They’re just like “Cool, thanks for letting us have this fort and, uh, here’s your coins,” and you sail into the sunset. You’d think the fort’s new occupiers might have their own set of quests to uncover, but no. And yet, once you’ve liberated the fort…nothing. It’s cool to see that sort of dynamic change, given the locations in these sorts of games are usually so stagnant. You might, for instance, liberate a fort from a group of slavers, and after doing so another faction moves in. That applies even when huge shifts in circumstance happen. When those are finished, well, you just never go back. There’s usually one main quest (issued by someone in Neketaka) to convince you to visit, then maybe a second, minor quest once you’re there. None of these towns have even a fraction the complexity of the stronghold, with most relegated to mere pit stops along the adventure. Aside from Neketaka, there are three or four “major” ports to discover. But the middle? It just sort of winds its way to nowhere, for hours at a time.īut cracks start to show the longer you sail around the archipelago. Pillars of Eternity II starts strong, and it ends strong. The rest of the Deadfire Archipelago is comparatively lifeless though. A very Obsidian setup, and also reminiscent of Baldur’s Gate II and the way it dumps you into the enormous city of Athkatla. There’s a lot of complexity up front, every faction trying to undercut its rivals, and you sort of floating in between them all. I spent probably 10 hours there, churning through backroom politics between the major factions-Principi (pirates), the Huana (rulers), and the two competing corporations of the Valian Trading Company and the Royal Deadfire Company. I was excited when I reached the first big city in Pillars of Eternity II, the stronghold of Neketaka. There’s certainly “a lot” in Pillars of Eternity II-a lot of dialogue, a lot of quests, a lot of areas to explore.Īnd early on it can feel like the game is full of potential. Problem is, most of the game feels incidental.
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