Hayden DingmanJun 19, 2014 6:00 AM Quote:
"When I saw Pillars of Eternity back in November, it was a promise. I looked at a lot of concept art, I saw some environments early in development, I watched characters walk around a mostly empty field—and even then, I saw the promise underneath in this spiritual successor to Baldur's Gate, Planescape: Torment and other Infinity Engine CRPGs of yesteryear.
"It's changed a bit since you saw the game in November," said Pillars of Eternity executive producer and lead programmer Adam Brennecke as I settled in for my behind-closed-doors demo at E3. And indeed it has. The concept art and placeholder interface have turned into a real game—one that's barely discernible from its Infinity Engine predecessors. And I mean that in a good way."
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