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Sarr

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  1. Hmm. It's actually a good game, to be honest. Not that polished (yet?), but knowing the studio counted maybe 12 people, it's amazing feat. Pillars have only single player campaign. To create a game having about 3-4 games / gamplay modes integrated, very easy to use (even while at this point still limited) Campaign Editor and especially very fun Dungeon Master gameplay is much. Especially knowing that Pillars of Eternity isn't really trying much new. Obsidian went safe way, copying existing gameplay of legendary classic almost 1:1 and polishing it. But SCL is completely new idea - it's not that much NwN, and it doesn't try to be. It's a game of small, indie developer who has the guts to try and implement very brave ideas. I just wish single player campaign was better, but it's not a game about that campaign at all. Try some great campaign done by players - yes, it that "limited" editor - like "Pirates of the Sword Coast" series, for example. You'll notice that good RPG is about story, not how complicated your editor is. Editor helps, but many greatest quests in cRPG classics weren't complicated at all, and could be replicated to some extent in vanilla SCL - in way that even if simplified, would retain much their "epicness". Community Pack 3 comes very soon, then DLC Rage of Demons. The biggest limits on Campaign Editor will go away with CP3. And that's in 3rd month after Sword Coast Legends' release...

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