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Pirates, natives, and trading companies all collide with one another, vying for land and resources and respect. Having possessed a massive statue, Eothas has set off across the sea collecting souls (including a chunk of yours) to some unknown end that’s yours to discover, but not before there’s extensive role-playing and side-questing to be had in every corner of the Deadfire Archipelago.Ībove all else, Pillars of Eternity II excels at the sheer density of its setting, a political web of factions within factions. After choosing from a wide pool of histories, classes, and appearances, you’re sent off in pursuit of the god Eothas. You play as the hero of the first Pillars of Eternity, and you’re conveniently killed and resurrected at the outset to provide both a clean character-creation slate and mild amnesia so you may plausibly ask to be filled in on the details of the world and the events of the prior game. More than just a faithful recreation of an old subgenre, however, its greatest strength lies in its impeccable writing. It’s a sprawling, uncompromising game with real-time combat you can pause to issue orders to your party, with as many options out of combat as in it. In this regard, Pillars of Eternity II: Deadfire does everything it’s meant to do. The more immediately gratifying elements of these games-stats, loot, the idea of dialogue choice-have been distributed (while often diluted) to more accessible and lucrative templates, leaving the idiosyncrasies of isometric RPGs to languish in the past. It’s no surprise, really, that so many of its success stories have been RPGs in the turn-of-the-century tradition of Baldur’s Gate and Planescape: Torment.
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The Kickstarter video-game boom was built on nostalgia.
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