
- PILLARS OF ETERNITY II DLC TIMELINE PORTABLE
- PILLARS OF ETERNITY II DLC TIMELINE PS4
- PILLARS OF ETERNITY II DLC TIMELINE PC
- PILLARS OF ETERNITY II DLC TIMELINE FREE
Sometimes technical limitations is simply the ligament reason.
PILLARS OF ETERNITY II DLC TIMELINE FREE
They are EXTREMLY friendly with Nintendo's console, to the point where they offer indie developers free support and tech assistance to enable Switch cross play with Xbox releases. I'm pretty sure MS doesn't even see Switch as a competitor to Xbox/PC gaming, but as it's own market segment like mobile. The motivation is money, which is a thing they get when people buy games they publish on Switch.
PILLARS OF ETERNITY II DLC TIMELINE PC
Not only that, PoE2 has had huge unresolved issues on PC as well, while the PlayStation port is fantastic and the game was ported to freaking LINUX. Not only dose that have Switch exclusive content you can't even get on Xbox, but the port is FLAWLESS and has seen tons of support.
PILLARS OF ETERNITY II DLC TIMELINE PORTABLE
Zelda Breath of the Wild runs at 30fps, Mario 3D World bowsers fury can only run at 60fps at docked mode, in portable it's 30.
PILLARS OF ETERNITY II DLC TIMELINE PS4


Are you gonna be able to recruit people?īrennecke: Yeah, you have a ship crew. So bad news… But that was actually a cool concept.

But that was actually the worst game in the series. Schreier: Have you guys played the Suikoden games? Because they went from having strongholds in 1-3 to having a ship in Suikoden IV. And we have a really really cool crew system that we’ve been working on, and ship-to-ship combat and stuff like that. So we’ve been working on that since the Fig campaign pretty hardcore. We want to make sure the ship and all the roles that the ship have fit in with the story and fit in with the rest of the game. We want to make sure that it’s not just something you don’t really have to deal with, or if you do have to deal with, it’s not a pain in the butt. We want to make sure that it’s integrated into the game. Something we’ve been reworking and working on quite a bit now is the ship. Has it really been smooth?īrennecke: There haven’t really been a lot of hurdles. Schreier: It’s really rapidly coming out. And then we’re entering post-production in August. I think we were confident that it was gonna succeed. Schreier: If that hadn’t succeeded, it still would have happened?īrennecke: Yeah. I think the Fig was to make the game bigger and better. We were dead-set on making the game even without the Fig. Schreier: So before the Fig even launched?īrennecke: Yeah. And we entered production in probably September of last year. We had the idea of the Deadfire, and we were starting to work on the high-level details of the story and stuff like that, but we didn’t really get hardcore into development until March of last year. We were in pre-pre-production before that. That’s when pre-production really got rolling. Schreier: Can you give me a sense of the timeline? When did you guys actually start working on the game?īrennecke: We started serious work right after The White March Part 2 shipped, which was last March or February. And I feel like all of our work from the first game and all of the rework we’ve done on the second game will really pay dividends in the next year. We’re getting to the polish stage of the project.

Brennecke: We’re targeting early next year.
