![]() 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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