Reviews from

in the past


Looks and sound

WOTR builds up on its last game with better lighting, much better environment textures, the ability to freely rotate the camera and better character textures. The character textures are still overall fairly weak but a step up. The game's visuals are carried by that lighting which is leverged for some amazing effects.

The sound effects are good though there wasn't much noticeable in that regard. The voice acting for the companions and notable characters is well done though I wish we had a bit more variety in what the companions would yell during combat.

The soundtrack is very good with a staggering variety that works well for such a long game. I do think that the first game has a better soundtrack but that was from the legend Inon Zur so its hard to measure up against that. I have found myself listening to some of the tracks outside of the game too


Combat

The gameplay is why I enjoyed this game a lot. It offering an insane level of variety and freedom in how you can build your character and your companions. There are 25 classes and each class has 3-5 subclasses. You are free to multiclass into as many classes as you'd like as long as you meet the requirements for it. On top of all that there is a mythic path which adds another layer of variety to builds. You can also multiclass your companions into as many classes as you'd like. If this sounds a bit too much don't worry. You are free to not multi-class at all. Contrary to what some players will tell you, single-class builds are perfectly viable on the standard difficulties which is what I recommend playing on anyways

Of course not everything is equal. There are some classes and subclasses you want to avoid like Assassin which is next to useless in this campaign.

The game throws a variety of enemies with different types of strengths and weakness and different situations at you to keep you on your toes.

I do think the game veers somewhat into the unfair territory with some of the encounters even on the lower difficulties but most of them end up being learning experiences in some way.

Story and Worldbuilding

I don't have much to say here. There's lore. It exists. I don't particularly care for it. It does its job sometimes but this is a game I'm playing mostly for the combat.

I did like some of the companion questlines and the party banter that occurs when resting. Its also fascinating to see how much freedom you're given not jsut in the gameplay but in the story as well with a very wide variety of choices which have can have effects much later down the line.

Somehow i liked Kingmaker better.
Too much busywork here tbh.
Writing was good, gameplay was eeehh, to complicated for a writing based game (for my liking anyway).
Music really good.
Also holy shit the puzzles here suck

No crpg has ever had fun combat mechanics yet all of them force upon you ungodly amounts of combats, we truly live in a society.

The pinnicle of build whatever, play how you see fit. The Story is gribbing from start to finish. Companions are interesting and loveable in their own ways. Play how you want, build your story. Absolutely amazing game if you can sit down and play all one hundred and twenty hours of it.

i like everything about this game except for the army war campaign. doesn't feel great to play unless you happen to pick one of the only good generals. other than that the characters are all interesting and the multitude of classes offer so many play styles. you can really create any character you can think of here. the music is really well done and the combat feels strong with the option to do real time or turn based.


On one hand I really, really want to love this game. It has a lot going for it and I could see myself coming back to this game from time to time for multiple playthroughs. On the other hand, fuuuuuuuuuuuck the pacing gets so bad in certain sections.

Fun game but I hate the Pathfinder system

Won't give it a rating yet, but what I've played so far seems interesting.

Starting my Backloggd with my 4-5th play-through (haven’t yet finished any of them). This is a complicated one. Really dug the first Pathfinder game but did not finish on account of bugs. Wrath shows a nice evolution in many aspects although I prefer the story and tone from the first. Never really connected with the whole demon centered theme but it has been slowly growing on me.

Notes for now:
Good:
- one of the best CRPGs available.
- impressive choices and consequences.
- very in depth character customization.
- good story. Nice characters.
Not so good:
- inconsistency in presentation: some parts are really impressive, with good animation and voice acting, while other parts fell unfinished and lacking.
- setting segregates some choices in character creation, prioritizing ones specialized in dealing with demons.

rolling 1d5..... it's a 4.5! yes i rolled a 4.5. it landed on its edge. shut up, i'm the gm here.

this was the jankiest, buggiest mfer i've played in a long time (possibly since kingmaker, lol)--and it was the ENHANCED EDITION, at that!--but.... (cue a pillar of light hitting the ground and the Mythic Power song kicking in) i fucking loved it!

what a wonderful, long ride it has been. wa'ah has everything i look for in an rpg: a big playable cast of interesting, intriguing, fun characters of all sorts and some great banter between them, myriad character progression possibilities and an addictive combat system that makes working out builds very rewarding, TONS of smaller side quests and side areas with their own little stories, often mysterious and fascinating and surprising, an epic story with lots of twists and turns and a good amount of player agency and, of course, an incredible soundtrack.

it's far from a perfect game, it has a lot of messy systems and bad ux, not to mention the bugs and the glitches and the jank, and i had to spend some time tweaking it with the fantastic toybox mod to really make it work for me, but it's 100% one of those more-than-the-sum-of-its-parts games, absolutely no doubt about that.

i would be here all evening if i went into all the details with a game as huge as this, so i'm just gonna say that wherever owlcat goes, i'll be there... just maybe not day one, or even year one. wotr is now easily one of my favorite rpgs which, by extension, makes it one of my favorite games because rpgs are My Jam, and it feels really good to feel this way almost a couple decades into this hobby. i absolutely cannot wait to see what the studio does with Rogue Trader.

before that, i have a LOT of rpg favorites to revisit, because boy did this awaken a thirst for more rp-gaming in me. 2023 truly the year of the crpg.

Gerçekten iyi bir rol yapma hikayesi var. Yaptığınız seçimlerin anlamlı ve uzun süreli etkileri oluyor. Hikayeyi gerçekten siz yazıyormuşsunuz hissini veriyor. Ama Kingmaker'i bırakmama sebep olan ülke yönetme sistemi bu oyundada var ve oyunun gereksiz yere uzamasına neden oluyor. Çünkü oyunun bu kısmında yapılacak ilginç bir seçim yok. Ordu güçlendirip sırayla kaleleri fethediyorsunuz. Savaş sistemininde üzerine düşünülmediği belli. Bu kısımlar direk kaldırılabilirdi.(Evet bu sistemi otomatik ilerletebiliyorsunuz ama oyunun sonunu etkileyebiliyor.)

Not a massive of the taditional CRPG genre, but this really does it for me. The party interactions, the roleplaying opportunities, the interconnecting systems; I'm about 45 hours in (restarted twice) and only gotten to the start of the third act (of five, and I think the first two are on the shorter sides). There's also some excellent voice acting, making what would be a usually quite generic band of companions ooze personality. The writing does fall short of fantastic sometimes, and at times it feels a little clunky, but I think that's to be quite expected with this many interlocking systems. My main caveat has to be that you are going to be worse at this game than you think - the harder modes are meant for people who are intimatley familiar with Pathfinder. The ability to personalise it really helps in this regard.

still up to my nose in this game (turns out it wasn't crpg fatigue and dragon age is just a bore) and planning to write a review and post a list of my favorite character builds/concepts later on... but i wanted to draw attention to this post about one of owlcat's artists dealing with cancer, should anyone with money i don't have come across this and feel compelled to help.

https://www.reddit.com/r/Pathfinder_Kingmaker/comments/12t2yfd/pathfinders_one_of_the_artists_who_worked_with_us/

I still refuse to learn min maxing in pathfinder

Fun take on the pathfinder system, performance was bit of an issue but other than that pretty sweet game.

DO NOT BUY THIS GAME ON SWITCH!!!! Or for consoles other than PC for that matter. It's been basically one year and this game is still a buggy mess with terrible graphics. Theyre focusing on their warhammer game rn but that shouldnt excuse for the state it currently is in when it's almost been a year and they've been making money off their DLCs. If youve played Kingmaker on Xbox like i have, then you know exactly what I mean and what's to be expected by Owlcat studio.

It's really a shame because the story and builds are awesome, but it's like the dev team want to make it hard for you to enjoy it.

If youre going to buy a game from Owlcat, please atleast do not buy at full price and atleast wait a couple of months to read the reviews/bug reports on discord or reddit after release.

its aight, heard act 4 was ass but i liked it well enough, ending sorta underwhelming but i enjoyed my time with the characters and story of the war. too bad I am so ass with these games leveling because only I emerged as overpowered as I was but my companions werent.

Maybe I'll replay it in the future, but the waiting time till you get your mythic powers is a detractor.

oh yeah i disabled crusdaer mode late into my playthrough, couldnt be bothered anymore.

Crusade mode was so ass it removed a whole star from this game fuck that shit mang. Otherwise phenomenal and makes me wanna play the ttrpg

This was really fun for a little while, and I probably will go back to it but I got softlocked because my healer got petrified, bit sad

Im so glad that camellia yells about how much she loves blood and violence during combat, i couldnt tell what her alignment was from the fact that it was hidden alone

I thought I was really enjoying this, maybe even more than the first one. Ready for it to take over my life for a few months. But after I finished act 3 I had enough and my will to continue evaporated. Too many of the problems of the first one (possibly inherent in the system,) began to wear me down and make me remember the things that aggravated me in Kingmaker.

pathfinder is a terrible rpg system and there's a reason people with brains play 5e instead of this garbage

i havent been able to hang out with my friend for a month because of this fuckin game

"Pathetic, lifeless and dull" as a helpful party member would put. Maybe the expectation that Owlkot here would have more respect for their playerbase was misplaced (fool me twice?), Wrath of the Rattatas is, again, not a finished product... But hey, maybe with that new Warhammer game they get it right? :D Ten Thousand Delights, a blemish of a quest infamous for completely corrupting players' saves. Before we go full cope mode, open them peekers up fully for a moment and gaze that you are in fact dealing with the ENHANCED edition. EA, Blizzard, Bethesda, Ubisoft - it raises the pitchfork just thinking that these names would release a buggy product, but some ruski fellas? Yeah that's gonna be an overwhelmingly positive on steam from me (now thankfully at a very positive). What exactly was enhanced and what the regular edition was like one can only guess, a candidate for Guinness most likely.

But I suppose in this age we are used to games not working as intended, so bugs aside what's so special about this cee arr pee gee? Honestly not sure what people think is so much better compared to the previous outing. Wrath is definitely much faster, shit goes down after only a few minutes and you're right in the thick of it, with almost a full party straight away and no need to scrounge for a tank just because you picked a wrong dialogue choice. Speaking of which, it boggles the mind that the designated meat shield Seelah is the companion most people seem to have a problem with; a bro pally with actually good stats, who would want that? Her voice actress sounds so bored to be in the game sometimes, I related. But she's not a cannibal sociopath so naturally we throw shade. The rest are either unhinged in some way or dreadfully boring anime castaways, actually had to roleplay my main character getting a lobotomy to keep the smelly cat around. But that too is a stay from Kingmaker which had one of the more obnoxious parties out there. And once those chompers are sunk deep into the combat part it really becomes clear that it's all just essentially Kingmaker+. Which if you don't know the drill, translates to brainstorming for hours for creative character builds, realizing that dipping a level in the stripper class enhances your skill with poles for a percentage... and for what? So the countless trash mobs would roll over even quicker? The special encounters are really the only outlier, bosses with an armor class too high to penetrate or more puzzle-y encounters that usually come down to just using the right spell. The sound of glasses being pushed up echoed and I've been notified that I'm actually supposed to change the difficulty to custom and manually set the enemy threat to a desirable level, as if anyone should have to do that shit.

Common praises claim that the mythic paths make the whole character building part more interesting as well as the story more engaging. You have to get to the big chungus path which will unlock this and that, really most of it felt flavorful and not at all impactful. Once I saw that these give special dialogue choices I expected some kino responses, ready to convince these demonic baddies with my own radiance, but nothing really came close to this; a reminder that, if you didn't know yet... the East also exists? At most I just brandished a holy sword yelling how compelled they are by the power of Christ, not as kino. The lich path sounded cool, giving you options to raise some companions and even soldiers, but at the end of the day you HAVE to lead a crusade regardless of-

Right, the crusade. Kingdom management was such an obnoxious feature, a barebones unfun simulator that you simply couldn't completely avoid (at most you could limit your involvement with it) no matter how much defenders pretended otherwise. But Owlkot did us one better. You know when you stumble upon that very mediocre looking Heroes of Might and Magic clone and wonder why in the hell anyone would play it instead of the real thing? Those clones still run laps around this primitive mess to the point that I was hard pressed to find as many defenders of it. It was at best met with "it's not that bad" and "just get the Toy Box mod to give yourself troops and make it much less of a hassle". Even then, I still hold respect for these troopers, willing to trudge through such long ditches of excrement just to get to the parts they actually enjoy. My contempt is held exclusively for the defense squad that genuinely thinks adherence to the source material comes before the FUN of a V I D E O G A M E, grubby little gremlins I hope your Arue body pillows catch fire.

Do you know what a crane is? Not the bird, the machine. They're operated via ropes, chains and/or pulleys, and at their core they’re actually composed of several smaller machines working in tandem.. Most of the time they're used for carrying heavy loads, and they can get pretty tall. Naturally, the saying 'the bigger they are, the harder they fall' applies. You can reinforce them with pneumatic stabilizers, supports, counterweights and all that jazz, needing more and more as it gets taller. Unfortunately the reinforcement you can offer is limited, meanwhile the loads and height are theoretically infinite. Eventually, it'll fall over, or something will break.

In many ways, Pathfinder: Wrath of the Righteous (WOTR from here on in) is a crane, and the load is Owlcat's lofty ambitions. Even as I'm writing this, I'm not sure whether the game succeeds in hoisting them high or not.

There's a lot to this game. Even if we just spoke about the story in a vacuum, there are an incredible amount of plot threads - major and minor - running through and parallel to the main story that I can't really summarise them in a snappy tl;dr. Factoring in story-altering Mythic Paths, side quests, companion story arcs and all the mechanics? We'd be here for a while. At the time of this review my hour count is around 100~. That's not repeated playthroughs, it's just one, and I am well aware I missed a lot of content.

The first thing you see upon clicking "New Game" and selecting a difficulty is an infinitely complex character creator. This is both an omen of what's to come, and a filter. It seems simple at first, merely asking you for a portrait and race... Then there's everything else. Merely selecting something as simple as "Paladin" brings up a million options: What's your domain? Deity? Pick some feats. What's your character's background? Are they a normal member of their race or something else? Distribute some stat points, now some skill points. These aren't complaints, the complexity is great. There's a good vessel here for roleplaying and once you're familiar with the system the creation process is super intuitive.

There... are two problems with both of those - the roleplaying and the complexity - that we'll get to later. You may also notice that I specified "once you're familiar", and that's when the game's first real downside comes in: This game is not newcomer friendly.
While the game mercifully offers respecs for a fair price, the system is far from intuitive. For starters, levelling up does not immediately level up your chosen class. No, you have to pick the class again to level it up. This seems simple, right? And it is!
The problem begins to rear its head when multiclassing comes into play, and the game begins bringing up concepts such as Caster Level.
See, unlike in many other RPGs with classes/jobs/vocations/what have you, multi-classing is remarkably easy. Merely pick another class on level up, right?
When you read the phrase ‘caster level’, your assumption may be that it refers to ‘level of the caster’. I did too, and I’ve spoken to many people who made the same mistake. No, ‘caster level’ specifically refers to the level of the class from which a spell is derived.
Once you understand this, it’s clear as day. Until then… You may be tempted to put 1-3 levels into Sorcerer while playing as a Paladin to get some extra damage spells. You can do this, nothing is stopping you, but those spells will eternally be weak if they scale with caster level. Compounding this is the exceptionally low level cap: Only 20 levels are available to you, and they’re easily wasted while dicking around.
Again, the complexity on display is not a bad thing, and respecs are cheap - especially with how much loot you get. It’s just part of a larger issue with this game and onboarding, but we can talk about that when I cover gameplay.
As for the questing, I’ll say this: There are many games on Steam tagged as ‘choices matter’. Some of them in jest, some of them sincerely. Having played many of them, and many other games on other platforms/storefronts that purport to have ‘meaningful choices’:

Wrath of the Righteous is perhaps one of the only games I can think of where a lot of your choices have tangible, meaningful impacts on the story. Not just the main story, but side stories too. Even as late as the finale, things were popping up in response to dialogue choices I’d picked 40-50 hours prior.
This is not the modern RPG style of ‘choices matter’ either. You are not free to say and do whatever until the designated MAKE CHOICE prompts appear. Most things you do will come back to haunt you - for better or worse - later on. These appear early in the game and just keep going. An overarching theme of the game is that while your control over your own destiny is debatable, the consequences of your decisions are yours alone. Hell, NPCs even comment on your deity if it’s applicable.
Perhaps most impressively is that many of these choices are not binary, and oftentimes the player is given the choice to bail on something. Indeed, my pursuit of Lichdom in the main story was met with apprehension and a not-insignificant number of my allies begged me to stop as I cast off my humanity and defiled the dead. The option to bail was always there, yet I chose not to take it anyway. When the option was no longer there, and I felt horrified by the scorn thrust upon me or the consequences of my inhumanity, all I could think was…

I chose this.

The plot’s general outline is the same for everyone: The Worldwound has been dumping out demons for a century and you have to solve the issue. What really sets WOTR apart from other games and especially other RPGs is how much control you have over defining your character’s motives. Are they doing this as a bare-fanged power grab? Are they a zealot? Will they take extreme measures and cast off their humanity to win? How many ‘By any means necessary’ declarations do they have in them? Or are they forced into it?

The decision is in your hands. This is not The Witcher or FFXIV or your favourite story where the protagonist’s motivations are handed to you on a platter with no choice for a different serving.

Accentuating the story is the Mythic Path system; having received a mysterious but malleable grand power from an unknown source, you’re granted the choice to shape it how you will. These have an impact both on your character as a mechanical entity, but also the story. The power afforded to you and the shape it takes can act as a key, and like in real life not all keys fit all locks.
I played a Lich, so I can’t comment on the others, but I thoroughly enjoyed the personal story I witnessed. Playing as a Neutral Evil character, I decided to forsake my humanity and anything else in pursuit of closing the Worldwound. At first it was simply following the course of pragmatism, but eventually that wasn’t enough. Curious research gave way to new goals and with those came opportunities to command the dead.
But this is not Dragon Age: Inquisition, and the opposition are not idle. As they became more dangerous, I was met with no choice but to rise and meet the challenge. My allies whispered in my ear and begged me to reconsider, imploring me to stop what I was doing and hold onto my humanity.
I did not heed their advice.

The final act of the game was not triumphant. Iomedae’s glorious crusade had become a march of the dead, and many of my Good aligned allies deserted. The titular righteousness had deserted, and there were more corpses in my army than mortals by the time the credits rolled. Indeed, even party members deserted me for this. Many of whom I cared a great deal for, and enjoyed the company of.

By the end of the game, my allies were amoral fools, soulless pragmatists, and the eternal silence of death hanging over my base. This was both my punishment and my reward. I said up above that I was met with no choice, but the game was not going to give me the luxury of holding onto that particular delusion; my choices led me there. I, at every point, had the chance to stop.

WOTR’s strength in writing, however, comes from the characters more than the overall plot. Surprisingly for a game with a plot on such a grand scale, it is primarily driven by the machinations of its cast. This game reaches into topics I didn’t expect from an AA game and handles them with surprising nuance. Indeed, the characters themselves are multifaceted and people I’d dismissed as ‘boring’ or ‘one-dimensional’ turned out to be… well, not. Motivations and beliefs are laid out quite clearly, either upfront or through breadcrumbs, and by the end of the game only one party member (Nenio) struck me as shallow or one-dimensional.

Perhaps this game’s biggest strength is that it avoids a pitfall many other party-based games stumble into and never climb out of: There is no ‘The [Trait] Guy’. I’ve been playing RPGs - CRPGs in particular - since I had my own computer, and even the best of them have a party that can be boiled down to “the pragmatic one”, “the just one”, “the wildcard”, etc etc. Whenever those characters broke from their established ‘role’ it was always an out of character moment meant to show the gravity of the situation.

There’s none of that here. Characters you usually agree with will oftentimes make a statement or suggestion you find abominable, and sometimes the party members you think are assholes will be right. This is only compounded by interactions between party members, wherein the dynamics and ideals clash in a way that feels natural. I am being deliberately vague so as to avoid spoilers, but around act 3 the game truly took me off guard by having me go “Ah shit, [party member I hate] is actually dead on the money” a few times.

This luxury is not exclusive to the party, with many of the main and supporting cast being just as fleshed out. If a character has a portrait, they’re guaranteed to bring nuances and surprises to the table, but even many of the ‘faceless’ NPCs are nothing to scoff at. While the game does have its one-note characters, it’s rare for the more substantial storylines to feature tropey characters and the vast majority of the game’s story is spent dealing with characters who are a realistic composition of beliefs, traumas, ideals and neuroses.

Except Nenio. Fuck Nenio. Worst CRPG character.

We need to talk about Nenio. Not her as a character, but what she represents.

Do you remember my question about cranes? Well, I asked it to get you thinking about the process of lifting weights, and how you just cannot lift certain things without the mechanism - or you - starting to buckle. It’s a basic application of the laws of physics

Yeah, well, WOTR is a crane and it’s trying to lift Owlcat’s ambitions. For as much as I just gushed over the game, it’s definitely straining to hold them aloft. This game aspires to be and do so much that it was impossible for it to pull it all off cleanly.

One thing WOTR glaringly aspires to be is funny. It’s why I mentioned Nenio; she’s emblematic of the issue, often torpedoing serious scenes with annoying quips and dragging other (better) characters into her irritating one-note gimmick. That she’s a genuinely unpleasant person without any justification does not help.

Unfortunately, Nenio is not the only part of this problem. I’m not a particularly big fan of stories trying to be funny in the middle of a setpiece with heavy gravitas and a serious tone - it’s why later Final Fantasy XIV content irked me - and this game does it a lot. Not quite as often as FFXIV or, god forbid, Marvel movies, but there were more than a few eye-rollers. It’s particularly grating to be in the middle of a fairly grim, serious dungeon only for that one whimsical song to start playing and inform me that I’m going to bear witness to some utterly banal attempts at humor.
Perhaps the worst part is that WOTR is a funny game, but it’s often in the blink-and-you’ll-miss-it moments and it rarely occurs when the game is trying. Interactions between party members have more intentional and accidental humor than most of the designed Funny Scenes.

…You know, to be entirely honest for a moment: I’ve been writing this review for two days. It’s the 4th of June right now and I finished it near about the 1st. In all this time, I’ve been putting off talking about the gameplay. As a general rule worth keeping in mind; I don’t like being unceasingly negative to things that don’t deserve it. It’s easier for me to rag endlessly on Warframe or Daemon x Machina or Daemonhunters or MASS Builder or just… any game that’s very quantifiably bad through and through. But for works clearly made with passion, love and an earnest ambition to be amazing, I struggle.

And… so does WOTR, once you look past the writing.

‘Adaptation’ is a word described by the Cambridge Dictionary as meaning:

the process of changing to suit different conditions:

In the context of videogames, adaptation often means taking a plot or mechanic from another medium. Tabletop games, as massive mechanical behemoths that have a few hundred interlocking systems regardless of rulebook, are often subject to this to avoid players being overwhelmed or turned off by the complexity. When Shadowrun was adapted to videogame format with the Shadowrun Returns trilogy, much was excised and cut down for the sake of a better videogame experience. When Warhammer 40k made its close-to-tabletop debut with Gladius, naturally much was trimmed down or streamlined both to prevent these issues appearing and to keep the game from being ‘outdated’ as newer editions come out.

With this is in mind, I would not say WOTR has ‘adapted’ the Pathfinder systems. Rather, it has adopted them nearly wholesale and merely provided a GUI for many actions. This, in a vacuum, is not a bad thing. There is a critical lack of CRPGs that’re willing to hit you with complex systems, often going for more palatable one so as to prevent the onboarding process alienating people.

No, the problem comes from how the system interacts with the more videogame-y numbers.

Let’s take combat spellcasting for example. In XCOM or Shadowrun or Divinity Original Sin, you merely click it and the game resolves the calculation.

Here? We have dice rolls, the staple of any tabletop.

There are a few dice rolls…

There are a lot of dice rolls.

When casting a spell, first you must roll to make a concentration check and then roll for the spell to succeed, which is two rolls to begin with. Then you must roll to actually hit, which is a roll calculated against a target’s armor class and spell resistance - so two more separate rolls, with the latter being affected by the caster’s spell penetration. From there, targets will make a fortitude and/or will save to resist further effects. Any of these can fail in sequence, and every single roll is affected by some other stat.

The overreliance of Dice Rolls is, in itself, not bad. The actual problem is how many additional bonuses are heaped on, owing to the fact that this is a videogame which can deal with far bigger numbers than a D20 can. “Characters make saving rolls'' wouldn't be an issue if enemies did not regularly appear with AC stats of around 50~ or higher and had access to feats and traits that give them bonuses to saving throws.

Perhaps in an admission of their own stat bloat, the devs quietly sneak you armor and shields with sizeable AC ratings early on. I wish I could say ‘these are just boons, you don’t really need them’ but the game spikes hard and fast. It is perhaps an unstated rule of videogames that any scenario where a token force defends against a swarm be populated by trash mobs, but WOTR offers you no such mercy and makes sure to dump a horde on you every now and then - with one such encounter taking place about 6 hours in.

In other RPGs (beside looters), minmaxing is seen as a self-imposed diversion and rarely considered mandatory for the main path. The focus is, after all, on playing a role. In WOTR, it’s considered standard, at least on Normal and above. This isn’t a game where you can safely dick around, pick some traits that seem fun, and experiment in the course of a playthrough. No, you have to commit or else you’ll eventually wall against an enemy with an AC/deflect value you simply cannot surpass.
In other RPGs, some options are simply “not-good” relative to the overall difficulty. In WOTR, some options are just outright bad and it can take a few hours of playtime to realise something’s off. Branching off of this, while the aforementioned class system does let you multiclass with ease, it is in fact a horrible idea to ‘try out’ other classes without knowing what you’re doing. XP is at a premium in this game and there’s only 20 levels, with a lot of classes having very powerful 20th level abilities.

Let’s say you’re a Sorcerer, and you decide that being squishy in melee is dull and that you want a level in Fighter to get a weapon feat. Valid on paper, and maybe even on the tabletop, but consider: The game expects you to be getting stronger on an upward level most of the time. In taking a level in Fighter, your caster level is not raising and you’re not getting any new spells. While you do have access to the weapon you chose, you have no additional weapon feats to augment it and having spent a few levels in Sorcerer means you’re likely missing out on that sweet Basic Attack Bonus and the bonus damage from Strength - a dump stat for Sorcerers.
The cruellest part of this system is that sometimes, multi-classing only a few levels into something is a valid choice. Referred to as ‘dipping’, many build guides will point you towards picking up 1-3 levels in something like Mutagen Warrior for the sake of a hefty buff. But, as with most of this game, it can only be known ahead of time.

This further extends to your party members. ‘Canon’ party members (i.e, provided by the story and not made via the mercenary system) are best left on autolevel, as trying to experiment with them will only continue the cycle of hurting. It is unfortunately a bad idea to build for a versatile party, with it often being a safer choice to simply make everyone a monoclass specialist and then rotate them out as needed.
The sole exception are party members who come with multiple classes; most notably Regill, who (as per the Hellknight lore) starts with levels in Fighter Armiger and Hellknight and a proficiency in the gnome hooked hammer. Refuse to respec them at your peril.

So we have stat bloat, restrictive class building, endless dice rolls that can make combat feel miserable and sharp/sudden difficulty spikes. Surely there can’t be more?

Sigh… Alright, let’s talk about weapons and feats for a second. At the start of the game, you’ll be given the option to pick a feat. Among these is Weapon Proficiency, and clicking it unfurls a MASSIVE list of weapon types. Everything from simple shit like spears and longswords to exotic weapons like curved elven blades, the estoc, and many more.

If you’ve played other CRPGs that let you pick a weapon archetype, you might think that speccing into one in character creation will simply give you one of those weapons, right?

Wrong, unfortunately. You get proficiency in that weapon type but are otherwise stuck with the pre-generated loot. Which, to your potential dismay, will likely not conclude any of the more exotic weapon types. If you spec into Longswords or Bows or Spears or anything common you’ll reap instant results, but good luck if you picked an Elven Curved Blade feat.

I bring this up because it really exemplifies WOTR’s habit of letting you make explicitly wrong gameplay choices that actively hamper the experience. These options aren’t inherently bad, and certainly serve metagaming/repeat players, but for a first timer they’re blatant traps.
Traps… traps… traps… Alright let’s talk about character select forcing.

Almost every major level has traps in them. Traps are disarmed by characters with high Trickery, and like every other stat in this game, the requirements to safely disarm them skyrocket over time. Unless you yourself have Trickery as a class skill, you will inevitably be forced into bringing a character who does have it. You might think this is common sense, and it is!

But you only have 6 party member slots. Including yourself, that’s 5. Add in a trap disarmer, that’s 4. Ah, but you absolutely need a dedicated healer as well. We’re down to 3… God, you need a tank as well, so that’s 2 left. You will inevitably need a caster as well to deal with enemies who are nigh unbeatable in melee, so you have one free slot left-

Wait, do I have ranged attacks? Ah shit.

Early in the game you’re given Seelah, a Paladin who will in most paths stay with you. She can tank a lot of damage, hits respectably, and carries a number of useful buffs and debuffs if you keep her as a Paladin. You get Camellia soon after, and she’s a ‘dodge tank’ who can be useful but will otherwise melt to a well placed hit. But hey, at least she sticks around!
A short while later, you’re given Lann or Wenduag. Strong physical ranged attackers who can burst down anything. After them, you’ll likely run into Woljif who is both a rogue and someone with high trickery. A few random events later and Nenio (regrettably) appears as a dedicated offensive caster. Blah blah blah, Daeran and Ember appear as your healers.

I tell you this because to me it is the game admitting that you shouldn’t really bother on a varied or interesting party and instead opt for a rigidly defined one. You can try to get by without the archetypes I listed above, but good luck doing that. There are only so many potions, scrolls and lockpicks in the game world, yet spells and trickery are functionally infinite.

Everything I listed above is a contributing factor to the game’s worst part: Combat length. My god, fights are long.

This isn’t so bad in the early game, where the more methodical pacing of Act 1 leads to fewer fights overall. Trash fights are quick, and more substantial ones are long but not annoyingly so. Unfortunately this goes out the window with Act 1’s final area, which features a gauntlet of fights against decently strong enemies and each fight lasts a while. To the point where it was surprising to find the final fight only took a few minutes, but in this sole instance there is a good plot reason.

As it happens, Act 1’s finale was an omen for the future. WOTR has an incredible amount of combat, and as early as Act 2 even trash fights begin to take a lot of time. Due to stat bloat, a surge in enemy counts, and the introduction of enemies with resistances that often nullify a certain party member, they can DRAG. Unlike say, Shadowrun: Hong Kong (to use one example), the number of fights per area is rarely if ever in the singledigits. Main story levels have a nasty habit of throwing you into a fight and then placing another one about a hallway away… Like six or seven times. By Act 3 I was already sick of fighting, having done too many fights that took an age even when they were against ‘trash’ enemies (who still had high AC and access to debilitating spells). This game isn't short, my first run took about 105 hours and that's with missing a lot.

So, after deciding that I simply hated one aspect of the entire game, I lowered the difficulty and switched to auto mode. It just stopped being fun past a certain point, and I was reassured that Acts 4 and 5 are much worse on that front. This game is merciful in that regard, you can turn off or dial down things that irritate you.

Except resting, a mechanic which I grew to hate so much that I nearly got into modding just to remove it.

As you adventure through WOTR’s world, you accumulate fatigue and become… well, Fatigued. Continue further and you become Exhausted. Both debuffs inflict major stat penalties, and annoyingly they accrue uncomfortably fast. You can rest for free to cleanse them, but doing so builds up Abyssal corruption which… debuffs you significantly, and then kills you. Thus demanding a rest at a safe zone.

Your mileage may vary, but I just can’t stand this system. On such a huge world map, it feels as though it serves little purpose than to arbitrarily restrict exploration. It only gets worse in Acts 3 and 5 - which see a significant expansion to the explorable space on the map - and it felt like I was becoming exhausted every few steps. This sadly isn’t something you can just power through, either; Exhausted debuffs most major stats by -6. Combine that with stat bloat and it’ll just turn your entire party into invalids.

Lastly on the gameplay side, there’s the Crusade mode. Some would described it as a poor man’s Heroes Of Might And Magic, and they’d be right. I understand the developer’s intent, they clearly wanted you as a crusader to actually partake in the crusade, but the execution is just awful. While it supplements lots of other systems (including the fantastic writing, which it provides more of), the actual gameplay of Crusades is a boring numbers-game version of chess where you have little meaningful choice beyond “Spam archers and a tanky melee unit, have your General dump spells on the enemy”. This does not get better in Act 5.

It’s rather telling that while the use of mods to skip certain elements (like rest) is contentious, the most common response to “I don’t like Crusades” is “Get a mod to skip the fights”. There is an option to automate it in the base game, but this locks you out of research projects, several powerful items and even the resolution to some character arcs. It’s a bad option, don’t pick it.

Much of my vitriol for Crusades comes from how interwoven they are with the rest of the game. There is some exceptional writing in the Council events but to get them requires Crusade progress. Want to explore the map? Your Crusaders have to clear the way first. Want to progress the story? Yup, Crusades. Because of the aforementioned issues with the built-in Crusade auto-mode, and the sheer amount of the map gated off by Demons, this truly is a mechanic you cannot safely avoid engaging with safely without mods.

It’s a shame, too, because the actual Crusade in the story leads to some of its best bits. Even with a demigod at the helm, you’re not immune to logistics, morale and politics. How you navigate those minefields can influence the outcome of character arcs and even the ending, to say nothing of how enjoyable the council discussions on each issue are. They even react to your mythic path, like the Lich path featuring events involving necromancers, vampires and followers of Urgathoa. I just wish they were attached to an actually enjoyable system.

This review begins with an analogy about cranes, and the reason my mind homed in on that particular comparison is because cranes are the sum of their parts. One part being out of line or faulty can (literally) bring everything else crashing down. WOTR is an incredibly ambitious game, probably the most ambitious CRPG ever made and released, but… I don’t actually know if it can support its own ambitions.

Again, the writing and characterization (not Nenio) are fucking phenomenal, and mythic paths are obscenely cool. The voice acting is solid (except Nenio) and the game does an excellent job at making you feel like part of a well-realized world. It is perhaps one of the most painstakingly accurate depictions of a tabletop system outside of actual tabletop sims like Talisman or Tabletop Simulator, and…

I just hate actually playing it, you know? The combat is good in theory, but it’s a huge drag and it felt like my punishment for chasing the story. The writing itself started to feel like a reward for suffering.

“Congrats on suffering through like 9 Shadow Volaries and cultists who have a ton of crit-heavy weapons, here’s a great rumination on whether power as an entity can be inherently good or evil.”

Ultimately, I still recommend WOTR. Mods and difficulty settings can alleviate most of your grievances, and the writing is worth whatever unavoidable grievances you may have. Hell, you might even like the things I hate! I’ll probably replay it in the future because my curiosity about the other mythic paths outweighs my aversion to the gameplay. I wish I could’ve praised the story and writing more, but there’s a lot to spoil on both the quest and character fronts.

WOTR is a bright shining star of CRPGs and it’ll be hard to top it in the future, but like every bright light… that sure is a dark shadow over there, huh- No wait, it’s just Nenio.



It's quite a game to make an adult man to wake up early and stay up late playing a game.
If you like CRPGs, great fantasy stories, or just a good demon killing time, play this game


really good crpg, haven't got swallowed by one of these in a while. only dinging half a point because the crusade stuff was just annoying until i installed a mod to make it easier. very cool story, fun characters.

medio q me aburrio pero estuvo entrete para distraerme un ratito

It's amazing how much depth this game's character develop system can have, and it's equally, if not more, amazing how TERRIBLE its encounter design can become later in the playthrough.

Managed to get me into another replay despite mixed feelings.

This game, in a way, made the same mistakes that its predecessor, but also had the same things I liked.

+ very nice and memorable NPCs
+ some romance options, a couple pretty convoluted (Daeran and Sosiel?)
+ different unique classes
+ a plethora of quests and locations and ways to resolve stuff
+ choices really do matter
+ beautiful small easter eggs for Pathfinder Kingmaker players
+ different mythic classes, they have unique powers and gameplay

- The crusade is even worse than running a kingdom in the first installment, and running on auto locks you out of a lot of shit
- Your companions already have classes and abilities assigned to them which often suck, and some of them you meet so late in the game that they will always be subpar to any mercenary :( I hope Owlcats will finally enable to retrain everyone without mods! Please, please!
- It's very uneven again, after getting send to THE PLACE (to avoid spoilers) in act 3 or 4 you are playing a clanky 3d-ish location and all the stuff you did beforehand in the crusade doesn't really matter because you start with a blank slate after that event again... like whyyyyyy