Commanding Armies And 7 More Changes In Pathfinder: Wrath Of The Righteous (PC Gameplay)

Commanding Armies And 7 More Changes In Pathfinder: Wrath Of The Righteous (PC Gameplay)

Hello and welcome to Rock Paper Shotgun. I’m afraid that’s all the time I have for
pleasantries today, as you catch this video at a most dire moment: a siege of an ancient
citadel, held by demons for a hundred years and finally within reach of human crusaders
who see it as a vital foothold in their battle against the forces of darkness. But I am getting ahead of myself. This castle exploration is from the end of
the second chapter of Pathfinder: Wrath of the Righteous – a new game from the makers
of Pathfinder: Kingmaker, a love letter to the classic RPG that impressed genre veterans
back in 2018. Owlcat Games started work on this new adventure
in summer last year and I recently got to play an early build with studio founder, Oleg
Shpilchevsky, and talk through his plans for the game. I should point out that a lot of what I’m
going to tell you isn’t reflected in this Alpha Build footage – hell, the footage doesn’t
even have the interface. In the version I played it was just a placeholder
from the first game, though Oleg says we can expect a UI with a darker look to fit the
game’s tone. The biggest visual leap is the ability to
rotate the camera and drink in these tiny dioramas – a feature that isn’t shown in
the footage. Which is handy! This camera freedom allows more sophisticated
topography – certainly our siege session takes us all round the houses as we sniff out secrets
hidden in corners of the courtyards and climb up to rooftops, spinning the view to see all
the fiery chaos play out. Point is, I need you to use your imagination
as I talk through the biggest changes from Pathfinder: Kingmaker. Oleg tells me about Owlcat’s three big aims
for Wrath of the Righteous: they want the game to be more epic, they want mechanical
innovations and they want to explore a more moral grey zone where good and bad behaviour
aren’t so clearly defined. Choosing the existing Wrath of the Righteous
Pathfinder campaign certainly ticks the epic box: it’s the story of the war between demons
and Paladins, as you lead the Fifth Crusade against the hellish legions of Deskari spilling
from the demonic wastelands called the Worldwound. You know that’s a bad thing from the name. But it’s not as simple as good versus evil:
Owlcat’s desire for shade means they avoid the cliches of shining knights and snarling
imps – you’ll have to deal with corrupted Paladins and sympathetic demons. This castle siege is a good example: it sees
you trying to take back the city of Drezen, having spent the previous 15 to 20 hours of
the game gathering allies. Before you invade there’s a scene not dissimilar
to Dragon Age Inquisition’s War Room, where characters debate the approaches to the fortress,
from sneaking in to charging the front gates. One companion is from the Hellknight order
– a group who put the law before anything, who even hope for devils to test their steely
resolve and would even kill a friend if they were hindering their quest. Choosing between competent demon-slaying or
more merciful humanity hints at the kind of the territory we’ll be exploring in this
one. You might be wondering, if you are leading
the Fifth Crusade, does that you won’t have a kingdom to manage. The management layer was one of the more unique
elements in Kingmaker, and it’s getting overhauled here to reflect your new role,
and to trim out more stressful time management. At the start of our demo, Oleg admits that
people hated the time pressures in Kingmaker – the constant push to build your lands meant
you couldn’t relax and absorb the adventure. Oleg says he isn’t personally a fan of structuring
games around time pressure, so they will use other mechanics to motivate progress. In Wrath of the Righteous you’ll be managing
your army instead: you’ll hire troops and fight with demon armies on a strategic layer
separate to the classic party based adventure shown in this Alpha build footage. I ask how involved the strategy will be – are
we talking about Total War style RTS battles embedded in the game? Oleg says he can’t compare it directly to
another game as it’s unique, but hints that the way you move armies around territory may
bring to mind Civilisation, and he also cites the legendary Warlords series in the way that
armies can be sent to plunder ruins on the map to unearth powerful artefacts to help
turn the tide. That last reference will be music to ears
of a certain age – Warlords was a lovely little turn-based strategy game that feels a bit
lost to the mists of time. If Pathfinder can tap into that magic, this
could be really cool. Now I just wish we had some footage of it
to show. Speaking of awesome things we can’t really
show, let’s talk about Mythic Paths. This is a new layer of character development
brought in from the tabletop game that sees your character take on extraordinary powers
by committing to a mythic path. This isn’t something to pick at the outset
but about ten hours into the game – in that time you’ll see a representation of mythic
paths, a introduction to more advanced powers, before ascending and adding all those juicy
new powers to your hotbar. Oleg gives us several examples: there’s
the Trickster, who much like Loki of Norse mythology can bend the rules in their favour
– Oleg says this path almost sees the rules behind the game itself, and can use that to
tweak dice rolls that govern outcomes. If you roll a natural one – a total fail – the
Trickster can turn it into a natural 20, a perfect hit. Another path – the Aeon path – brings you
into the same mindset as the Hellknights mentioned before: putting the law before anything or
anyone, like a Medieval Judge Dredd. At later stages in this path you’ll be able
to feel another character’s guilt – spotting a special aura around them and using that
to force a confession. And if that sounds a bit grim, you can always
take an angelic path, developing powers that boost the morale of the party. Speaking of the party, while companions won’t
have their own mythic paths, they do gain new powers derived from your own choice of
path. Not all the Mythic Paths will be recognisable
to people who’ve played the tabletop game – Owlcat say Paizo, who own Pathfinder, are
very open to ideas, including the addition of darker paths, playing as evil characters
who are still working to fight the demons. Oleg gives the example of the Lich mythic
path – the ultimate undead wizard who is capable of raising armies of the undead or transforming
all nearby living creatures into undead friends. While this sounds awesome in itself – and
will have to remain a sound, as we don’t have footage – it also gives us an idea of
how the game will explore that murky ground between light and dark. Oleg says the quest is built around the idea
of the price of power and that they want to test where players will draw the line throughout
the journey – the lich is a great way to test your boundaries, as it’ll have the power
to turn entire cities undead – after all they don’t eat and they don’t sleep. A perfect source of warriors for your army. If you can live with the guilt. To some people, the idea of even more character
development will bring them out in a cold sweat. Pathfinder Kingmaker is an amazingly full
bodied take on the tabletop rules, with one of the most in-depth character creators the
genre has ever seen – Oleg jokes about it being character generation porn, with people
taking two or three hours to pick over every option. While certainly a strength for genre veterans,
it could be overwhelming for newcomers, so I’m pleased to hear that Owlcat are working
on a better introduction to the world. They’ll invest in a tutorial that explains
what the game expects from you and suggests a way to start with. Oleg says they’re thinking about a system
that maybe hides the more difficult parts of the Pathfinder ruleset from beginners,
shorten hundreds of options to dozens, and then gradually open them back up as they progress. Of course, he’s keen to remind that Kingmaker
was made for hardcore genre fans – people who grew up with Baldur’s Gate – and they
don’t just want to simplify the game for people who want the story. It’s more about teaching them, which feels
like a noble goal. I hope it works, as there’s a heaps of great
stuff people missed out on by bouncing off Kingmaker’s early hours. Speaking of Kingmaker, Oleg is also quick
to address the lack of polish in the game’s original release – he says it was a sad moment
to see players hit problems, especially as they pushed deeper into the game. He admits that they were caught out by the
size of the task of testing all the multiple routes heroes could take through the game
– that with this many branching routes, not all of them were good enough. A big focus in Wrath of the Righteous is making
sure the hundreds of choices and consequences in the decision tree lead to more polished
places – obviously something that we won’t know until we’ve dived into the whole game,
but good to know they’ve taken the criticism on board. Mechanically, what we play is very similar
to Kingmaker: we stay alive in the Drezen siege by keeping heavy armoured characters
in the front of formation, archers and mages at the back. We save a potential companion from the castle
dungeons and have other companions chime in with their thoughts and opinions – again,
balancing the desires of the group is important to keep certainly characters on side. There’s the constant stop/start of real-time
with pause combat – I know several people who played Kingmaker with a turn-based mod
that greatly smoothed out the chaos of combat. Given the success of such tweaks, I wonder
if Owlcat might formally add this option to combat, but only time will tell. For the time being my little warriors are
quite happy chopping through the forces of darkness and I can’t wait to join them when
the game finally releases. So that’s a quick trip through Pathfinder:
Wrath of the Righteous and the big changes its making to Kingmaker. That game was a great throwback to the golden
age of the classic RPG, and this looks to repeat many of the same tricks, but with few
frustrations and a lot more fun character options. If you have any questions about things raised
in this video, do pop them in the comments and I’ll do my best to answer them and if
you’d like to hear more about Wrath of the Righteous, do let me know. Of course, i’d love it if you gave this
video a thumbs up and subscribed to Rock Paper Shotgun for more videos on PC games – with
Baldur’s Gate 3 on the way, this year is shaping into a good one for CRPG fans, and
we’ll be sure to cram as many of them as we can into the channel. So thanks for watching and hopefully see you

59 thoughts to “Commanding Armies And 7 More Changes In Pathfinder: Wrath Of The Righteous (PC Gameplay)”

  1. Thx for sharing this Alpha footage with us! Pathfinder: Kingmaker, was one of my 2018 favourite and i didn't know they're planning to release a sequel! Thx and keep us posted! 😀

  2. I did not know this was coming! I've enjoyed (am enjoying) the first, but I bounced off it on my first go. Still enjoying it next time around but, having got to the point with the stronghold again, I feel a little bit aimless now. It's enjoyable though.

    If the new game is going to replace the kingdom management with a more turn-based strategic army element, that sounds very interesting!

  3. I'm excited to actually get to play this game, since I couldn't play Kingmaker because it would've spoiled the tabletop version for me. Kind of curious if the game is going to have a turn based option, like on PoE 2.

  4. I really liked Kingmaker, but I never finished it, the timers stressed me too much. I could have done without the Empire management and maybe even a bit shorter campaign. There were many lengths in it that could have been cut, IMO. Very interested to see what the sequel will bring. I am generally very impressed by the developers.

  5. I can only hope they get the gentleman who created the turn based mod and hire him up! (Btw, he’s legitimately interested in getting into games industry work too.. 😉). Seriously though, I was so frustrated by the mosh pit style of combat after spending so much time building each individual character, picking feats, spells, level-up, etc.. I agree with reviewer re: turn based option. I’ve had a ton of fun since discovering the mod and really hope Devs consider adding or supporting it even if only as a “beta” option in the settings with a disclaimer. Fingers crossed! 🗡🛡🏹🤞

  6. was i the only one who "enjoyed" the timers? Dont get me wrong they did stress me too (a little) but they also enriched the game soooo much for me. That my kingdom would continue to "live" did so much for my immersion! Things like "we are being invaded by trolls , but sure you can go exploring for 3 months without any downsides, the kingdom and the trolls will be waiting for you" just always rubbed me the wrong way.

    I sometimes think people were just hurt they could not easily "save scum" to have the perfect kingdom because they would lose to much progress.

  7. I know Kingmaker was not co-op, would be amazing if this game were to be. each person in charge of their own party member. i think you could grab many table top player groups that way.

  8. PK is the best rpg game released after release of the witcher 3 back in 2015. It's great to hear they are going to release another one.

  9. I loved the timers in Kingmaker, it made the world feel alive and indipendent from our presence, something that would be there even despite us. Still, they where frustrating at first, aggravated as they where by the bugs on release, but on subsequent runs they where much more managables and I enjoyed the game even more. I'd say that Pathfinder: Kingmaker where close to the quality of series like Pillars of Eternity, Tyranny or Divinity Original Sin so I can't wait for the release of Wrath of the Righteous.

  10. I'm glad they are getting rid of the doomsday countdown system, I got 30+ hours into my first play through when my kingdom collapsed because I got a bunch of bad rolls on tacking kingdom problems and had not built up my towns enough to boost my kingdom stats by the time some nasty events showed up. ended up having to look at some guides on what to focus on building early on as I didn't want to waste another playthrough. Good thing to as my second playthrough ended up being like 70+ hours. Great game, just very unforgiving.

  11. Moral ambiguity? Ehhh don’t see what’s wrong with being able to be good, then agian going by some of the alignment choices Owlcat could Just not understand good and evil.

  12. Nice video Matthew, got an e-mail from GOG today with a substantial savings on Pathfinder Kingmaker, seems perfectly timed with your preview. It does look frantic, and a turn based mode would be a nice addition. I too am looking forward to Baldur's Gate 3. Have Larian contacted you and/or Alice about voicing any NPC's in the game?

  13. I hope it's a stable game on release. Kingmakers initial release with all the bugs is what really hurt it. I'd rather a game be "late" but stable, then early or "on time" & a bug riddled mess.

  14. I'm happy it's not turn-based. I got used to the round-pause option and never tried the turn-base mod. Though I wouldn't mind it as an option if it is similar to POE 2 turn-base implementation.

  15. I've recently started running the wrath of the righteous adventure path for my group, so I'm really excited to see owl cats spin on this campaign

  16. I like Kingmaker quite a bit, but a part of me wishes they'd just make an exploring adventurer RPG, they are so good at it. I'm not a great fan of the ruling moments, nor do I keenly await leading armies. An amusing sidenote about the timers in Kingmaker, I wonder if many realize that BG2 was full of timers and triggers, too. But I daresay it was less formalized there.
    Finally, keep it realtime + pause by default, I hope – turn based to me takes some of the enjoyable chaos out of it. I know you could see it in reverse that pause simplifies, but if you play on difficult settings, I really like being responsible for when to pause and keeping track of things.

  17. Pathfinder km was pretty good, maybe the management of our region wasn't good compared to the rest of the game. I hope you keep RTWP /exploration/deep character creation/mechanics. Maybe new class ?

  18. It sounds strange, but i want SHORTER campaign in KM2 – it's much better for me to get 30-50hr campaign but with VERY branching storyline – so i can finish my first gameplay in 30-50hr and start another one playing other role "bad guy, for example".

  19. I hope they ll do something to automate the buff or limit it in someway, cause in the first one the endgame was just a chore with ten buff to cast for each character not to get wiped.

  20. I played the shit out of Kingmaker, and bought the game on Kickstarter soon as they announced this

    Such an amazing game Kingmaker was.

  21. As someone who played the Kingmaker cRPG and Wrath of the Righteous tabletop, I'm quite interested to see. The only thing i really really wish for is a turn based combat option (like in divinity original sin 2). Also I'm interested to see what additional characters the game will feature.

  22. Pls make turn-based combat an option for a playthrough. Good story and dialogues attract, but giving orders while pausing the game is kind of annoying.

  23. I want a game mode that keep re spawns on the world map active and allows you to continue playing kingdom management. All I wanted from Pathfinder was a world to rule over in benevolence but alas I am forced into an ending right when I secure my rule. Wtbh??? Why? Why not let us live and thrive in the world dealing with national problems? Please Owlcat give us the ability to just stay and rule. In the end I just went to play immortal empires mode in TWH 2.

  24. Oh god please don't dumb it down for casual players, Kingmaker was such a breath of fresh air on the sea of casual-oriented cRPGs.

  25. "It's more complex than good vs evil." "Looking for a moral grey stance." It's a game about DEMONS trying to murderfuck the entire world, I think we can safely say the other side is the bad guys. Hell (hehe), if you play your cards right you litterally have a goddess and angels on your side. Really looking forward to this game of course.

  26. Kingmaker was good. Not a fan of timers. So no second play through. I wonder if the new game will give an option to remove the timer of Kingmaker? Even if it's not an expansion, perhaps an option is included for the 1st game?

  27. thank god that they are changing that king managment thing ,that only dont chance anything in game but take tons of load

  28. They should really implement a Turn based option for combat in this game. Playing the first one with the turn based combat mod was for me personally a way more enjoyable experience. Plus it makes it feel a lot more like actual tabletop combat.

  29. But are they going to include the Turn based setting in the option menu or am i going to need to install the nexus mod to this one too?

  30. One thing missing from the old school vibe they were going for with Kingmaker was a meaty physical manual with classes and stats you could spend hours poring over (A wiki can stay more current but isn't the same). I'd up my pledge to the boxed edition with its "printed manual" in a heartbeat if I could get clarification that didn't just mean "installation pamphlet" but can't seem to get an answer out of them (Twitter, discord etc)

  31. Just tell Owlcat to make sure this game has better pacing than the first.

    In Kingmaker you could never really hit level 20 even doing everything. And by that time you were too powerful to be stopped. Problem was, that even getting to like level 4 or 5 took ages.

  32. Looks good. But theres bothing cliche about good fighting evio…stop tryint to reinvent the wheel. If it works keep doing the same thing…otherwise its just gonna fail

  33. I'm just hoping this game is going to have more than four monster types. Every third monster you fought in Kingmaker was a god damn Owlbear. Re-skinned owlbears over and over again.

  34. Refering to Warlords is amazing – I LOVED that game SO much, and is one of the greatest turn-based games I played as a young gamer!

  35. No turn-based by OwlcatGames, BUT if we do reach the modding support for players, we will see a Turn-based mod within weeks of release, I'm sure of it!
    Hell, I might have to look into doing it myself!

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