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Tags: Obsidian Entertainment; Pillars of Eternity II: Deadfire
On the Codex, there tend to be two types of people with negative feelings towards the original Pillars of Eternity. There are those who thought it was crap and never looked at it again, and those who thought it was crap and became obsessed with it, played it seven times, and have never stopped talking about it. Darth Roxor definitely belongs to that first group of people, so it was hardly a given that he would agree to review its sequel, Pillars of Eternity II: Deadfire. Yet that's what he's done, thanks to a key provided by a mysterious benefactor. His verdict? In short, Pillars of Eternity II is a game of fun exploration, inconsistent combat and horrible writing, which to a lovable murderhobo like Roxor averages out to "pretty alright". Here's a relevant excerpt from his review:
Read the full article: RPG Codex Review: Pillars of Eternity II - It's Pretty Alright
On the Codex, there tend to be two types of people with negative feelings towards the original Pillars of Eternity. There are those who thought it was crap and never looked at it again, and those who thought it was crap and became obsessed with it, played it seven times, and have never stopped talking about it. Darth Roxor definitely belongs to that first group of people, so it was hardly a given that he would agree to review its sequel, Pillars of Eternity II: Deadfire. Yet that's what he's done, thanks to a key provided by a mysterious benefactor. His verdict? In short, Pillars of Eternity II is a game of fun exploration, inconsistent combat and horrible writing, which to a lovable murderhobo like Roxor averages out to "pretty alright". Here's a relevant excerpt from his review:
Anyway, once you learn to stop paying attention to all the ship-related nonsense and focus on clearing out the fog of war, Deadfire is definitely at its best. The archipelago is huge and has a lot of varied places to check, from native villages and jungles through pirate forts to spooky isles overrun by the undead, and more. As I noted before, the freedom in this game also means you can frequently run into places that are way above your paygrade, which you’ll need to return to later once you’re tougher – this is also why disabling difficulty indicators for all places is mandatory to get the best out of Deadfire, since it lets you get in the correct mood of an explorer stepping into the unknown.
Sometimes, “the unknown” will mean some kind of dungeon. Their sizes differ a lot, from just two or three rooms with angry yokels, to bigger ones that span multiple floors or maps. I wouldn’t say they are anything outstanding design-wise, but similarly to Obsidian’s Storm of Zehir from 10 years ago, they do their job well. They are varied enough to stay fun throughout the game, some of them have multiple points of entry and a bunch of “side” setpieces and points of interest, and a few even contain the odd very light puzzle or secret area, though these are easy to find or get through. One of the best in the game is probably the “undercity” of the Deadfire capital, Neketaka. It's accessible early, which means you’ll probably stumble upon a few hard fights there, it has some quests related to it and it is also rather big.
Every place you go to is also ripe with text adventures, which are another strong part of Deadfire. Whereas in the first game they all used to work like “1. Do things; 2. Use an item to do things; 3. Leave,” this one actually gives them proper depth, freedom of choice and variety of outcomes. Your party skills will be checked very often, with full or partial successes, sometimes you’ll also get checks based on class or background, other times only specific party members can do things, and even dudes who aren’t picked for something remain useful because the skill scores of all characters are tallied as assist bonuses (provided the assisting character is close to the acting one, although the game never really splits your party in a way that would prevent this). Also, I thought the skill/class-specific choices unlocked in the text adventures were very exhaustive, and I rarely felt like there was an option missing that would be obvious to have given my party composition.
Of course one problem here is that failed skill checks usually lead to a party member becoming injured, and the relevance of that is about the same as getting injured in combat. Although in the case of text adventures failing will sometimes result in both an injury and combat start, so I guess at least it matters for a brief span. The same is true for traps placed around some areas, since traps in Deadfire also only apply injuries. If the traps are “alone”, you can just step over them, rest and move on. They can get more interesting if set up within combat encounters, but instances of that are way too rare.
[...] To be honest, it’s pretty amazing just how non-existent the main quest is in Deadfire. You literally just follow Eothas from place to place, as he keeps stomping around stealing people’s souls, and there’s nothing else to it. It only gets dumber when you dive into the details too, because after visiting each Eothas-stomped place, you get Skype calls from the gods, where they bicker and banter like children, and somehow you are expected to care about all this nonsense and ignore the fact that Eothas is the real protagonist of the story, while you’re only there along for the ride. It wouldn’t even be so bad if you could ignore all this stuff by simply not participating in the main storyline (i.e. by sailing around and pillaging), but the game feels the need to rub “Eothas this, Eothas that” in your face terribly often given how short, stupid and non-interactive the thing is.
In fact, the entire “gods” shtick might be the most baffling part of the story when you take the Grand Reveal™ of PoE1 into consideration. PoE1 establishes that the gods are fake/artificial/whatever, meanwhile PoE2 establishes (through the Skype calls) that they are condescending idiots who don’t care about anything other than their own asses. Eothas’s agenda is roughly the same as in PoE1, namely to cut/reduce the influence of the gods on the physical world. And then at the end comes the Big Choice™ of what to do – and I can’t for the life of me imagine why anyone would choose not to side with Eothas. There is just no dilemma here, no downs that would accompany the ups.
The god-oriented main story is even more baffling within the context of the game’s themes and setting. For all intents and purposes, Deadfire is an age of sail colonial squabble, with greedy colonists, oppressed natives and scurvy pirates, but then on top of it there’s the tacked on dump of godly nonsense. What makes this even better is how many people in the game are so crazy about the gods, while you, the Watcher™ (whose chief superpower is still, uh, watching) who knows the truth about them can’t even try to capitalise on this knowledge. My favourite example of that is during an argument between two companions, where the pious Xoti tells you to stop the irreligious Pallegina from mocking her beliefs. Your responses include things like “Pallegina, you should learn to respect her opinions”. I can only laugh when looking at that through the context of the protagonist’s own knowledge. It’s like the writers of Deadfire don’t even know the basic state of their own deep lore.
Now if only that were their only problem. The far bigger one is that the writing in Deadfire is simply bad, bad, bad. Player character responses read like they’ve been written by a snarky high-schooler. Nearly every companion is a flaming homo who wants a piece of your butt. Dialogues are still pestered by completely skippable narration bits. Characters don’t talk like real people. The descriptive texts during “cutscenes” must have gone through multiple thesaurus “enhancements”. There are scenarios that don’t make even the tiniest bit of sense, like a native village that is starving because they only eat one specific kind of fruit, and their stocks of this specific fruit have run out, and they never had the bright idea to save the seeds because uh stop asking questions (and finally a dialogue option unlocked by [intelligence] impresses another native with your profound knowledge of… putting seeds into the earth to make them grow into trees). I could go on, perhaps with more specific examples, but the length of this article would explode.
The writing in Deadfire drops more balls than a juggler with Parkinson’s, and I’d say the only thing about it that is any kind of improvement over PoE1 is the fact that there’s less of it. Primarily because all the Deep Lore is now stored behind convenient wiki-links in dialogues, which means you never have to read them, and thank God for that. Also, a funny thing is that despite not reading them, I never felt like I was missing any sort of context at any time. Truly makes you think whether that crap has ever been necessary. Still, the wiki-links are a good enough “compromise”, so I welcome them.
Sometimes, “the unknown” will mean some kind of dungeon. Their sizes differ a lot, from just two or three rooms with angry yokels, to bigger ones that span multiple floors or maps. I wouldn’t say they are anything outstanding design-wise, but similarly to Obsidian’s Storm of Zehir from 10 years ago, they do their job well. They are varied enough to stay fun throughout the game, some of them have multiple points of entry and a bunch of “side” setpieces and points of interest, and a few even contain the odd very light puzzle or secret area, though these are easy to find or get through. One of the best in the game is probably the “undercity” of the Deadfire capital, Neketaka. It's accessible early, which means you’ll probably stumble upon a few hard fights there, it has some quests related to it and it is also rather big.
Every place you go to is also ripe with text adventures, which are another strong part of Deadfire. Whereas in the first game they all used to work like “1. Do things; 2. Use an item to do things; 3. Leave,” this one actually gives them proper depth, freedom of choice and variety of outcomes. Your party skills will be checked very often, with full or partial successes, sometimes you’ll also get checks based on class or background, other times only specific party members can do things, and even dudes who aren’t picked for something remain useful because the skill scores of all characters are tallied as assist bonuses (provided the assisting character is close to the acting one, although the game never really splits your party in a way that would prevent this). Also, I thought the skill/class-specific choices unlocked in the text adventures were very exhaustive, and I rarely felt like there was an option missing that would be obvious to have given my party composition.
Of course one problem here is that failed skill checks usually lead to a party member becoming injured, and the relevance of that is about the same as getting injured in combat. Although in the case of text adventures failing will sometimes result in both an injury and combat start, so I guess at least it matters for a brief span. The same is true for traps placed around some areas, since traps in Deadfire also only apply injuries. If the traps are “alone”, you can just step over them, rest and move on. They can get more interesting if set up within combat encounters, but instances of that are way too rare.
[...] To be honest, it’s pretty amazing just how non-existent the main quest is in Deadfire. You literally just follow Eothas from place to place, as he keeps stomping around stealing people’s souls, and there’s nothing else to it. It only gets dumber when you dive into the details too, because after visiting each Eothas-stomped place, you get Skype calls from the gods, where they bicker and banter like children, and somehow you are expected to care about all this nonsense and ignore the fact that Eothas is the real protagonist of the story, while you’re only there along for the ride. It wouldn’t even be so bad if you could ignore all this stuff by simply not participating in the main storyline (i.e. by sailing around and pillaging), but the game feels the need to rub “Eothas this, Eothas that” in your face terribly often given how short, stupid and non-interactive the thing is.
In fact, the entire “gods” shtick might be the most baffling part of the story when you take the Grand Reveal™ of PoE1 into consideration. PoE1 establishes that the gods are fake/artificial/whatever, meanwhile PoE2 establishes (through the Skype calls) that they are condescending idiots who don’t care about anything other than their own asses. Eothas’s agenda is roughly the same as in PoE1, namely to cut/reduce the influence of the gods on the physical world. And then at the end comes the Big Choice™ of what to do – and I can’t for the life of me imagine why anyone would choose not to side with Eothas. There is just no dilemma here, no downs that would accompany the ups.
The god-oriented main story is even more baffling within the context of the game’s themes and setting. For all intents and purposes, Deadfire is an age of sail colonial squabble, with greedy colonists, oppressed natives and scurvy pirates, but then on top of it there’s the tacked on dump of godly nonsense. What makes this even better is how many people in the game are so crazy about the gods, while you, the Watcher™ (whose chief superpower is still, uh, watching) who knows the truth about them can’t even try to capitalise on this knowledge. My favourite example of that is during an argument between two companions, where the pious Xoti tells you to stop the irreligious Pallegina from mocking her beliefs. Your responses include things like “Pallegina, you should learn to respect her opinions”. I can only laugh when looking at that through the context of the protagonist’s own knowledge. It’s like the writers of Deadfire don’t even know the basic state of their own deep lore.
Now if only that were their only problem. The far bigger one is that the writing in Deadfire is simply bad, bad, bad. Player character responses read like they’ve been written by a snarky high-schooler. Nearly every companion is a flaming homo who wants a piece of your butt. Dialogues are still pestered by completely skippable narration bits. Characters don’t talk like real people. The descriptive texts during “cutscenes” must have gone through multiple thesaurus “enhancements”. There are scenarios that don’t make even the tiniest bit of sense, like a native village that is starving because they only eat one specific kind of fruit, and their stocks of this specific fruit have run out, and they never had the bright idea to save the seeds because uh stop asking questions (and finally a dialogue option unlocked by [intelligence] impresses another native with your profound knowledge of… putting seeds into the earth to make them grow into trees). I could go on, perhaps with more specific examples, but the length of this article would explode.
The writing in Deadfire drops more balls than a juggler with Parkinson’s, and I’d say the only thing about it that is any kind of improvement over PoE1 is the fact that there’s less of it. Primarily because all the Deep Lore is now stored behind convenient wiki-links in dialogues, which means you never have to read them, and thank God for that. Also, a funny thing is that despite not reading them, I never felt like I was missing any sort of context at any time. Truly makes you think whether that crap has ever been necessary. Still, the wiki-links are a good enough “compromise”, so I welcome them.
Read the full article: RPG Codex Review: Pillars of Eternity II - It's Pretty Alright