Reviews from

in the past


Como Pathfinder tabletop ele parece ter sempre alguma complexidade excessiva em cada elemento dele. É um jogo que rapidamente cansa de tantos tipos de gerenciamentos. Tem seu perfil de jogador.

Thanks to @Detectivefail's very in-depth and well-written review of this game, and my urge to try yet another CRPG, I jumped right into it. 175 hours later, I can confidently say this is one of the best in its genre.

Like many others, I was immediately overwhelmed by the myriad choices during character creation, especially since I had no prior knowledge of the Pathfinder systems and ruleset. During that time, having rewatched the late 90's Berserk anime, I opted for a character reminiscent of Griffith. In hindsight, this choice was fitting with the theme of governing my own kingdom. Since I typically play neutral good characters, trying out a lawful evil one offered a refreshing new perspective on RPGs for me.

The writing for your companions is consistently excellent. A standout example is Valerie, a somewhat snobbish ex-noble paladin devoted to an art-loving deity, which doesn't quite align with her general demeanor. She just wants to live life on her own terms. Throughout the game, she and my main character had fantastic chemistry and often took on leadership roles in our diverse group of deep and non-clichéd characters. Overall, the dialogue is so vivid and crisp that it pulls you right into this world, making you lose track of time and your surroundings. This is one of those games you just can't play for only two hours a day.

The overarching plot is fairly typical for a CRPG, with godlike beings plotting schemes and manipulating "lesser" beings for their own benefit. It starts surprisingly slow and down-to-earth, without immediately overwhelming you with lore. Instead, you're gradually and organically introduced to the larger schemes as you progress.

As someone who usually prefers turn-based combat, I appreciated the option to use a turn-based mode. However, after some time, I noticed that the game is clearly designed for real-time combat. It often felt tedious when facing large groups of enemies, and there are many encounters like that, especially in the endgame. I switched back to real-time with pause, and it turned out to be a much better experience than I had anticipated.

What I didn't expect was how often I was completely obliterated on the 4th of 6 difficulty settings. In comparison, Baldur's Gate 3 feels like a walk in the park. I had to learn a lot and adapt to its systems just to stand a slight chance in most battles. Especially the final dungeons of each chapter introduced new ways to experience the battle system, making them particularly engaging.

The kingdom management was also quite addictive and well-integrated into the game. It's one of the few games where I genuinely enjoyed building something up from scratch. The political and role-playing choices during the numerous events felt deep and engaging, although they often lacked real consequences.

I'm really glad that games like this still exist today. From an economic perspective, it's quite daring to develop a 120+ hourish complex beast of an RPG, knowing that only a small percentage of players will even start or complete it. According to Steam, only 9.8% did.

I considered giving this a 5 out of 5, but I want to leave room for improvement, especially since Wrath of the Righteous is supposed to be even better.

This game is riddled with issues unfortunately, but despite it all it has a great world, characters, acting and soundtrack. It wasn't enough to keep me playing to the end, but it got 88 hours out of me at least.

I disliked the combat (despite being a fan of D&D) and lowered the difficulty just to tolerate it. The sheer amount of 'natural 1's you get in this game is INSANE. Just obnoxiously insane. Two nat 1s in a row CONSTANTLY, dozens of nat 1s a battle, and there's nothing you can do about it.

This is not 'gameplay'. It's ludicrous. But hey, many others enjoy Pathfinder's combat, so you can be the judge of that. The biggest issue is how incoherent the game is.

You will google answers about this game as much as you would for a Paradox grand strategy game. Pathfinder is that incoherent. I noticed from Chapter 3 onwards the nonsensical quest design became beyond ridiculous, with no clue whatsoever as to how to proceed most times.

Take for instance the quest where a guy lost his brother. This brother left Town A to go to Town B. He was last seen in Town A.

Ok, so I search Town A. Nothing. Is he in Town B? Of course not. The game expects you to scour the entire map to find a random unmentioned location to find out what happened to him.

All this in a game with:

A) a chapter timer constantly ticking down
B) no way of continuing the game after its ending
C) characters who walk like they're wading through molasses.

The game expects you to explore the entire map at your whim.

The game is constantly at odds with itself. Everything about Pathfinder Kingmaker is incredibly counter-intuitive:

Traditional RPG: "Do side quests before continuing main quest."

PK: "Do main quests before side quests."

Traditional RPG: "Gate off entire areas with high level enemies."

PK: "Sprinkle high level enemies amidst low level enemies everywhere."

Traditional RPG: "Come back later when you're higher level. Explore the map."

PK: "Come back later when you're higher level, explore the map. But also: don't actually explore the map because there's a chapter timer running throughout the entire game."

Traditional RPG: "First side quest is easy."

PK: "First side quest has spider swarms so go eff yourself and come back later scrub."

Traditional RPG: "Vendor trash is easily identifiable."

PK: "There's an Offer button which conveniently gives vendor trash to a trader. But also: not all vendor trash in the game is tagged as such (like books, alcohol and toys)."

Traditional RPG: "Recruitable companions join you in straightforward fashion."

PK: "Jump through convoluted hoops to recruit companions (took me ages to find a damn treasurer)"

Traditional RPG: "Here's how to upgrade something"

PK: "We're not going to tell you how to unlock more advisor slots. Google it."

Traditional RPG: "Go here on this date" - provides an in-game calendar to refer to.

PK: "Go here on Moonday." - doesn't present its fictional days of the week to the player, or provide a calendar of any kind. Mercifully you can see the current day of the week by clicking the hourglass, but only in a location, not on the world map you travel by. (of course not, that would be too intuitive!)

Traditional RPG: "Stumbled upon an enemy you literally can't defeat without a certain weapon? Flee."

PK: "You can't flee in this game. Reload."

88 hours and I couldn't take it anymore.

I would not recommend this game, and I'm honestly not sure why I finished it.
It is filled with design decisions that absolutely baffle me, such as the questline that allows you to choose which of 3 quests you want to do but kills off a main character if you do not do them in a specific order. That section is a good example of much of the game's narrative design. There are lots of options, but there's always a "true" pathway that totally invalidates every other option. What is the point of having these little moments of choice if almost all of your options are objectively worse than the one path that the devs want you to go down? There's very little nuisance or true freedom here and it's infuriating.
The plot writing is rather bland, without many compelling mysteries or extremely interesting characters. It sort of starts coming together around the end, especially in regards to referencing small choices you've made throughout the game, but the game as a whole starts falling apart as it becomes obvious that the developers ran out of time and money and were desperate to finish it regardless of the state it was in. The gameplay around the ending also becomes an absolutely miserable slog. The actual narrative ending is extremely underwhelming, as it just consists of a book telling you what happened immediately after you beat the final boss.
The character writing is pretty good, and evenly distributed for the most part (with one exception). The main issues are with the previously stated "one outcome is way better than everything else" issue and with timing. A few characters finish their arcs way too early. For example, in my playthrough I got Ekundayo during late act 2 and completely finished his full arc by early act 4. Also, Tristain really stands out as extremely underdeveloped. I was really disappointed by this, as I think he really had the potential for an extremely interesting arc, but as it is he's not well done at all.
I also wish that they went a bit more in depth with the kingdom management aspect of the game, as I feel like it was some of the game's strongest stuff. Seeing your kingdom develop in its own direction is really interesting, but there's barely any variation based on what kind of kingdom you have. I only got 2 quests based on my kingdom's alignment and a few buildings.
The game has a lot of highlights and fun moments that make you wanna keep going towards the end but eventually they run out and the only thing driving you forward is the sunk cost fallacy.

Generally a pretty fun game but the final dungeon and chapter is genuinely the most tedious stretch of a video game I think I've ever played.

Probably my favourite tabletop RPG to videogame.
I'm addicted to making character sheets and this thing provides me enough to actually do that.

i thoroughly enjoyed this game, there are definitely some spots where its clear the developers didn't give as much attention and there are some times the pacing is off but overall i had a good time and will be playing the next one soon :)