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 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've tried making this game multiple times, but it suffers from one MAJOR flaw. The Combat. Fallout 1 came out 30 years ago and it has better combat than this game, which I wouldn't mind that much but the combat is half the game. And a handful of characters are VERY annoying. I don't doubt it's probably one of the best games ever it gets good after the first 2000 hours but I don't care. Play Rimworld instead, much better singleplayer storyteller type game.
As everyone ever has said i think that the kingdom mode is actually heinous BUT i think the main game is so fucking good it doesnt matter.
This game made me care a lot more about golarion than wotr, though i liked the cast less. I also finally learned how to use magic classes in these games because my mc was a druid. Valerie being practically invincible and kanerah dealing shitloads of damage definitely carried me through the early parts and last 2 dungeons tho.
I would recommend this game to anyone tbh
This game made me care a lot more about golarion than wotr, though i liked the cast less. I also finally learned how to use magic classes in these games because my mc was a druid. Valerie being practically invincible and kanerah dealing shitloads of damage definitely carried me through the early parts and last 2 dungeons tho.
I would recommend this game to anyone tbh
After 130 hours I can only say three things about this game:
1) CRPG developers should stay as far away from TTRPG mechanics as possible
2) The debut game of a new game development studio should not be a 100+ hour CRPG
3) The best chapters are the first and last ones because linzi stops talking
+1 star because I could turn into a dragon and the writing was okay sometimes (whenever nyrissa was on screen)
but -1 star for having some of the worst dungeons in the genre
1) CRPG developers should stay as far away from TTRPG mechanics as possible
2) The debut game of a new game development studio should not be a 100+ hour CRPG
3) The best chapters are the first and last ones because linzi stops talking
+1 star because I could turn into a dragon and the writing was okay sometimes (whenever nyrissa was on screen)
but -1 star for having some of the worst dungeons in the genre
The game takes us into a classic fantasy world. We explore the land of the Stolen Lands with a band of brave heroes. Players will have the opportunity to learn the stories of their companions along with the main plot of the game. Our task will be to build a kingdom and protect it from enemies and fantastic monsters living in the wilderness.
Fans of the original tabletop Kingmaker will feel right at home here, but they've also managed to tell the story in a way that new players will definitely enjoy and won't feel like they're missing something. Combat in Kingmaker is presented from an isometric perspective. As you play, you'll explore the game's expansive world, do main and side missions, and fight enemies as you encounter them. As in many similar games, we can use your typical fantasy weapons and spells while fighting. As we progress, our heroes gain access to new powers and abilities.
Ruling our kingdom plays a very important role in the game. But it's not an easy process. Not only will we build castles, towns and settlements, but we will also make various decisions that reflect the nature of our character. We can be a just ruler or a ruthless tyrant. Pathfinder Kingmaker features eye-catching colorful visuals. The game's natural and detailed backgrounds are eye-catching, as are the lighting effects that appear when we cast powerful spells. The game can be replayed over and over again and has a huge amount of content, with a single playthrough averaging 200 hours.
Fans of the original tabletop Kingmaker will feel right at home here, but they've also managed to tell the story in a way that new players will definitely enjoy and won't feel like they're missing something. Combat in Kingmaker is presented from an isometric perspective. As you play, you'll explore the game's expansive world, do main and side missions, and fight enemies as you encounter them. As in many similar games, we can use your typical fantasy weapons and spells while fighting. As we progress, our heroes gain access to new powers and abilities.
Ruling our kingdom plays a very important role in the game. But it's not an easy process. Not only will we build castles, towns and settlements, but we will also make various decisions that reflect the nature of our character. We can be a just ruler or a ruthless tyrant. Pathfinder Kingmaker features eye-catching colorful visuals. The game's natural and detailed backgrounds are eye-catching, as are the lighting effects that appear when we cast powerful spells. The game can be replayed over and over again and has a huge amount of content, with a single playthrough averaging 200 hours.
Maybe I'm just a bit spoiled by Larian CRPGs, but this feels like it's got too much jank & baggage for a game that's relatively recent (as far as the genre is concerned). The game follows the Pathfinder 1e ruleset way too closely, failing to adequately adapt it to a computer-controlled scenario, especially considering the lack of transparency it provides in the mechanisms at work, making it feel like I'm playing with a shitty GM who's changing rules on the fly. I was excited to see that choices seemed to matter, only to have a character immediately decide to join the other team, accusing me of doing the very thing I had just gotten a scolding for not doing, and that's where I decided I wasn't even going to bother finishing the prologue.
This review contains spoilers
This was, in all honesty, a really good game. Sure, it's incredibly long, but it was adapted from a tabletop pathfinder campaign, so that was pretty much bound to happen.
Going all the way from a simple adventurer to owning your own barony and then to a full on kingdom and annexing other kingdoms into your own was an excellent experience. Sure, it has it's bugs and some parts are slow, but overall, the characters gripped me and the story was pretty good too.
Again, it's a very long game (even more so than Persona 5), so I can't imagine I'm going to go back to it to get the achievements. Therefore, I count it as complete.
Going all the way from a simple adventurer to owning your own barony and then to a full on kingdom and annexing other kingdoms into your own was an excellent experience. Sure, it has it's bugs and some parts are slow, but overall, the characters gripped me and the story was pretty good too.
Again, it's a very long game (even more so than Persona 5), so I can't imagine I'm going to go back to it to get the achievements. Therefore, I count it as complete.
While the pathfinder rules, gameplay elements and kingdom management all together were a bit to much of an information overload at times, the worldbuilding and story were worth it.
I believe this game is adapting a well known tabletop pathfinder campaign. What seems to be a simple rags to riches hero fantasy story, becomes something else entirely when all twists and turns are revealed. A slow burn longer than persona 5 royal. With sidestuff and companion stories included it can easily count 200 hours! What's even more insane is the fact that i have the feeling they had to scrap some content towards the end as well for budgetary reasons (Numeria gets a bit of buildup but is a big empty spot on the worldmap).
This game asks a lot of the player in a lot of aspects (time, mechanics, management, following the lore), so i wouldn't dare recommend as something anyone could like. But as an acquired taste it checked a lot of specific boxes i have a weakness for (i love DnDlike fantasy settings). It does have some flaws, and the very last dungeon is a major pain in the ass.
More a game that personally really clicked even with it's flaws. than a generally amazing game.
I believe this game is adapting a well known tabletop pathfinder campaign. What seems to be a simple rags to riches hero fantasy story, becomes something else entirely when all twists and turns are revealed. A slow burn longer than persona 5 royal. With sidestuff and companion stories included it can easily count 200 hours! What's even more insane is the fact that i have the feeling they had to scrap some content towards the end as well for budgetary reasons (Numeria gets a bit of buildup but is a big empty spot on the worldmap).
This game asks a lot of the player in a lot of aspects (time, mechanics, management, following the lore), so i wouldn't dare recommend as something anyone could like. But as an acquired taste it checked a lot of specific boxes i have a weakness for (i love DnDlike fantasy settings). It does have some flaws, and the very last dungeon is a major pain in the ass.
More a game that personally really clicked even with it's flaws. than a generally amazing game.
I enjoyed the intro quite a bit but couldn't will myself to keep playing. At most I could play an hour at a time. I didn't find the combat that engaging. While I liked the story, I had trouble "finding it" throughout the world, making my time with the game feel a bit more like a slog. I'm sure it's a fine enough game and I intend to return to it in a few years, but I'm pretty certain it's just not for me.
Summary: A near-perfect RPG, marred only by unforgiving and opaque kingdom mechanics, occasionally poorly telegraphed consequences, and its commitment to a hardcore ruleset that breaks down in ways that can make things less fun at high levels.
This is a labour of love: A digital realization of a tabletop campaign that would take years to experience. Such things don't easily translate to video games, where the lack of a human storyteller to nudge you in the right direction, or soften harsh penalties can create harsh breaks. These things are true here as well, but I've never played a game that is as true to the old-school tabletop experience as this.
This is a labour of love: A digital realization of a tabletop campaign that would take years to experience. Such things don't easily translate to video games, where the lack of a human storyteller to nudge you in the right direction, or soften harsh penalties can create harsh breaks. These things are true here as well, but I've never played a game that is as true to the old-school tabletop experience as this.