RPG legend confirms: this was the biggest mistake of Pillars of Eternity sequel. Baldur’s Gate 3 pointed out as a model

At this year’s Digital Dragons event, Josh Sawyer from the Obsidian Entertainment team sat down for an interview with our editor. During the conversation, he discussed various aspects of Pillars of Eternity II: Deadfire, highlighting both its successes and areas for improvement.

  1. Sawyer is pleased with the visual design and believes it’s the most beautiful isometric 2D game. He’s also proud of how well they managed to address the theme of colonialism. He also believes that the team has well-developed gameplay mechanics, especially the AI of enemies and companions, as well as the multiclass system.
  2. The dev admits that the players are right to criticize the main storyline and takes the blame for it.
  3. In retrospect, Sawyer regrets that the studio didn’t decide to abandon 2D in favor of three-dimensional graphics. Although the pre-rendered backgrounds in Pillars of Eternity 2 are beautiful, they severely limit the gameplay. As he explains:

In a 3D setting, we might address one of the notable shortcomings by introducing a sense of depth and dynamism to the environment. For instance, games like BG3 demonstrate how the use of height, dynamic terrain, and environmental mechanics can significantly enhance the gaming experience. I’m eager for a game that combines the engaging mechanics of Deadfire, along with additional features such as elevation hazards, dynamic terrain elements, and a more interactive environment. Such a game could prove to be incredibly exciting.

If given the opportunity to contribute to Pillars of Eternity III in the future, Josh Sawyer would prefer it to be a game featuring isometric views and advanced 3D graphics, much like what Baldur’s Gate 3 delivers.

  1. “I don’t feel good about the industry, but I feel good about the ability for people to create games that can find an audience.” Interview with Josh Sawyer

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2025-06-16 13:32