![]() As much as I tried to reason with her and help her to see a more open-minded approach, she was so worked up and emotional that logic went out the window. What I found most refreshing about this confrontation was how irrationally angry one of the companions seemed. They made slight jabs at one another sometimes, but this only resulted in a resounding conflict once. Rarely did my allies scoff at my decisions. ![]() Though, one might criticize PoE2 in that respect: for me, at least, everything flowed pretty smoothly. Although no character emulates the gritty abrasiveness I loved in Durance, I enjoyed the companionship. Consistently, the dialogue is as good or better. When characters are as lovable, hilarious, and loyal as those in Deadfire, I just want more and more, but I do have to acknowledge the improvement here. That is rectified in great measure in PoE2, though still not to the extent I would like. While I loved Eder, Aloth, and the rest of the crew, they didn’t really serve much of a role besides their sidequests. One small gripe I had with PoE1 was that it seemed to forget about the Watcher’s companions. Obsidian boasts the same powerful writing and characterization exemplified in its forebear. Although mentally and abstractly gratifying, PoE2 lacks the tangible tension that most strong tales offer. However, I absolutely enjoyed the moral dilemma, existentialism, and philosophical inquiry it demanded. This is risky on Obsidian’s part because it likely doesn’t carry the same tension that they may have hoped - honestly, I felt pretty ho-hum about the affair. The game briefly alludes to a fractured soul and we’re tenuously chained to Berath, but PoE2 lacks that tangible, easily observed beacon of conflict that PoE1 capably touted. And so begins the tale, and while breadcrumbs of clues are left in Eothas’ trail, players are primarily guided by “follow that god,” and not much else. What exactly that goal entails, we can’t be sure hell, even the gods aren’t sure. Eothas embodies the construct with a goal in mind. The Watcher’s home - Caed Nua - is destroyed as the adra statue comes alive. Pillars of Eternity II is more abstract in its conflict. What’s more, the mystery and treachery of Thaos was more than enough motivation to right not only the crisis, but his nefarious objective. As the Watcher roamed the land, she witnessed the harrowing impact that children without souls had on the denizens of the Dyrwood. The first game followed the Hollowborn Crisis and Thaos, both conflicts worth players’ attention. In what respects is it more of the same, and where does it diverge from its predecessor? ![]() Though, simply stating that PoE2 is “more of the same” doesn’t do it justice. Most importantly, what I got in PoE2 is exactly what I wanted: more of the same. Granted, the first PoE had room for improvement in terms of user interface, general flow, and technical aspects, many of which have been addressed in the second installment. ![]() When I heard about Pillars of Eternity II: Deadfire, my mind didn’t wander, imagining new possibilities honestly, I just wanted more of the same. The writing, combat, emphasis on choice, and world-building are unmatched. Pillars of Eternity is one of my favorite games of all time.
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