Opening
I got stuck on the character creation screen for forty minutes. Not because of face sculpting—this game doesn't even have that—but because I kept jumping back and forth between 25 classes, hundreds of feats, and mythic paths. In the end, I picked what seemed like the simplest option, a fighter, only to get schooled in the very first battle. That's the welcome gift Pathfinder: Wrath of the Righteous gives you: complex enough to make your head spin, but addictive once you get the hang of it.

Gameplay Depth | 7.8/10
Gameplay: 7.8/10Turn-based combat is the core selling point of this game. Every action requires consideration of positioning, spell slots, and enemy resistances—sounds hardcore, and it truly is hardcore. In the first ten hours, you'll feel like you're randomly clicking skills, but after twenty hours, you start to enjoy that sense of precision where "every decision matters."
The character development system is terrifyingly deep. 25 classes are just the starting point, with each class having 3-5 variants, plus additional ability trees from mythic paths. It took me 50 hours to realize my cleric could actually go melee instead of stupidly standing in the back row healing. This freedom is a double-edged sword—veteran players will love this system, while newcomers need to be mentally prepared to consult the Wiki.
Army management is a controversial point. You need to recruit troops, upgrade units, and deploy formations on the strategic map. Sounds epic, but the actual experience is like playing a simplified version of Heroes of Might and Magic. It's quite interesting in the early game, but becomes repetitive labor in the mid-to-late game. Fortunately, you can enable auto-battle, though the AI's command level is questionable.
The tutorial system is much more friendly than its predecessor Kingmaker. The game will pop up tips at key points to explain those obscure Pathfinder rules. But "friendly" is relative—the learning curve of this game is still steep, just changed from vertical to a 60-degree slope.


Content Volume | 8.5/10
Contenuti: 8.5/10The main story takes about 80 hours, but I'm at 120 hours with only 65% completion. This game's "just explore a bit more" is addictive.
The map design is very restrained, no Ubisoft-style question mark bombardment, but every area hides something worth discovering. A seemingly ordinary cellar might lead to a side quest chain, a random encounter might trigger a hidden storyline. I missed an NPC in Chapter 3, only to discover in Chapter 5 that it was the entrance to an important side quest.
The mythic path system gives the game extremely high replay value. Angel, Demon, Lich, Gold Dragon—each path unlocks unique abilities and story branches. I chose the Angel path on my first playthrough, wanted to try Lich on my second, and found the early choices completely different. This isn't just a reskin, it's truly "a different game."
The companion characters are distinctively memorable. There's a half-orc female warrior named Wenduag, whose personal quest line had me sitting in camp for half an hour contemplating moral dilemmas. There's also a vampire mage who's sarcastic in every conversation but reliable when it counts. These characters aren't just tools, they question your decisions and will even leave the party when ideologies clash.


Plot Narrative | 7.5/10
Storia: 7.5/10The main storyline tells a "mortal becomes god to fight demons" story. The setting is grand, the execution is decent. You start as an ordinary adventurer, gradually gain mythic powers, and eventually lead a crusade army to reclaim lost territory. This framework isn't particularly original, but it succeeds in pacing—every chapter has a climax, so you never feel like you're just running errands.
What really shines are the side quests. There's one about an amnesiac blacksmith—I won't spoil it, go find it yourself. Another quest makes you choose between two allies, and you'll regret it no matter who you pick. These side quests aren't subordinate to the main story; they have their own narrative arcs and emotional weight.
Dialogue options are abundant, but sometimes fall into the "option overload" trap. A simple negotiation might have 8 options, with 3 being different ways to threaten and 2 being different ways to persuade. This kind of granularity makes sense in tabletop games, but feels verbose in video games.
Mythic paths deeply affect the story's direction. If you choose the lich path, your companions will look at you differently, and certain NPCs will outright refuse to cooperate. This isn't a simple good-versus-evil binary, but genuine roleplaying—your choices shape who you are.


Visual Presentation | 7.6/10
Grafica: 7.6/10This is the first isometric RPG that allows 360-degree camera rotation. Sounds minor, but the actual experience is vastly different. You can appreciate scene details from any angle—cracks in ruins, runes on altars, campfires in camps. These details are easily overlooked with a fixed camera.
The art style is very "Baldur's Gate." Top-down view, hand-painted textures, exaggerated spell effects—if you've played Black Isle Studios' classics, you'll get strong déjà vu. That's not a bad thing, just don't expect any visual revolution.
The combat scenes are well-crafted. Particle effects when fireballs explode, the trajectory of chain lightning jumping between enemies, magic circles when summoned creatures appear—these details keep turn-based combat from getting too dull. But the character models are rather rough; up close you'll notice the texture resolution isn't high.



Sound Effects and Music | 7.0/10
Audio: 7/10The soundtrack follows a classical fantasy route. The main city's BGM is very soothing, suitable for organizing inventory and planning routes. The combat music is more rousing, but it feels repetitive after listening for a while. Two tracks left a deep impression on me—one is the boss battle music from Chapter 3, and the other is the ambient music from a certain hidden area.
Voice acting quality is inconsistent. The main characters' voice acting is good, but the random NPCs are quite perfunctory. Some dialogues are obviously performed by the same voice actor playing different roles, which breaks immersion.
Sound effect design is mediocre. Sword clashes, spell casting, monster roars—everything that should be there is there, but there are no eye-catching details.































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