Review grubmaiden 5/5 · Mar 24, 2026
Pillars of Eternity is a monster of a CRPG and one that I found myself really deeply infatuated with for a long time. It was one of the first things I actually wanted to write about in depth on the site but felt the scope of what I wanted to write was far too big for what I could manage, …
Pillars of Eternity is a monster of a CRPG and one that I found myself really deeply infatuated with for a long time. It was one of the first things I actually wanted to write about in depth on the site but felt the scope of what I wanted to write was far too big for what I could manage, so I put plans of talking about it aside. They eventually announced a turn based mode, and now it's in its beta, giving me a fresh opportunity to talk about the game at a new peak of relevance, so I booted it up and made a new character, and all of the love and goodness of the game has been rushing back to me.
Turn Based Mode
But to get one thing out of the way, I really want to talk about the turn based mode. It was long awaited by a lot of gamers who couldn't handle the real-time combat, and while I understand it, I think it disrupts the flow of the game and it creates an imbalance especially for your low defense and low health characters. There are a lot of bugs to be smoothed out in its beta state, and it it is playable, even 'fair'. But in this fairness, you suffer extremely from a lack of actually timing your tactics and command / spell orders correctly because there's no good method of holding an action. You need people to move out of the way in order to do certain friendly fire spells, or need someone to do a specific move first before a big spell, and the big spells are a lot harder to plan around because they take multiple turn cycles.
Ultimately, I find the turn based mode to be something of a crutch for people who should really just take the time to learn the real-time tactics and pausing gameplay loop, because it's far more rewarding and will result in a lot less attrition damage from enemies ALWAYS getting initiative over you, which is maybe my number one criticism of the turn based system. It makes no sense that you can make such a nimble character and get absolutely wrecked by some fuckass wight with the senses of an old blind dog before you can even react, because this is how they decided to facilitate turn order. Is this cope from someone who built a glass cannon, well, you can decide. But you might want to make a beefy tank, since the game is also going to not factor formation or things like the defender / aggro system into the turn based system, which makes a lot of things in the paladin and fighter kits pretty useless too. The AI of realtime is pretty reliable, just saying.
Problems of the turn based system aside, I realized I don't want to talk about the full extent of the story and themes of the game because of how they directly carry on into the second game. It's not one of those cases where they decided to just make a sequel because it was doing well. It's more like they had a lot of plans that they only just seeded in the first game, so doing a big assessment of the story and narrative just isn't completely doing it justice by talking about the first game alone. I quickly decided I didn't want to finish my replay of the game, instead start the second game in the near future, but this time for real. But I still need to talk about the themes, narrative, and story of the game because I find it to be extremely compelling. But I'm getting a little ahead of myself, there's more to love first.
Roleplaying
A lot of CRPGs can be classified into either being gameplay driven, story driven, or roleplay driven, suffering from severe weaknesses in one or two of these areas and only being really good in one. I feel like Pillars really strikes a perfect balance for my needs. You will be paralyzed by choice looking into the full extent of what you can do with a build in the game. Your stat points don't just determine your combat, but a lot of options and disposition in the dialogue. People with low resolve will have an extremely hard time convincing anyone, and people with high might can very explicitly leverage it as a threat. Perception revealing details that aren't obvious will turn whole quests on their heads, and you'll truly see the depth just by enabling the option to see what dialogue you don't qualify for.
The classes have so much going for them, and on top of having their own unique playstyles within their own archetypes and builds, they also confer a lot of unique roleplaying options. None so much as the clerics which dedicate themselves to the gods which hold a unique position in the story, or the ciphers which can compound the players influence or understanding of souls to new levels in a game already preoccupied by the metaphysics of souls. The depth of tactics and just how fun it is to explore the options of all of the classes, truly incredible and it keeps me wanting to replay and experiment as much as I can manage for such a massive game.
Speaking on roleplay and dialogue choices, you'll find an option to see the affinity of all your dialogue choices. The game doesn't have an alignment system; it has a disposition/affinity system. You can be kind, cruel, passionate, honest, deceptive, stoic, diplomatic, a smartass, and more. You build a reputation to the people around you for the ways you choose to act, and it really feels like it meaningfully contributes to your relationships with your party members and other NPCs relevant to the main story and city quests.
My first time around, I played as a pale elf from tundra, raised in the usual cult of sickness and weakness as most pale elfs are. Drifted away because of her status as a cipher, someone who can manipulate and read minds and souls. Throughout the game, she was pretty grave, tried her best to react dispassionately and with a stoic dignity. The more she developed, the more she saw purpose in helping people, being a relative culture shock for her, and she would be downright passionate by the end when the full extent of the story would reveal itself. It was a wonderful and rewarding experience to think about the full depth of the roleplay here.
This time around, I plan on working with my main OC that I have for a lot of my fantasy stories outside of games. Generally call her Vheissu (my current avi is her rn). She's a very temperamental demon girl, leaning far more into the passionate options the game would give, and with a predisposition to be really nice to specific people and lie to others. When I can play as a demon, otherwise I choose an elf or aasimar or equivalent. A self taught spellcaster who has a wide arsenal of magic that seemingly makes everything worse for everyone or has too many backfiring traits to ever feel safe to use. Outside of this game there was a story where she once planted a bunch of bombs and then accidentally set one off and fell off a cliff while she was trying to trap someone. She's a glass cannon and very self conscious about it. I will definitely be playing her throughout my PoE2 campaign. The fact I can work with two of these wildly different characters and the game almost completely satisfies my needs speaks to how great the roleplaying, combat depth and customization all are.
The Party
To further elaborate on the roleplaying of the game, the conceit of PoE is that you play as a 'Watcher', which is someone who's had a permanent disturbance within their soul to where they can see the fabric of souls in people, in the environment, and look into their past or manipulate them in other strange ways. Similar to a cipher but on such an oppressive level that it drives people to madness in seeing things they should not be seeing. The PC will often be staring into space or struggling with terrifying dreams as the party members all watch in helpless confusion wondering if you suffered ego death or are having some kind of insane communion with a god, but no, more likely you're seeing horrific flashbacks of a random person pillaging and brutalizing innocent villagers as you step into a room. It's not easy being a Watcher.
Your party is made up of a wonderful cast of people who have some relation to your struggles. Either they have struggles with gods, or their own soul related issues, or problems associated with the complex politics of the setting. Pretty much every one of them is wonderful to me and about half of them move on and hold significant importance in the sequel. Among the people who hold a deeper, heavily relevant overarching plot importance, we have Eder, Aloth. I think I'll save the extent of my talk of them for the sequel, but I think both of them are completely brilliant and easily favorites of mine.
Aloth is a bit of a mystery and too much of a spoiler to talk about in detail. Eder is a country boy, spent his whole life in the Dyrwood. His problem: the god he devoted his life to seemed to have started a war with his country forcing him to turn against his avatar and discredit him as a false avatar, nothing his own god would do. He has a lot of grief over this, loss of his brother he was at odds with. Sagani, a boreal dwarf is on a vision quest and wishes badly to reunite with her village, and your abilities as a watcher can help her. Hiravias' issues are more complex, your own watcher powers shedding light on his dual affinity with gods and status as an incarnate of a powerful and stigmatized mythical monster. Pallegina's political struggles over what's right and what's lawful, as well as her grief over being a godlike, feeling abandoned by mother. The Grieving Mother's unique soul cipher mystery locking her very psyche in a complicated puzzlebox, and Kana Rua's quest to understand the truth of the deep lore of his people. As you can see, there are common themes of understanding of politics, gods, the mind, souls, all running through their stories, and it blends so wonderfully.
And then we have Durance. I had to make a special paragraph for Durance because he's such a fucking character. He's homeless, he HATES women, he's mistrustful of other races, but unconditionally supports you and the party no matter how you are. He insults and attacks people all the time, and basically challenges people you talk to for being cowards. He smells really bad. He is the ONLY dedicated healer in your party. The god Eder once worshiped who went to war on his people? Well, Durance's goddess commissioned him to build a weapon to kill that god, which he did. Since then, an uncomfortable silence. He feels abandoned. He frequently calls her a whore. He's struggling with a purpose to live, and he needs you to help him and is terrified of vocalizing it. He is so complex that I feel like he's emblematic of the core of the whole game.
Story Beats
In the real meat and potatoes of the game, I won't reveal anything too big, but I will just say. It's a very dry and verbose style of writing, and it's not going to be for anyone. If you're used to Baldur's Gate, you really might not like it because there's so much more you have to read, but I feel it to be deeply rewarding. The overall gist of the story is that once you saw a horrific unnatural storm that turned you into a Watcher who can see the flow and history of souls (like psychometry basically), you need answers, and you need to find and question the person you saw in your visions while it was happening. You need to know if this condition will destroy your mind, your soul, as it certainly destroys the only person who could've helped you. You see him as a shell of his former self completely agonized by several past lives battling for control of his body until it lashes out and destroys itself practically. That could be you. You need answers, you need solutions.
It leads you on a very, very long quest exploring the complicated politics of the region and gods. In this world, ethnicity and race are portrayed in a very real way. There are indigenous people who are made up of not just one different fantasy race, but many. They're in conflict with the different ethnicities of the Dyrwood and neighboring nations too. And while it's a world where race and ethnicity are not one in the same, we still see Orlans facing a unique amount of racism no matter where they are. It's what a lot of fantasy games are missing, honestly. Race is never so simple as monocultures, and the different ethnicities and cultural differences having this unique pressure and friction, you'll find yourself seriously empathizing with a lot of people and struggling to make the right political choices because of deeper running scars of history. Of colonialism, pillaging, and you'll find, the action of a lot of religiously motivated groups vying for power.
I'll say this much, the villains of the game are a specific clandestine cult. The game has a lot of negative things to say about gods and religion more broadly, and it comes from it in a very materialist exploration. It turns a lot of understanding of fantasy gods on its head and has a very unique spoiler on the metaphysics of these gods. They are people in this game. You talk to them, they have their own unique motivations, their own desires, their own material stakes, and their own secrets which they keep from or weaponize against you. Not every god is the same, but you'll find some conspire between each other or have a more active involvement in the political and race problems in the setting. My favorite is Hylea, the goddess of motherhood and creativity, who offers to you what I think is the best ending in the game. Simultaneously brutal in the way nature is but loving and nurturing in the way a mama bird is, which she is the goddess of all flying creatures too.
Now, I'm a Hellenist, and I believe in gods and see them as a benevolent and natural force. So it was very interesting for me to see a game where it held them to a very strongly materialist regard while holding something of a more negative metaphysical and political reality of how they work and what their agency might mean. I do find it to be a particularly negative expression of the divine, but at the same time, it is very analogous towards institutions of power or cruel systems in a way that reminds me of Ovid's Metamorphoses. It's a very radical and anti-authoritarian message at the heart of the game, and isn't incompatible with how I feel about the divine in any sense. But it does turn so much of what you expect of depictions of gods and religion and the changing narrative of history that I found it to be so amazingly poignant and incensing. I don't think it's maltheistic or atheistic in nature, I think it's more a beautiful metaphysical fantastical story about truth and the necessity of iconoclasts. It's beautiful, but it's not over. This is just the first half. And so, I have nothing more to meaningfully say about the setting until I get all of my thoughts on the sequel fleshed out.


