggered from the travel map as well. Like most CRPGs, Kingmaker is split into limited squarish regions to explore at a time, and they can vary in size quite a bit. There’s not a ton of sidetasks in these, but there’s enough to keep you wandering around to see what there is to see. Sometimes it’s just somebody else’s story. One example is when I found a “Lonely Shambling Mound,” and nearby was a corpse, and a lab journal, and what happened became clear. I had a genuine emotional response from this easily-ignored little spot that contained nothing particularly useful. I think there were a couple potions I didn’t really need, I wasn’t really paying attention to that part because I got to find out why this non-aggressive Shambling Mound is also Lonely, and it made the world feel more whole, more cohesive, and more alive.

Your base until you establish your kingdom is Oleg’s Trading Post, which is being attacked by the Stag King’s goons when you arrive. After a chance to explore and set up for an ambush, you’ll see directly how what you say can affect what happens going forward, and then your first safe rest since leaving Restov. You encounter the spirit of a nymph here, and you get your first hint at a bigger story than “Kill the bandit king,” and more chances to shift the game and your alignment. As you go, you’ll find the Stag King’s childhood home, the lost sister of Oleg’s wife, a group of warring Mites and Kobolds that Khaz convinced to stop fighting and worship him, giving them each a glove to serve as new sacred relics. Pay attention to the dialogue in this game, it has such a strong pull on what happens. The combat is fairly frequent, but it’s definitely secondary. The fighting is something active to do to get you from A to B in the story, and it really does work like a tabletop in that way. Especially when there’s thirty units on the screen each taking a separate six second turn (you can tap a button and make it speed up through the NPCs).

A lonely Shambling Mound paces near a body.

I hit the Stag King around hour thirty, which is probably pretty slow. I like to explore, and there’s a fair bit of it. Besides, Khaz and I had a cult to start. His isn't a fight to snub your nose at either. Not only is his base chock full of lesser bandits, the actual fight with him includes a whole party of class-leveled baddies, so you'd better be ready. Rest and spell preparation is a major part of the game as well. I've always been a "spontaneous" caster in these games, and always forget to arrange my Wizard's spells, while my Sorcerers just refill what they know. Resting requires food, which means rations or someone to hunt, and you can't hunt in dungeons.

The rest of the game is a mixture of kingdom management and continued adventure as you continue diving into the mysteries of these wild lands; of the slave-hunting Technic League, and what is here that the agents of Pitax were willing to kill dozens at that meeting back in Restov over? Keep an eye on the calendar as you dive into the Stolen Lands and your new Barony, as everything is on a schedule that you’re free to ignore, but not without consequences. There’s a handy automated mode for the management, however, so it’s much more smooth if you’re uninterested in that part of the game. Again, Owlcat really leaned into the ability to customize your experience.

The ability to switch between Real Time and Turn Based is a life saver.

Along with the main story, the Definitive Edition that is the console version includes the additional adventure Varnhold's Lot, in which you take the role of the Right Hand of the new Baron of Varnhold, your main-game neighbor to the east. This adventure starts at the ceremony during which you're granted your title in the main game, and carries on in this other barony run by a mercenary group you help lead.

Shortly after release a major patch was put out that cleared a lot of early-reported bugs, with more patches said to come, but even so, it was a pretty smooth port from PC in my play experience. The love for this game and where it came from shows through so clearly, and in such a genuinely fun way, I know I’ll be dumping hours into this game long into the future.

Where you camp is nearly as important as who you place in camp roles

Summary

Will you be a benevolent lord of a safe frontier city? Or the iron-fisted tyrant of a horror in a haunted land? The choice really is yours, right from the beginning, with plenty of chances to change your path along the way, and Owlcat made sure you can do it exactly how you want in this incredible, beautifully source-faithful CRPG.

Score: 8.5 / 10




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Pathfinder: Kingmaker - PC Review


Paizo's Pathfinder is a spectacular tabletop evolution of the 3rd Edition Dungeons & Dragons ruleset and the latest release carrying the Pathfinder name, Pathfinder: Kingmaker by Owlcat Games, continues the tradition of excellence that Paizo. Barring some technical oddities and simple textual/grammatical errors, Kingmaker is a traditional yet utterly fantastic roleplaying game. Based in the Pathfinder universe, Kingmaker is about your main character just as much as it is about the companions you will meet along the way. While largely a traditional RPG, the focus on your party members with the addition of some kingdom management aspects, Kingmaker is a wonderful evolution of the cRPG genre; let us hope that with its success we see more titles based in the Pathfinder universe.

I will swear up and down that the absolute best release of Dungeons & Dragons is the 3rd edition. While I was introduced to D&D via its wonderful 2nd edition, 3rd edition is what really did it for me. I spent the majority of my high school years playing D&D quite heavily and 3rd edition was where it was at; detailed, full of rich history, and largely focused on TSR's core player base. Subsequent versions, like the abomination that is 4th edition, and the good, if (in my opinion) overly simplified, 5th edition, seem to have missed something. Perhaps it was the purchase of TSR by Wizards of the Coast, perhaps it due to the extreme growth found in video games in the late-90's, early-00's but largely the releases in the D&D ruleset post-Wizards of the Coast release went downhill after 3rd Edition.

Enter Paizo in 2009; after a change in the game license with the release of D&D 4th edition, Paizo struck out on its own, after publishing the Dragon and Dungeon magazines for nearly a decade, and released the first Pathfinder roleplaying game, based on the vaunted D&D 3.5 ruleset. Nearly ten years later, the first cRPG in the Pathfinder universe is released … and it is about damned time, as Pathfinder: Kingmaker stands toe-to-toe with the traditional greats of the cRPG franchise. Easily comparable to the Neverwinter and IceWind Dale games, and in some respects can stand alongside genre-greats like Baldur's Gate II: Shadows of Amn and Planescape: Torment.


Like any good roleplaying game, you start Kingmaker in a character creation screen; anyone familiar with the cRPG genre will be right at home here and will likely spend the bulk of their opening hour or so fiddling with options and recreating characters (I know I did; I have a dozen characters that I started and know the first hour or two of the game). OwlCat does implement a fantastic group of prebuilt character builds to choose from, and for those looking to simply hop in and play through the story without worrying about the more intricate aspects of leveling your character, then you can actually turn on an auto-level feature and instead just focus on getting in and bashing all manner of enemies.

I did, though, find that there is something of a craptastic bug related to the auto-level feature; for example, I set Jaethal, one of your companions, to auto-level but about a dozen levels in (which is no easy task) I ran into an issue where she had 1 skill point left and the auto-leveling function only seems to work if they have 0 skill points left,  otherwise the "Next" button does not work to continue through the leveling screen. This forced me to permanently disable the auto-leveling feature and manually level her for the rest of the game. Given how intricate character development is, having to manually manage a dozen characters through all of these levels can be extraordinarily time consuming (hence the auto-level feature …) so running into an issue like this is off-putting.

While on the topic of little issues, I would like to take a moment to shake my head at the pathfinding in Kingmaker. I find it a bit chuckle-worthy that a Pathfinder game has utterly horrific pathfinding, but sweet Mary Moses it is bad; Stand in a room, click in the hallway, and your genius pathfinder will walk to the wall closest to where you clicked and just stand there like a turd. The frustrating part is that you can save the game, exit it to desktop, then reload the game, fire up the save, and do the same thing and *poof*, issue is resolved for a while. Trying to click across the map (rather than macro-clicking throughout an area you have already cleared) can yield interesting results; sometimes the characters will run right to the targeted click across the map, other times they will walk to the nearest obstacle and just stand around.

It is MADDENING. 


Other fun little tidbits I found would be that environmental checks (say there is a fallen tree in your path; you can make a dexterity check to bypass the tree, else you would not be able to pass) will frequently have the icon for said check being "stuck" on screen. I ran into an issue during the early stages of the game (the Old Sycamore tree exterior) where the dex check icon simply stayed on screen; I even tried restarting the game but unfortunately that did not solve the issue. Eventually the button went away on its own about three "screens" away. Speaking of screens, Kingmaker could do with a bit more optimization as its loading screens can be a bit long; I ran Kingmaker on two different machines, one running a GTX 1060 the other running a GTX 970 and both were comparable in their loading screens, but some could run 3-7 minutes. I made a bag of popcorn, poured myself a delicious Cherry Pepsi, then came back to the loading screen just about done; seriously, would LOVE to see some optimization … because these little hiccups prevent me from getting into the game, and that is bad, because this game deserves 100+ hours of my time.

Great character creation is not the only reason to spend 100+ hours in Kingmaker, starting in a Lord's manor, you are essentially tasked with assassinating the neighboring robber baron named "The Stag Lord." What I absolutely love is that the opening sequence will actually define the first party members that you get. Throughout the tutorial stage there are a series of actions that you can take, both obvious and obscure, and depending on how you react to the actions, the various characters will respond and choose to either join you or will chastise you and go their own way. It is BRILLIANT and it shows the importance of choice in Kingmaker; nearly every action and dialog option can have an effect on your surroundings. For example, you might be a Chaotic Good or Neutral Good character, and Valerie (one of the potential opening companions), who shares Good-aligned aspects, and if you continue performing those actions Valerie will be pleased. However, if you perform an Evil action, like murdering innocents or stealing too much, then she will be combative and may even leave.

There is also the fact that some classes, like Paladins, require you to not only roleplay as a Lawful Good character, but you will also need to surround yourself with Good characters, else you will run into incredible consequences and issues; to be frank, it is GREAT. While I am naturally Chaotic Good, I actually find it far harder to play Kingmaker as an Evil-aligned character, which is normally the opposite of how things go; traditionally speaking playing a "Good" character is more difficult than an "Evil" character (see: Fable franchise, Mass Effect franchise, Dragon Age franchise). Seriously, the focus on choice and consequence is absolutely spectacular and with such a massive range of choices in game, Kingmaker stokes the player's fire for replayability. While I am currently running as a Sword Saint-build (a type of lightweight fighter that enchants themselves to enhance their stabby-stab and cutty-slashing capabilities; rather than a glass-cannon, it is more like a glass-hammer, since it is melee focused), I am absolutely diving into the Monk, Paladin, and Sorcerer classes next (I may be recording those sessions so keep an eye out for future posts).


Throughout your mission to remove the Stag Lord you will visit various posts, fight random encounters, build and manage your kingdom, but most importantly, interact with your companions. Though the overarching story is excellent and full of intrigue and suspenseful moments, learning more about your characters is where the real "story" is at. Each character has a unique and wildly detailed background; from Valerie's time in the Order of the Rose, a group of artists and sculptors that value beauty above all else, to Amiri's self-imposed exile from her barbarian tribe, each companion is rich in history and in some way, small or large, a bit "broken." Their flaws and oft-tragic backgrounds are what really brings the group together. Just make sure that whomever you decide to party with, you keep an eye on their alignment type; too many choices that oppose their alignment can result in catastrophic consequences with companions.

Pathfinder: Kingmaker is exactly what the roleplaying genre needed; an excellent evolution to one of the most respected and beloved genres in gaming. Though there are plenty of little technical oddities, the level of detail put into every single aspect of Kingmaker is something many other studios should take note of; if you are looking to create a rich world that is utterly encompassing, then look to OwlCat's Pathfinder: Kingmaker. With a world full of consequence, for good or worse, with tactical combat, extremely deep character customization and growth, and some of the best micro-stories I have seen since The Witcher 3: The Wild Hunt, Pathfinder: Kingmaker is here to stay. Watch out Larian Studios, the Divinity franchise is no longer alone in its excellence. In fact with a little optimization, Pathfinder: Kingmaker can, and will, give you a run for its money …

Game Information

Platform:
PC
Developer(s):
Owlcat Games
Publisher(s):
Deep Silver
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Provided by Publisher




Article by Robert
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Pathfinder Roleplaying Game: Adventurer's Guide Review - Tabletop and Board Game Review


Pathfinder has been getting a lot of well-deserved buzz lately; with the release of a card game adaptation on PC, not to mention the recently released Bestiary, Paizo is really on a roll here. Today's review brings you the Pathfinder Roleplaying Game Adventurer's Guide, which is chalk-full of rich factions in incredible detail so Game Masters can bring the most exciting content to bear in their games. The Adventurer's Guide is less about factions and more about characters in the fact that all factions, with their own unique functions, are treated like fully developed characters complete with detailed back story and their own special beliefs. With its incredible attention to detail, the Adventurer's Guide is a must-have for any Pathfinder Roleplaying Game GM.

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Pathfinder Roleplaying Game: Bestiary 6 - Tabletop and Board Games Review


I am fairly confident that the last tabletop roleplaying game bestiary or monster compendium that I even touched was the Monster Manual from Dungeons & Dragons 3.5. That is not necessarily a bad thing though, as some of my favorite memories of high school centered around the stories that arose from our D&D group, so it is actually quite refreshing to revisit a similar concept nearly twenty years later, but in a whole new universe. I have long been interested in the Pathfinder games, both the tabletop roleplaying game and the (extensive) adventure card game and I was recently able to go through and get my hands on a nice little stockpile of Pathfinder RPG books so when I was offered the chance to give my thoughts on Paizo's newest book in the Pathfinder roleplaying franchise, Bestiary 6. Though still new to the franchise, Bestiary 6 is easy to pick up and quick to implement all of these new obstacles for your merry band of warriors to fight.

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Pathfinder Roleplaying Game Core Rulebook and Bestiary - Pocket Editions - Tabletop and Board Games Review


Pathfinder is one of those tabletop RPGs that has appealed to me for a long time now, and we have been fortunate enough to get our hands on several of the different books over the last two years and review them. Paizo has released a new version of some familiar tomes with the new Pocket Editions of both the Core Rulebook and the Bestiary, providing gamers another option for the reference needs.

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Pathfinder Adventure Path #109: In Search of Sanity (Strange Aeons 1 of 6) - Tabletop and Board Game Review


Pathfinder has a huge following, and with very good reason. Over the years, the series has managed to cultivate a large and loyal fan base due in large part to Paizo's focus on the actual adventures. Campaigns can make or break any tabletop RPG, and he recently released In Search of Sanity that serves as the introduction to Strange Aeons gets this series off to a spectacularly strong start.

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Pathfinder Roleplaying Game: Horror Adventures - Tabletop and Board Games Review


Having recently had a chance to play and review another Pathfinder product that had a focus on making actual heroes, I find it fascinating to now delve into a book focused on monsters. Not hobgoblin, enemy fodder types of monsters, but the kind that have psychological weight to them as well. From start to finish, I found this to be an excellent tool for GMs, though perhaps less handy for the actual players.

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Pathfinder Campaign Setting: Inner Sea Races - Tabletop and Board Games Review

It has been a while since we took a look at some tabletop games, but with the recent release of the Pathfinder Campaign Setting: Inner Sea Races, this seemed as good of a time as any to cover this latest campaign setting.


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Rise of the Runelords for Hero Lab - PC Review

Hero Lab is not a game, but an accessory for getting the most out of your game. It supports several different gaming systems such as Shadowrun, World of Darkness, Mutants & Masterminds and more. The specific expansion I was interested in was the Rise of Runelords module for Pathfinder, which we talked about recently before its release.


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Lone Wolf Development Announces New Pathfinder Adventure

I have a personal interest in almost anything as it relates to Pathfinder, and this latest announcement was an interesting one.


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Pathfinder Roleplaying Game Bestiary 4 - Tabletop and Board Games Review

Now this is what I am talking about.

I am a sucker for a good bestiary/monster manual, and the Pathfinder Roleplaying Game Bestiary 4 does not disappoint. With over three hundred monsters ranging from classic fantasy, horrors and constructs, this book is perfect for those looking for that perfect creature-based angle for a campaing.


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Pathfinder Roleplaying Game Core Rulebook - Tabletop and Board Games Review

Pathfinder is not a new property, and the roleplaying game is often compared to older versions of Dungeons & Dragons because of its themes and dice rolling heavy mechanics. That being said, there is plenty of life in this tabletop game and it does enough things distinctively enough to merit time spent with friends trying to overcome the challenges presented.


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Pathfinder: Beginner Box - Tabletop and Board Games Review

I have been playing a lot of RPGs over the years, but somehow I never managed to get my hands on Pathfinder until very recently. Having the opportunity to look at, read through and use a trio of different Pathfinder resources, I decided it was time to talk about our group's adventures a bit and my impressions of the gaming materials.


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Sins of the Saviors Pathfinder Adventure comes to life with a new Syrinscape soundpack

I used to try just about everything to make tabletop RPG sessions a bit more immersive, and one of those tactics years ago was trying to find music to play for ambient effect. I wrote about the Syrinscape service at some length yesterday, and found this recent announcement interesting enough to want to share it.


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