[0:06] What's going on everybody? Mortem here. [0:08] This time bringing you my re-review of [0:10] Pillars of Eternity 2: Deadfire, which [0:13] is a video I've been wanting to get [0:14] around to for a while because of two [0:17] reasons really. One, the quality of my [0:20] original video, which was done before [0:21] this was my full-time job all the way [0:23] back in early 2021, as this is one of [0:27] those games I've been playing basically [0:28] since it launched. and got 100% of the [0:31] achievements long before I started doing [0:32] this full-time. And I'd like to think [0:34] that somewhere in the meantime, I've [0:36] gotten slightly less terrible at making [0:38] videos. However, that's not the only [0:40] reason I wanted to take another look at [0:41] this via a video. The other reason, of [0:43] course, being, as I'm sure many people [0:45] at this point are aware, at least my [0:46] regular viewers anyway, last year in [0:48] 2025, I completed the ultimate, which is [0:51] an extraordinarily difficult challenge [0:54] associated with Deadfire that I was the [0:56] 15th person to officially complete. That [0:59] is because again it is extraordinarily [1:01] difficult and at the time of my original [1:02] review I had not done that though I did [1:04] talk a little bit about it there and [1:06] both of those reasons combined were a [1:08] pretty good reason to make a thinly [1:10] veiled excuse to play through the game [1:11] again and talk a little bit about it and [1:13] so let's do exactly that. Now Pillars of [1:16] Eternity 2: Deadfire is an interesting [1:18] game in the sense that I've never really [1:20] considered it like my be all end all [1:22] favorite of CRPGs. However, it's always [1:25] kind of bounced around my top five to [1:27] top 10 depending on my mood. The reason [1:29] for that is while I enjoy the game for [1:31] what it is, I do think there are CRPGs [1:34] that do more mechanically, that do more [1:36] story-wise and even gameplaywise. Even [1:39] though I do think there is more depth to [1:41] Pillars as a series than people give it [1:43] credit for, the main draw for me has [1:45] always been the lore and the world, [1:46] which is why I made a bunch of videos [1:48] about that in particular over the years, [1:50] as it's by far the thing I was the most [1:52] invested in. And yet at the same time, [1:54] coming from the original game, I think [1:56] Pillars 2 does a lot of leg work in [1:59] terms of making the system uh just flow [2:02] a lot better, a lot of more refined [2:04] elements to it, like just something as [2:05] simple as being able to retarget a spell [2:07] you've already started casting, even [2:09] more control over your companion AI, and [2:11] just a million little details that can [2:13] go unnoticed if you don't play the game [2:15] a ton. But as the fact that this video [2:17] is coming out so much later, even just [2:19] that original video might tell you, [2:21] Pillars of Eternity 2 is a game that's a [2:23] bit of a slow burn. It comes at you over [2:26] time the more you uh take time to think [2:28] about it and absorb the story, even come [2:31] back to it, play it again, come at [2:33] things at a different angle and that [2:34] kind of thing. It's just a game that has [2:36] grown on me over the years even though [2:38] I've always liked it. And a lot of that [2:39] is again just down to those details that [2:41] you might not necessarily appreciate on [2:43] a first playthrough, but that really [2:44] start to shine on replays especially. [2:47] And so let's get on with the rest of the [2:49] review and talk about all of it. [2:51] Starting with first, of course, the [2:52] technical state. How's this game [2:54] running? I can report that this game is [2:56] basically in the exact state that it was [2:58] in when I left it last, which is that [3:00] the main issue you're likely to run into [3:02] is some stuttering, especially the [3:04] longer your save file runs on. I've [3:07] heard it is much worse over on consoles. [3:09] I've never played it on console, PC [3:11] channel after all. And I have on [3:13] occasion seen people mentioning other [3:16] problems like the occasional [3:17] game-breaking bug or something, but [3:19] again, the only issue I've experienced [3:21] personally and by far the largest [3:23] reported one is the stutters that pop [3:25] up, especially in again the later parts [3:27] of the game. And so, let's move on to [3:30] difficulty. If you've watched a lot of [3:32] my videos over the years, you may well [3:34] have heard me refer to Pillars of [3:36] Eternity to Dead Fire as both the [3:38] easiest and hardest CRPG depending on [3:41] your mood. But when the game first [3:42] released, it was just easy. Some of that [3:45] is because with uh relatively minimal [3:48] knowledge, you can set up a decent AI in [3:50] order to control your companions in the [3:52] game's real time with pause combat. And [3:54] then even on the higher difficulties, [3:56] you can actually let it autoplay for the [3:58] most part. and then there wasn't a ton [3:59] of challenge to be had. And so taking in [4:02] some of that feedback over the time this [4:04] game was receiving active patches, they [4:06] added quite a bit of difficulty both in [4:08] the form of things like mega bosses and [4:10] optional challenges known as Magrron's [4:12] fires, which is where the ultimate [4:14] challenge actually springs from. that [4:16] was added post-release of course because [4:18] while you do have your standard [4:20] difficulty options basically story [4:22] through the super hard mode which is [4:24] supposed to be path of the damned but [4:26] doesn't wind up being that difficult [4:27] like I mentioned you also have a bunch [4:29] of extra options like of course an iron [4:31] man save file or expert mode which turns [4:34] off some of the helper features etc you [4:36] also have the optional Mrron's fires [4:38] that were added fires are special [4:40] challenges that alter the way some of [4:42] the game mechanics work in order to make [4:44] for a more challenging experience [4:46] overall. Now, I'm not going to go [4:47] through every one of these. I have [4:49] videos where I have done that. Uh [4:51] specifically talking about the ultimate [4:52] challenge because the ultimate challenge [4:54] is in fact to play with all of these on [4:57] at the same time, which makes the game [4:59] not literally impossible obviously, but [5:01] extremely difficult. Just to throw a few [5:03] out there so you kind of get a gist of [5:05] what I'm talking about. Some of the more [5:06] impactful ones are the Athyst Challenge, [5:08] which gives you a strict deadline to [5:10] beat the game by as time is passing [5:12] while you're playing. Barath challenge, [5:14] the god of death's trial for you, if you [5:17] will, is to make sure that combat does [5:19] not end when it is started and you have [5:21] to finish it, which combined with the [5:23] Iron Man mode is obviously not great. [5:26] However, that actually opens up some [5:28] interesting combos that make that mode [5:30] possible. And so, while that might seem [5:32] like a detriment at first, it actually [5:33] is the ultimate thing that makes certain [5:36] runs possible because most of the time [5:38] in combat, a lot of your buffs and stuff [5:40] are per encounter. So when combat ends, [5:42] that stuff just falls off, which means [5:44] you can't carry it from fight to fight. [5:46] And then you can use that new mechanic [5:48] of combat not dropping via this [5:50] challenge to actually do some stuff you [5:52] cannot do otherwise. And then of course [5:54] the most difficult one by far is Hilish [5:56] challenge, which gives you uh the orphan [5:59] from the first game that you could [6:00] potentially take into the second game, [6:02] Vela. And she follows you around and if [6:04] she dies, you lose and she dies to [6:06] basically everything. So again, there's [6:08] just all those optional challenges to [6:09] make it more difficult. However, there [6:11] are some options to make replays more [6:14] interesting even beyond that in the form [6:15] of Barath's blessings. Basically, every [6:18] achievement for Deadfire is associated [6:20] with a currency that you can then spend [6:22] on bonuses to your next playthrough. [6:25] This can be things like starting with [6:26] the entire map revealed, extra starting [6:28] cash, extra starting stats, and just all [6:31] sorts of stuff to make replays a little [6:33] bit of a smoother experience. I think [6:35] that is fun overall, and it basically [6:37] functions as the game's new game plus, [6:38] if you want to think of it that way. [6:40] Now, while not strictly speaking a [6:42] difficulty option, another thing you [6:43] have to pick right at the beginning of [6:44] the game is actually turnbased or real [6:47] time with pause. Now, I'm going to be [6:49] real with you. Turn-based in Deadfire is [6:52] not great. In fact, I would go so in [6:54] fact, I would go so far as to say for me [6:56] it's kind of unplayable. I really don't [6:58] like it. Now, they did uh do an [7:00] interesting thing, which is that they [7:02] added turnbased mode to Pillars of [7:05] Eternity 1 not all that long ago, [7:06] earlier this year from the time of this [7:08] recording, actually, where they [7:09] addressed a lot of the criticism that [7:11] turn-based mode received in Deadfire in [7:13] that earlier game. So, in a weird twist [7:15] of fate, the original game actually has [7:17] a better turn-based mode now than the [7:19] second one does. However, another change [7:21] there is while in the first game now you [7:23] can toggle it in a playthrough, you [7:25] can't do that here without using uh [7:28] console commands in order to do it. And [7:30] you don't want to do that cuz it comes [7:31] with the potential of corrupting your [7:33] save file. This is because of the ways [7:35] that uh turnbased mode can change how [7:38] certain things are calculated and some [7:39] of that stuff works. And so you pick it [7:41] at the start of a playthrough and that's [7:43] just what you're going to have to do for [7:44] the rest of that playthrough unless you [7:46] want to risk that save file corruption. [7:48] Moving on a little bit though. Next up, [7:49] let's talk about the world state. So, [7:51] Pillars of Eternity 2: Dead Fire is a [7:54] direct sequel from the original game. As [7:56] far as the story is concerned, you play [7:58] the same character from that original [8:00] game, the Watcher of Cad Noa. And so, [8:02] the game handles this in a couple of [8:04] interesting ways. You can pick a preset [8:07] history, which is basically a rough [8:10] approximation of six different ways you [8:12] could have played through the original [8:13] game. that being making every mistake [8:15] possible, doing everything pretty well, [8:18] kind of being more judicious about it, [8:20] etc. Now, the other option is, of [8:22] course, to import your save file from [8:25] the original game. If you've played [8:26] through it and have an in-game save [8:28] file, you can just use that as your [8:29] history. However, there is a third [8:31] option that is a little more obscure. [8:34] I've noticed that a lot of people tend [8:36] to miss it, which is just that you can [8:38] make your own history. And what this [8:40] means is that you can actually go to the [8:42] main menu of Deadfire and go into the [8:45] options there and there will be an [8:46] option to effectively create a pillars [8:49] one save file that gets added to the [8:50] menu there as a history meaning that you [8:53] can just select it. So this means if you [8:55] have specific choices and you know what [8:57] they affect and you want to carry them [8:58] forward into Deadfire, you can [9:01] absolutely do so without playing through [9:03] the first game. So, in that way, you can [9:05] just jump straight into the second one [9:07] and the stuff you want to see if that's [9:08] something you're trying to do. Though, I [9:10] certainly would recommend playing the [9:12] first game at least once. Now, in case [9:14] you're wondering about what gets carried [9:15] forward, there's a lot of different [9:17] stuff. So, I would say that some of the [9:19] more impactful things are basically [9:20] which god you decided to side with and [9:23] if you actually followed through on that [9:25] deal. So, in the original game, in order [9:27] to get to the end game, you need to make [9:28] a deal with one of the gods. You have a [9:30] few different options there and you can [9:32] also break that deal once you get to the [9:34] actual endgame. Who you sided with and [9:36] if you kept your end of the bargain is [9:38] one of the more impactful choices you [9:40] can make as it carries forward into the [9:42] next game. But there's also all sorts of [9:44] stuff that gets referenced mostly in [9:46] passing and dialogue here and there. And [9:48] of course whether or not you kept the [9:49] companions alive. They can absolutely [9:52] die in the original game and they could [9:53] not be carried forward into the second [9:55] one. And so if one of the companions [9:56] that would normally be in the second [9:58] game didn't survive your first game save [10:00] file, then they are just gone. So keep [10:02] that in mind as you approach this game, [10:04] I suppose. But then one of my favorite [10:06] parts of all of Pillars of Eternity 2 is [10:09] its character creation. So let's talk a [10:12] little bit about it. This is probably [10:14] when you'll notice that they made some [10:15] big changes from the system in the [10:17] original game to the second one. And [10:18] that is most immediately felt by the [10:21] fact that you can multiclass in this [10:23] one. This is also a decision you have to [10:25] make as soon as you start with that [10:27] character because it affects progression [10:29] in a really integral way. For instance, [10:31] if you multiclass, you will never get [10:33] the last two tiers of abilities from [10:35] either of the individual classes that [10:37] your multiclass is made of. However, [10:40] each individual class has also been [10:42] given subclasses. And one of my favorite [10:44] little well-known details is that the [10:46] game will actually give you a unique [10:48] class name based on every possible [10:50] combination of multiclassing you could [10:52] do, which is just a really fun little [10:54] thing. Even beyond that stuff that's [10:56] more immediately obvious, they also made [10:58] a lot of changes to how leveling up [10:59] works in general. For starters, you can [11:02] preview the ability trees now, which is [11:04] nice. But essentially, every level [11:06] you're going to get either one or two [11:07] abilities to put into those ability [11:09] trees. And while some things like [11:11] passives overlap and multiclassing often [11:14] forces you to choose between one tree or [11:16] another per level as you uh sometimes [11:18] only get one point and then other levels [11:20] you'll get two or have to pick between [11:22] or be able to put one into both etc. [11:24] That's just a little bit different from [11:26] how pillars one handled things. But [11:28] realistically the fun here is of course [11:31] in the builds you can make. And while [11:33] yes, some of these classes are [11:34] technically speaking a little better [11:36] than others based on potential build [11:38] combos, balancing, all that usual stuff, [11:41] I'll say this. If you're not playing on [11:43] the highest difficulty with some of [11:45] Mrron's fires enabled, it's really not [11:47] that big of a deal. And I would [11:49] recommend you play the thing that sounds [11:50] the most fun to you. With Cipher and [11:53] Chanter really being the kind of things [11:54] that are unique to the Pillars games in [11:57] particular, the rest being more or less [11:58] what you would expect them to be in [12:00] other fantasy titles. Chanters work by [12:03] building up their chants every so often [12:05] in real time with pause or per turn and [12:07] turnbased. And once they've chanted [12:09] enough phrases, which have their own [12:10] individual effects, they can then spend [12:12] those chanted phrases on abilities that [12:14] they can cast in a sort of variation of [12:16] a bard, but they're much more fun than [12:18] that if you get into them. Cipher is all [12:21] about mental and soul energy, which [12:23] matches the watcher nature of your [12:25] character very well, and we'll get to [12:26] that in a moment. and they have a bunch [12:28] of very unique abilities that play off [12:30] of like positioning and targeting in [12:33] ways that can be uh fun to mess around [12:35] with. Now, from here, rather than get [12:37] too in-depth for a video like this, I [12:39] instead want to give you a few of my [12:41] favorites. Now, some of the stuff I love [12:43] the most isn't even like mechanically [12:46] superior to a lot of other things. [12:48] They're just really fun. Like, one of my [12:49] favorite multiclasses is druid and [12:52] ranger, which is called a beastmaster. [12:54] And then with Druid, you can lean into [12:56] their shape-shifting and then of course [12:58] have your uh ranger pet from being a [13:00] ranger. And that's like a really fun [13:02] combo that has a sort of natural synergy [13:04] to it, especially for the ranger [13:06] abilities that require your pet to be in [13:08] a certain proximity, which the [13:10] shape-shifting leans into. And then even [13:12] then, you can still fall back on the [13:14] druids like AoE's and control spells. [13:16] For the ultimate, a really popular uh [13:18] way to do that is blood mage and priest [13:21] of SCE. Now, I want to mention this in [13:24] particular because this combo works [13:26] specifically because of some of the [13:28] challenges that are enabled, which is [13:29] the other side of things. The minmaxing [13:31] is there if you want it to be, and it is [13:34] possible to build a character around [13:35] certain mechanics you want to take [13:37] advantage of. Blood mage is able to uh [13:39] basically spend their health in order to [13:41] recoup class resources, which in [13:43] combination with a buff called [13:46] brilliant, which helps you do the same [13:47] thing. And the priest of Skain's uh [13:49] uncanny ability to get the spells you [13:51] need at the exact levels you need them [13:53] by default makes for an incredibly [13:55] potent combo where combat doesn't end [13:58] until you win. And with Vodica's [14:00] challenge, recouping your class [14:02] resources is much more difficult as it [14:04] becomes per rest as opposed to most of [14:06] it being per encounter. But then to give [14:08] you yet another option, uh one of the [14:10] ways I the way I approached this most [14:12] recent playthrough, I played a death [14:14] godlike. Godlikes are basically people [14:16] who have been blessed with the [14:17] appearance of the gods, which manifests [14:19] as what is often referred to as a chime [14:22] inside of them, but also gives them the [14:23] outward appearance of the god they are [14:26] blessed by, let's call it. So, this [14:28] death godlike has a connection to Barth, [14:31] the god of death, cycles, doorways, etc. [14:34] And so, through the first game, you're [14:36] going to inevitably meet that god as [14:38] part of the main story. And while I [14:40] wanted to play through as a cipher, I [14:42] figured I would rope that into the [14:44] details of the second game where I [14:45] decided that after meeting Barth [14:48] accepting her deal to get to the endgame [14:49] of the original game, she also decided [14:52] to grant you the power of a priest of [14:54] Barth as the priest in this game of [14:55] course worship their associated gods [14:57] with this one having a slightly more [14:59] complicated relationship with Barth. And [15:01] so that was a fun sort of role-play [15:03] centered multiclass that is also pretty [15:05] fun to play because priest is a great [15:07] class to multiclass other stuff with [15:09] because it has a ton of support and [15:11] utility abilities that pair well with [15:13] just about anything. But there's ways to [15:15] add flavor and roleplay to all of that [15:17] stuff. And hopefully those examples kind [15:19] of gave you an idea of what's possible [15:21] because from there I do want to go ahead [15:23] and move on and talk a little bit about [15:24] the story. The story is one of the [15:26] things in Deadfire that gets the most [15:28] flak, and that is mainly because it is [15:30] very, very short. In fact, in total, [15:32] it's technically only like four quests. [15:34] And while you're unlikely to do it on a [15:35] first playthrough, you can easily burn [15:36] through it in a few hours. But let's [15:38] talk a little bit about it. So, in this [15:40] game, you play as the Watcher of Cadua, [15:42] no matter what character you choose to [15:44] create. The watcher of Cadua is called [15:46] such because they are a watcher, which [15:48] is someone who can see into the beyond [15:50] and talk to and interact with the souls [15:52] of the dead, opening up possibilities to [15:54] them that are simply not something every [15:57] random person can do. Watchers are [15:59] relatively rare, and they tend to go [16:01] crazy from what they've seen, which is a [16:03] big subject of the original game. Now, [16:05] the Catnua part is because Cat Noa is [16:07] your stronghold in the original game, [16:09] which gets unceremoniously destroyed by [16:11] a giant Audra statue. Audra being the [16:14] conduit through which souls pass into [16:16] the beyond from the mortal realm. Now, [16:18] this statue, as it turns out, happens to [16:21] be inhabited by the god Athys, long [16:23] thought dead, after having been [16:25] destroyed once he manifested in a [16:27] physical form via St. Widwin in events [16:29] that preceded even the first game. So, [16:31] him not only suddenly coming back, but [16:34] then animating this Audra statue and [16:36] marching off to the distance while also [16:38] killing you by destroying your [16:40] stronghold in the process gives you a [16:41] pretty strong reason to want to track [16:43] the guy down, which is exactly what the [16:45] goddess Barth orders you to do, which is [16:48] how you become the herald of Barth as [16:49] far as this game is concerned. And [16:51] that's basically the main plot. You [16:53] chase Athys around the Deadfire [16:55] Archipelago that he is marching through. [16:57] At first, after you are attacked, right [16:59] as the game starts, and you come back to [17:01] life after being sent back by Barth, you [17:04] track him down at the Anguan dig site [17:06] nearby and get your ship up and running [17:07] again before you can start sailing the [17:09] dead fire. From there, you go meet the [17:11] major players in the main city, [17:12] Nekotaka. You then go to Hango and do [17:15] the same thing, talk to Athyst. Then you [17:17] go to a place called Ashen M, and talk [17:19] to Athyst again. And then you find a way [17:21] through a big storm to the endgame of [17:23] Ukiso. And that is the entirety of the [17:26] main story. And while in theory uh the [17:29] last leg of it getting past Andre's [17:31] mortar is supposed to see you [17:32] interacting with one of the factions [17:34] which is technically side content to get [17:36] away past that giant storm that's [17:38] actually really easy to do in a couple [17:40] of different ways and doesn't take long [17:42] at all. And so what you have is a story [17:44] that is very short with yet gigantic [17:47] implications for the lore of the world [17:49] which I'm going to get into. So, like I [17:51] said, I love the lore of this world. And [17:53] one of the things that really wrote me [17:54] in about it was the way uh reincarnation [17:57] and cycles work here. While I have not [18:00] been light with spoilers thus far, I'm [18:02] about to get into super heavy spoilers [18:04] here. You see, the big reveal of the [18:06] original game was basically that the [18:08] gods were manufactured. They are real in [18:11] the sense that they are present. You can [18:13] talk to them. They are very powerful and [18:15] they are unquestionably gods. However, [18:17] they are not natural. They were made by [18:20] a civilization known as the ingithans. [18:22] They did this as a result of uh getting [18:25] into anamancy which is the study of [18:27] souls in this world. And they studied it [18:29] to a point where they eventually started [18:30] seeking out their own creators. That [18:32] age-old question of how did we get here? [18:35] And unfortunately for theans, what they [18:37] found was nothing. If there was a [18:39] creator or a deity, it seemingly had [18:41] long since left. And they were left [18:43] alone in the universe and decided then [18:45] that they would become the gods. and [18:47] threw a whole lot of nonsense at Ukiso, [18:50] the ancient ancestral homeland of the [18:53] Hana civilization, which are the main [18:55] controllers of the Deadfire Archipelago, [18:57] even to the day of this game, is where [19:00] they did that. The machinery that turned [19:03] the Ingens into these deities is housed [19:06] at Ukiso. It's also where the machinery [19:09] that took control of a natural process [19:12] known as the wheel or reincarnation [19:14] occurred. So, a few big lore topics [19:16] there right away. The wheel was a [19:18] natural process by which souls were [19:20] recycled more or less through the [19:22] reincarnation process. This wasn't [19:24] perfect and was prone to errors and [19:26] could cause things like holloworn, which [19:28] are people born without souls, and a [19:30] number of other soul maladies that are [19:32] expressed throughout the games where [19:33] that process could go wrong. And while [19:36] they still happen even in the time of [19:37] the gods, it was apparently much worse [19:39] before they took power. Combine that [19:42] with a bunch of civilizations all trying [19:44] to worship deities they had made up and [19:46] doing terrible atrocious things in their [19:48] name. The Inguithans basically wanted to [19:50] use their ascension to godhood as a way [19:53] to force all of the civilizations in the [19:56] world of Aora to march forward, become [19:59] stronger and better themselves, and of [20:01] course do so under their own banners. [20:03] However, this leads to a few other [20:05] things. Uh, one, the gods themselves [20:07] aren't individual people. Each [20:09] individual deity is actually made up of [20:12] who knows how many thousands of [20:13] ingithans who were each selected for [20:16] kind of their rough personality traits [20:18] because the deities that they wound up [20:20] making took the place of legends and [20:22] myths of deities that kind of were [20:24] already around in their time. So they [20:26] basically just took on the mantle of [20:28] some things people around had already [20:29] believed in and chose to make it real [20:32] while squashing the rumors of things [20:33] that did not fit into their pantheon. [20:36] Now they accomplish that by again taking [20:38] control of the wheel. This natural [20:40] process of reincarnation and forcing it [20:43] into an unnatural but more efficient [20:45] process which cut down on the number of [20:47] soul maladies and gave it direction [20:50] which is what allowed them to ascend to [20:51] godhood like this. But this came with a [20:54] bit of a catch. You see all these uh [20:56] untold thousands of years later, that [20:58] machinery has controlled that process [21:00] for so long that that process can no [21:03] longer function without that machinery. [21:06] Meaning that if someone were to say [21:08] destroy it, the process would be broken, [21:10] which is a problem because the gods feed [21:12] off of the energy from the reincarnation [21:15] cycle. As souls enter the beyond and get [21:18] reincarnated, it produces the energy [21:20] that the gods need to survive and of [21:22] course then provides souls for future [21:25] generations of the mortals that inhabit [21:27] the world of Aora in a sort of mutually [21:30] beneficial situation. The thing is [21:32] Athyus as the god of rebirth, light, [21:34] dawn, etc. kind of hates this and he [21:37] wants to do something about it, which is [21:39] what he was trying to do when he was [21:40] killed in the version of him that was [21:43] St. Widwin. and again those events that [21:45] preceded the first game. And the second [21:47] time around, he decides to take a more [21:49] direct approach of taking this giant [21:50] Audra statue to march to Ukiso where [21:53] this machinery is and destroy it to stop [21:55] the process of reincarnation. And that [21:58] happens no matter what you do. You [22:00] cannot stop it, but you can have some [22:02] effects on the outcomes, which then [22:04] leads to the game's various endings [22:06] based on both how you got there and how [22:07] you influenced Athys along the way. But [22:11] the reincarnation cycle getting broken [22:13] is the ending that happens no matter [22:15] what. And you're left with this big [22:16] cliffhanger then that while a lot of [22:19] souls are already in the process of [22:20] being reincarnated and that will [22:22] continue. There's basically a generation [22:23] or two before that process stops [22:26] completely at which point the deities [22:28] will die because they won't have any [22:30] sustenance via the energy coming through [22:31] the wheel and every single person born [22:34] after that will be born without a soul [22:35] which basically means holloworn. And so [22:37] a solution will have to be found. And [22:39] you may be asking, why would the god of [22:42] light and rebirth choose to do that? And [22:44] the simple answer is that he was tired [22:46] of living that lie. He wants mortals and [22:49] the gods themselves to either find a way [22:51] forward together or to die together as [22:53] opposed to being trapped in this endless [22:56] cycle of them trying to manufacture some [22:59] idealized society that the deities [23:01] themselves can't even readily agree [23:03] upon. Now, as fun as that is, that's [23:05] really only scratching the surface of [23:07] the lore. There's a lot of really cool [23:09] stuff there. Uh, there is the added lore [23:11] of Avou, which came out that has huge [23:13] implications because even more spoilers [23:15] for Avowed here. A crux of a vowed is [23:18] that a naturalb born god is discovered, [23:20] Sapidol. It turns out that while there [23:23] were apparently no deities around when [23:24] the Angans sought them out, it turns out [23:27] that it wasn't impossible or anything [23:28] because in Avou we find one that was [23:30] born that way only for the pantheon to [23:32] immediately attack it which then leads [23:34] to the events of a vowed itself. And [23:37] that is to say nothing of Yzua. So Yzua [23:40] is a thing that is kind of briefly [23:42] mentioned in a couple of the games, but [23:45] a lot of it comes from Deadfire in [23:47] particular because a sidekick you can [23:48] get Re is from there. It's a continent [23:51] on the other side of the world, blocked [23:53] by Andra's mortar. Andra's mortar is the [23:55] giant storm that protects Kaiso from [23:58] discovery prior to this game. It also [24:00] made travel to the other side of the [24:02] world seemingly impossible, which is [24:04] where Yzua was. And Yzua is a world [24:07] where they worshiped a single deity that [24:09] seems to be probably another naturalb [24:11] born god situation. But that's just [24:13] speculation and we don't really know [24:14] because again, it's just kind of a thing [24:16] that pops up. So, in theory, if they [24:18] were to ever make A Pillars 3, which [24:20] seems exceedingly unlikely all things [24:22] considered at this point, they have a [24:24] lot of stuff to work with, and I would [24:26] love to see a conclusion to it. Because, [24:27] if you couldn't tell by this very long [24:29] rambling, I'm pretty invested in the [24:31] story, and I would love to see what [24:33] comes of that conflict and how a problem [24:35] like that gets solved and again, how all [24:37] that stuff gets approached. And it's [24:38] incredibly interesting to me at the very [24:40] least, which is one of the reasons I've [24:42] loved this game so much and made all [24:44] those lore videos about it. But let's go [24:46] ahead and move on a little bit to [24:47] progression. So, progression is [24:49] interesting because again, like I [24:51] mentioned, they did change a little bit [24:52] of it from one to two, introducing [24:54] things like power levels, uh, making [24:56] gear and itemization much more [24:58] interesting. There's your ship that [25:00] you'll be using to sail around. The way [25:01] crafting and resting bonuses work, and [25:03] just all these other modifiers and [25:05] things that you could potentially turn [25:06] on via Magnires, which can affect [25:08] progression. So, all of that is probably [25:10] worth a quick mention. The simplest [25:12] being levels, of course, though. As you [25:14] kill things, complete quests, etc., you [25:17] will be leveling up. As you level up, [25:19] you will get access to higher tiers of [25:21] abilities up until the max level of [25:23] level 20. Now, the thing is, every tier [25:25] of ability that you go up, which is [25:27] roughly every couple of levels, you also [25:30] increase your power level. As your power [25:32] level goes up, all of your abilities [25:34] increase in strength. This is how they [25:37] keep lower tier abilities relevant [25:39] throughout the entire game. And that [25:41] applies to every single class. You can [25:43] also in combat even uh affect this a [25:46] little bit farther by using the new [25:47] empower ability. Empowering basically [25:49] allows you to cast a spell or ability at [25:52] a higher power level than it would [25:54] normally have. And there's a couple [25:55] other ways to affect that as well, but [25:57] it's definitely something to keep in [25:59] mind. Now, where I think uh progression [26:01] in Deadfire really, really shines is [26:04] actually itemization, the gear that [26:06] you'll be picking up and using. And this [26:08] is because by default, any character can [26:11] basically use any type of equipment. [26:13] Now, when it comes to weapons, you can [26:15] uh become proficient in them. You gain [26:17] proficiencies every I think it's like [26:19] four or so levels as your character [26:20] levels up, but all that really does is [26:22] allow you to use the special ability [26:24] associated with that weapon, which isn't [26:26] always useful and not even really [26:28] necessary all the time. Now, the catch [26:30] there is uh the heavier stuff you wear, [26:32] in particular, your armor increases your [26:33] recovery time, which means you act [26:35] slower in uh real time with pause. And [26:37] then the rest of it is just items that [26:39] have various effects that you can make [26:41] use of. And so I figured I would give [26:42] you a couple of examples of my [26:44] favorites. My favorite item in the [26:47] entirety of Dead Fire isn't even that [26:49] good, but it's a archabus called the Red [26:52] Hand. You get this in the capital of [26:54] Nekotaka, specifically in the black [26:56] market known as Delver's Row. This is [26:58] basically just a two-handed gun that is [27:01] really cool to me because of an [27:03] enchantment. You can enchant unique uh [27:06] weapons and armor with extra abilities [27:08] and increase their overall usefulness. [27:11] This enchanting mechanic can be used to [27:13] give the red hand an ability called [27:15] double tap. Double tap is an enchantment [27:18] that means if you hit any vessel type [27:21] enemy twice in a row with the red hand, [27:24] it immediately dies. And that can be [27:26] used on bosses and basically just [27:28] anything you can get two consecutive [27:29] hits on. As the name would imply, it [27:31] also lets you shoot twice per attack. [27:34] Combine that with a ranger who actually [27:36] gets an ability to also shoot twice as [27:38] well, and you're off to the races. But [27:41] there are straight up bosses you can [27:42] instantly uh not literally one shot, but [27:44] I suppose two shot with this rifle. And [27:47] it's just one example of the way [27:48] itemization is approached here where you [27:50] can use it to do some really fun stuff [27:52] in specific situations because that [27:54] specific item can trivialize a couple of [27:57] really difficult fights against that one [28:00] specific enemy type. But that's just the [28:02] tip of the iceberg. In order to complete [28:04] the ultimate, as at least the way I did [28:06] it, you make use of a buff called [28:09] brilliant. Brilliant is a rare in the [28:12] sense that there's not a lot of things [28:13] that give it to you. Buff that basically [28:15] allows you to restore class resources. [28:18] There is a cloak that allows you to put [28:20] brilliant on yourself that you can find [28:22] in Bikarnner's Observatory by basically [28:24] hitting yourself and as long as you give [28:26] yourself a way to survive that like say [28:28] the priest spell barring death door [28:30] which makes you unkillable for a set [28:32] time and then combining that with [28:34] another priest spell called salvation of [28:36] time which increases the length of the [28:38] buffs that are on you right now. like [28:40] say barring death's door and the [28:42] brilliant inspiration or buff that [28:44] allows you to again restore class [28:46] resources meaning you can continually [28:48] cast the spells allowing you to make [28:50] that cycle you can set up a situation [28:52] where your character in combat is [28:54] literally unkillable thanks to these [28:55] spells and unless the enemy has a way of [28:58] removing them you cannot die which is [29:00] one of the ways thanks to Barth's [29:02] challenge as part of the ultimate not [29:04] dropping combat you can get through some [29:06] of the encounters that would otherwise [29:08] not be possible but to not spend too [29:10] long on it. Basically, when it comes to [29:12] itemization and how you can approach [29:13] combat, there's actually so much depth [29:16] there if you go and look for it and you [29:18] can just find all these little ways to [29:19] interact with those systems in really [29:21] unique ways that are just so much fun. [29:24] And again, that is one of the parts of [29:26] this game that I've just come to [29:27] appreciate more and more over the years. [29:29] And that's not even all of it. Uh, [29:30] another bit of progression is pets. Uh, [29:32] only you can equip a pet by default, but [29:35] one of the Barrett's blessings actually [29:37] lets you give it to a deer as well. And [29:39] pets will give you a partywide effect. [29:41] And you can find tons of pets throughout [29:43] the game. And there was an update that [29:44] added this thing called the creature uh [29:46] the critter cleaver, I think it is, that [29:48] lets you make custom pets by sacrificing [29:50] the pets you have found to it to get the [29:52] exact combination of a pet you want [29:54] following you around and the effect you [29:55] actually want it to give you. And then [29:57] there is your ship, of course. We are [29:58] sailing around the Dead Fire after all, [30:00] and you do actually have to do that via [30:02] a ship. Now, I will say you do [30:04] technically need to keep your ship [30:06] stocked with food and water, but that is [30:08] uh trivially easy if you are not using [30:11] the Magrins fire that makes your food [30:14] and stuff rot. That is actually, I [30:16] think, one of the small balancing things [30:17] that the base game could have changed. [30:19] It's actually so easy to do that in the [30:21] base game that I think it kind of [30:22] removes the point of it being there at [30:24] all because there's just no friction at [30:26] all. you'll find more than enough food [30:28] more than likely to keep everyone fed [30:30] and made sure they're drinking as well [30:32] as you move your ship along. But in [30:34] Nekataka, you will find a shipyard, the [30:36] docks there, where you can buy new ships [30:38] to upgrade to. And then you can actually [30:41] upgrade those ships via parts and [30:43] things, as well as hire sailors and [30:44] stuff to man it, which is important for [30:46] ship combat, but we'll talk about that [30:48] here in the next section. Upgrading and [30:50] maintaining a ship is a big part of it. [30:52] And if you want to get through Andra's [30:53] mortar on your own, one of the two ways [30:56] you can do that is by upgrading your [30:57] ship to the the best hull and sails. [31:00] There are a couple of unique ships as [31:02] well that you'll only get through [31:03] certain quests as part of the story sort [31:06] of. Then there is crafting and resting. [31:08] You can put to use all of the junk you [31:10] are picking up, which you can pick up [31:12] everything. There's no weight limit or [31:13] anything to some use by crafting [31:15] scrolls, potions, food, meals, etc. And [31:18] when you rest, you can use those meals [31:20] to give you buffs. And do not [31:21] underestimate how useful that is. Some [31:23] of those buffs are crazy. But that's the [31:26] bulk of what you're looking at [31:27] progression-wise, which brings me then [31:28] to the gameplay and world section. So, [31:32] Pillars of Eternity 2: Deadfire uses a [31:34] world map system where when you are not [31:36] in a given location, you'll be traveling [31:39] around the world via uh land or sea. At [31:42] sea, you'll of course be using your [31:44] given ship in order to sail around. You [31:46] can have random encounters and stuff [31:48] that deal with that as well that take [31:49] the place of text events. While you are [31:51] typically traveling on land, though a [31:53] couple places at sea as well, you will [31:55] find locations and these are typically [31:57] speaking either a text event or a [32:00] physical place you can actually explore, [32:02] which is most of like the cities and hub [32:03] areas. Of course, the text events are [32:06] relatively basic. Sometimes they'll lead [32:07] to fights or you can use your non-combat [32:10] skills as a way around the given [32:11] situation and pick up loot and stuff [32:13] from those also. Now, the first part of [32:16] the game structurally sees you trapped [32:18] on an island trying to get your ship [32:19] back up and running after you get [32:21] attacked by pirates at the beginning of [32:23] the story. This area called Port Maj is [32:26] really the only part of the story that [32:28] you are hemmed in. Uh because once you [32:30] get that done and you get your ship, you [32:31] can basically go wherever you want as [32:34] long as you have the level to do so. [32:36] Now, there is scaling if you want there [32:38] to be in the game's options. You can uh [32:40] scale just the main story up. You can [32:42] scale or scale down everything to your [32:45] character's level to try to make it more [32:46] challenging. But basically, once you [32:48] leave Port Mage, technically speaking, [32:50] you can go wherever you want. And that [32:51] actually does make things a little more [32:53] interesting than people give it credit [32:54] for because as you may remember, I said [32:56] the main story was short, and it is. [32:59] However, the game of Deadfire is like [33:01] 90% side content. You can technically [33:04] beat the game while seeing very little [33:05] of what the game actually has to offer, [33:07] and exploration plays a really big role [33:09] in that. One of my favorite mechanics [33:11] there is that some of the islands that [33:13] you will find are technically unexplored [33:15] and you can go there and see what's [33:17] what. There's usually like a dungeon or [33:18] place to explore a sort of like main [33:20] event if you will and once you get that [33:22] done and exit, you'll actually be able [33:24] to name that island. And there's a bunch [33:26] of those. There's quests surrounding it [33:27] to sort of send you to them. And I [33:29] really really love that. And then [33:31] there's of course Nekotaka, the main [33:33] city, which is made up of several [33:34] different hub areas you can travel [33:36] between. Each individual port has port [33:38] services you can make use of. Basically [33:40] a supply store if you just want to stop [33:42] in and buy supplies before you move on [33:44] to where you're actually going, that [33:46] kind of thing. And there's a lot of just [33:47] like wonderful little details there. In [33:49] fact, to give you one, your crew, if [33:52] their morale is high, if you're not [33:53] feeding and watering them basically, [33:56] they will uh eventually drop morale and [33:58] potentially mutiny. But if their morale [34:00] is high, they will potentially sing sea [34:03] shanties. And the sea shanties actually [34:05] have varying uh voices and stuff that [34:07] will sing them based on the makeup of [34:09] your crew. And again, just wonderful [34:11] little bits of detail. However, I want [34:14] to talk about naval battles and then I [34:15] want to talk about some of the bigger [34:17] stuff uh politicalwise as far as the [34:19] game is concerned. Anyway, now on the [34:21] naval battles, they changed this after [34:24] the game released. When the game [34:25] initially released, when you came across [34:27] another ship or you got attacked by [34:28] another ship, you could enter into a [34:30] naval battle or a ship combat. [34:32] Basically, this was initially done [34:35] purely through a text event. The text [34:37] event wasn't a lot of fun, and in my [34:39] opinion, it still isn't. And so, what [34:42] people would do, and myself included, [34:43] was basically get the fastest ship you [34:46] could, which is the Voyager. fully [34:47] upgrade it. And then when you enter the [34:49] naval combat text battle, you just full [34:52] speed ahead as fast as you can to the [34:54] other ship, which would be before they [34:55] got a chance to attack and you would [34:57] board because boarding them brings you [34:59] to an actual combat situation that is [35:01] much easier to win and frankly a whole [35:03] lot faster to win. Post launch when [35:06] everyone was doing this because it was [35:08] just the easier thing to do. They did [35:10] change this to where now when you [35:12] encounter another ship this way you get [35:14] the popup that you're seeing on screen [35:16] where you have the choice to either [35:17] engage in that text event immediately [35:19] board them or try to surrender or flee. [35:23] Surrendering sees you taking a morale [35:25] hit and losing supplies but you know not [35:27] necessarily uh dying to a battle you [35:30] cannot win. And then fleeing gives you a [35:32] chance of avoiding the encounter [35:33] entirely. And so that in particular is a [35:36] little easier these days. But from here, [35:38] I want to talk about the factions. One [35:41] of the things I find really, really [35:42] interesting about Deadfire is the way [35:45] the colonialism and the political [35:47] situation around the archipelago is set [35:50] up. Because while there are independent [35:52] routes through the game, it's actually [35:53] kind of split up between four different [35:55] factions otherwise. The natives, the [35:57] Hana, the two uh factions trying to set [36:00] up outposts here, Rouatai, as well as [36:03] the Veian Trading Company. And then of [36:05] course your pirate faction, the [36:07] Principy. Now, this is set up in such a [36:09] way that a lot of these characters are [36:12] at odds with each other, of course, and [36:14] they're all trying to politically [36:16] maneuver and gain leverage over the [36:18] others. And when you dig into that and [36:20] do all of the quests, it's really, [36:21] really interesting. And you can work for [36:24] all of them up until their very last bit [36:26] of questing right before the end of the [36:28] game where you do have to commit to one [36:30] of them fully. But you may or may not [36:32] lose companions based on what you choose [36:34] to do there. You know, who's following [36:36] you. You get companions from the [36:37] factions. They'll leave you if you do [36:39] this, that, or the other. So, you may [36:40] want to go the independent route just [36:41] because of that. But more on that in a [36:43] moment. Let's start with the Hana. The [36:45] Hana are the natives, a tribal society [36:48] still using a cast system that thanks to [36:50] their expansion into a city like [36:52] Nekotaka, is fraying at the seams and no [36:54] longer working because their lowest [36:56] cast, the Roaru, feed off the scraps of [36:59] others, which has turned into kind of a [37:01] literal rotting pile of food in the [37:03] slums known as the Gullet. So, the Hana [37:05] are struggling with the growth they've [37:07] seen, and they're also struggling [37:09] against these factions that have come in [37:11] to basically stake their claim to the [37:13] Dead Fire for one reason or another. But [37:15] while the Hana have seemingly grown a [37:17] little more tolerant of people coming to [37:19] the Dead Fire, they have a bit of an ace [37:22] up their sleeve in terms of defense, and [37:24] that is actually the water shapers. [37:26] Because while Rowatai has their big [37:28] cannons and well-made ships and honestly [37:31] a bit higher tech than everyone else, [37:33] it's very difficult to fight an enemy [37:35] that can literally take the water out [37:37] from under your ship and just sink it [37:39] entirely, causing waves, etc. Because [37:41] water shapers are basically Avatar the [37:43] Last Air Bender in the sense that they [37:45] can control and move water or shape it [37:47] if you will as they please. This is [37:50] shown via the water shapers guild. [37:52] However, if you dig a little deeper, you [37:54] learn why the Hana have started to allow [37:57] outsiders in. It's because their power [37:59] is waning. You see, the Hana were [38:01] charged uh anciently with a covenant to [38:04] the goddess of the oceans, Ingati as she [38:07] is called here, or Andra as she is known [38:09] elsewhere. But as the Hana started to [38:12] seed ground to outsiders for one reason [38:14] or another, that covenant weakens, [38:16] making their water shaping weaker. But [38:19] it was of course a slow battle. There [38:21] was however a water shaper named Periqi [38:24] who got some help from a dragon that she [38:26] later betrayed and then trapped that [38:28] dragon, binding the water shaping to [38:31] draw on the dragon's power as their [38:33] power from Andra waned. And this has [38:36] caused the slow decline of the water [38:38] shapers along with uh the outsiders [38:40] coming further into the deadfire to just [38:42] weaken over time. And so the water [38:44] shapers are really kind of a pale [38:47] imitation of what they used to be. And [38:49] so the Hana are trapped in this vicious [38:51] cycle of needing the water shapers to [38:53] defend themselves, but also knowing that [38:55] the water shapers are losing their power [38:57] and that's not a fight they can win [38:58] forever. And so they're basically trying [39:00] to play diplomat and set themselves up [39:02] for success that way in an effort to [39:04] continue to control their own territory, [39:07] losing the battle by attrition [39:09] basically. Then you have the Rouatai. [39:11] The Rowatai's interest in the dead fire [39:13] is actually to do with Andra's mortar. [39:15] Raouatai is an area that is racked by [39:18] constant storms, much like the exact [39:20] storms of Andra's mortar, in fact. And [39:23] so Rouatai wants to come here, study [39:24] that, and see if there's a way to stop [39:26] it, basically, so they can actually [39:28] prosper. They're also, uh, thanks to the [39:30] harsh way they have been living, all [39:32] about their military might, cooperation, [39:34] and triumph in the face of adversity. [39:37] This doesn't make them particularly nice [39:39] people. However, one of their [39:40] representatives at Sura will literally [39:42] take into account your character's [39:44] disposition. So, as you talk to people, [39:46] you gain a reputation more or less or a [39:48] disposition based on your responses. [39:50] This can be things like shady or stoic, [39:53] cruel, that kind of thing. And Atsura [39:55] will frame his responses and how he [39:57] tries to get you to do things based on [39:59] your character's disposition. So, he has [40:00] a bunch of varying dialogue based on how [40:03] he thinks he needs to talk to you in [40:05] order to get you to do the thing you [40:06] want to do, which I thought was an [40:08] interesting approach to a character like [40:10] that because he's very clearly not [40:11] somebody who's got uh the best of [40:14] intentions, especially when the [40:15] assassinations come to light. But they [40:17] are, whether you like it or not, a lot [40:19] more stable than the others for sure. [40:21] They're trying to build and focusing on [40:23] tech and doing a lot more technological [40:26] advancements than a lot of the others [40:28] are. And that's why they rely on the [40:29] strength of their cannons after all. [40:31] Then you've got the Veian Trading [40:33] Company. Basically, the people using [40:34] anamancy to try to further their own [40:37] ends. Anamanscy being the science that [40:39] was much discussed in the original game [40:41] that has only advanced since then. The [40:42] study of souls basically. And they use [40:44] this to invent tech to solve their [40:46] problems. And in order to do that, they [40:48] need luminous Audra. Luminous Audra is [40:50] unique to the dead fire, a very powerful [40:53] form of again the conduits through which [40:55] souls pass to the beyond. And so their [40:57] interest in the dead fire is trying to [40:59] harvest as much of that Audra to advance [41:01] their anammancy as possible. And this [41:03] leads to exciting new discoveries. And [41:05] then last but not least, there are [41:06] pirates. And I feel like I probably [41:08] shouldn't need to explain their [41:09] motivation, but in case it wasn't [41:11] obvious, they're obviously after that [41:13] booty and some treasure from what I [41:15] understand. Now, the princip are [41:17] actually a little more interesting than [41:18] uh just being pirates as well because [41:21] they are often times people's last [41:23] resort. They can certainly get up to [41:25] shady things. They are also not at one [41:27] with themselves. They are divided [41:28] between the new bloods and the old [41:30] bloods who have very different ways of [41:32] looking at things. But in some ways, you [41:34] could kind of consider them a necessary [41:36] evil because they are one of the only [41:38] people willing to do something about the [41:40] starving Roaru from the Hana's lowest [41:42] cast. That is to say, you know, help [41:44] them. But obviously, they're not exactly [41:46] doing it out of the kindness of their [41:47] hearts either. But depending on which [41:49] faction you're dealing with, they are [41:50] more than happy to undercut all sorts of [41:52] different laws as you would expect from [41:54] pirates. Some of them are slavers, some [41:56] of them are anti-slavery. They're kind [41:58] of all over the place, but trusting any [42:00] of them completely would be a [42:02] questionable decision. And for me at [42:04] least, I really love how each of those [42:06] factions is represented in a way that [42:08] feels uh plausible, let's say. Like each [42:11] of these factions and their motivation [42:13] seems realistic. They all have uh [42:15] different qualities to them. Some of [42:17] them are doing some good things. Usually [42:19] that's coupled with them also doing some [42:21] terrible thing. And so if you're looking [42:22] for like a moral high ground here, there [42:24] really isn't one. It's just kind of [42:26] shades of gray and which questionable [42:28] thing you're okay with them doing or [42:30] none of them because you can go the [42:31] independent route if you want. But that [42:33] back and forth is really compelling and [42:35] each of them has their own quest line [42:36] and many of them are associated with [42:38] companions. So before we start talking [42:40] combat, let's talk a little bit about [42:42] companions. Companions are for the most [42:44] part representatives of a faction. A [42:47] couple of them are returning from the [42:49] original game. Adir and Aloth as well as [42:52] Palagena. And then we also get some new [42:54] ones as well via Teahu. Now, truth be [42:57] told, uh, companions are a little hit or [42:59] miss for me. I think actually this might [43:01] be the last game Obsidian did with [43:03] romance. So, there is romance in here if [43:05] you want it that you can't romance [43:07] everybody. But, the I guess you could [43:09] call it a problem is that a lot of these [43:11] companions outside of what are clearly [43:13] meant to be the main ones don't get a [43:14] lot of interaction. uh so much so that [43:17] they uh post launch actually had to add [43:19] a recommended companion by quest you [43:21] could undertake. So you could try to get [43:23] the most out of them. But if you fail to [43:25] do that, there are some of these [43:26] companions who might barely say anything [43:28] along your journey. And that's [43:29] complicated a little farther by the fact [43:31] that there's your actual companions and [43:33] then there are sidekicks. Sidekicks are [43:36] characters that are kind of in between a [43:38] hired mercenary and a full-blown [43:40] companion and they really only have [43:41] interactions in a couple of quests. The [43:43] thing is, companions don't feel that [43:45] much better than side quests in that [43:47] regard, depending on, you know, what [43:49] quest you're doing with them in your [43:50] party. But for the most part, try to do [43:53] the faction quest with that faction [43:56] companion, and you'll be mostly better [43:58] off. Now, Aloth and Adar return from the [44:00] first game. They're mostly the same. [44:02] Aloth is dealing with the fallout of the [44:04] Leen Key from the first game. Adear is [44:06] trying to reconcile his sort of belief [44:08] in Athys with what is happening here. [44:11] And that's actually kind of more [44:12] interesting that might initially sound. [44:13] He has a more grounded feel to him. [44:16] You've got Maya, the sister of Korua [44:19] from the first game. She is a [44:21] representative of Rouatai and gets up to [44:23] some shady stuff in the name of progress [44:25] for Rouatai. And she has to struggle [44:28] with the realities of doing what is [44:30] needed to impose order here, at least as [44:33] far as Rowati sees it, which is [44:35] difficult for her. Uh, Palagena makes [44:37] her return. Palagena is in fact a member [44:39] of the Veian trading company. Palagena [44:42] is most interesting for reasons that [44:43] have nothing to do with the BTC as it [44:46] were because she is also a godlike or [44:49] something of a former godlike in some [44:51] ways because at an early age she had her [44:53] chime sort of severed. The thing that [44:55] makes a person a godlike and so as a [44:57] result she is not a full godlike the way [45:01] you would think of the rest of them [45:02] which is why she looks the way she does. [45:04] and she has a side quest that kind of [45:06] like leans into the nature of godlikes [45:09] and stuff that is super interesting. So, [45:11] there's that. And then there is Sarapin. [45:13] Saraphin represents the principy. He is [45:15] an Orland cipher usually. And he's all [45:19] right. To be honest with you, he's a [45:20] little run-of-the-mill for me. Um, his [45:22] character is very, I would say, on the [45:24] nose in terms of where they go with his [45:26] story and stuff. It's actually really [45:27] easy to miss his companion quest because [45:30] even in the Prince of Eye quest lines, I [45:31] feel like he doesn't have that much to [45:33] say. So, he's always felt a little [45:34] underwhelming to me. Uh, one of the [45:36] better ones, however, is Teahu, the Hana [45:39] representative. He is a water shaper, [45:41] and more importantly, he is a marine [45:43] godlike. That is important lore-wise [45:45] because it confirms that gods can in [45:48] fact make multiple types of godlike, and [45:50] teu is special in that regard. There's [45:52] only one of him. There are a lot of moon [45:54] godlike, and they are also associated [45:56] with the goddess Andra, but Andra made [45:59] teu very, very specifically. She [46:01] considers him like her son, and it's a [46:03] very different situation, and that's [46:04] important for another lore reason, which [46:06] I may or may not bother to explain. I'll [46:08] see how I feel. But he's lived a cushy [46:10] life. The Hana see him as this [46:12] incredibly good omen, and they've done [46:14] basically everything they can to make [46:15] his life very easy. And as such, he's a [46:18] bit of an artist and sees water shaping [46:20] as art, which is very different from how [46:22] other water shapers see it. And where [46:23] they struggle, he's a natural. He's a [46:26] fun one to have around. His main story [46:28] is about him trying to reconcile who he [46:30] is with who the Hana are and how to move [46:32] forward and of course Andra's role in [46:34] all that and how she sees him and wants [46:36] him to grow. Interesting guy overall. [46:39] But then last but not least for the [46:41] actual companions, we have Jod. Jod is a [46:44] priestess of Gone, which is one of the [46:46] aspects of Aithusy. She sees gathering [46:49] up lost souls and guiding them uh to [46:52] their rebirth, if you will, as her role [46:54] in her priesthood. how she does that, [46:57] how she feels about it, how she goes [46:58] about it, and whether or not it drives [47:00] her absolutely bananas is the nature of [47:03] her particular story, which is pretty [47:05] interesting overall. As someone who's [47:07] tied really closely to Aithis, she gets [47:09] a ton of interactions, as you would [47:10] expect, and as a priest, she's super [47:12] useful because of her support abilities. [47:14] So, I usually keep her around for that. [47:16] Everyone else is a sidekick. Now, what's [47:18] curious about sidekicks is pre-DLC, they [47:21] did not have hardly any interactions. [47:23] They had a couple of things here and [47:25] there, but the DLC's actually added a [47:28] bunch of interactions for these [47:29] sidekicks which actually makes them feel [47:31] a little more impactful. Like Vatir, for [47:33] instance, is a sidekick that was added [47:35] by Beast of Winter and he's like one of [47:37] the main focuses of that DLC. So, he [47:39] gets a ton of interactions there. And [47:41] while that's a late game thing, and so [47:43] he doesn't get a lot of play elsewhere, [47:44] he's neat in that regard. And combined [47:46] with him being a godlike of Rimmerrand, [47:49] which he's the only one we've ever seen [47:50] in the game, and that's pretty neat. [47:51] There's also Rek, which I've already [47:53] mentioned. He gives you all that lore on [47:55] Yzua. Constantine, a dwarf you can pick [47:57] up in Nekotaka, gets a bunch of [47:59] interactions in the Seeker Slayer [48:01] Survivor DLC. Facina and Aloth actually [48:04] both get a bunch of interactions in the [48:06] Forbidden Sanctum DLC. And Yiddwin, uh, [48:09] the cipher you can also pick up in [48:10] Nekotaga get some interactions and some [48:12] unique ones even in Beast of Winter, [48:14] which open up some, uh, let's say less [48:16] than nice options for you. So, they have [48:19] a lot of companions with varying levels [48:22] of, I would say, interactivity with the [48:24] player. Some of them feel a little [48:26] underwhelming as a result of that, but [48:28] there are some pretty good interactions [48:30] there if you go out of your way to make [48:32] sure you're cycling through companions [48:33] and you have the right one at the right [48:35] time, which can be a little much. From [48:37] there, though, I finally want to move on [48:38] a bit to combat. So, let's talk about [48:41] combat. You've almost certainly seen [48:43] some of it playing in the background [48:44] here up to this point. As mentioned, [48:46] combat is either a turn-based or real [48:48] time with pause-based affair. I vastly [48:50] prefer real time with pause. I don't [48:52] feel like turnbased is implemented super [48:53] well in Deadfire, but if you're playing [48:55] on normal, you'll probably be fine, but [48:57] real time with pause is my go-to here. [49:00] One of the main things you need to know [49:01] straight away are then the AI setups. [49:04] So, something you can do that we've [49:06] actually seen in previous games like [49:07] Final Fantasy 12 or Dragon Age Origins [49:10] is you have this system of conditionals [49:12] that you can set up in order to [49:14] customize a character's AI and that is [49:16] how they will act when you are not [49:18] controlling them, provided you have it [49:19] turned on. You can get super super [49:22] granular with this. So much so that you [49:24] can basically set up characters to [49:26] automate themselves entirely. I've been [49:28] playing this game enough over the years [49:30] that I actually have a custom AI setup [49:32] for basically every character that you [49:34] can play. And so, while occasionally I [49:36] might give them directions, for the most [49:38] part, they're free to kind of do their [49:40] thing, which then lets me focus a little [49:42] more on what my main character is doing, [49:43] but you can also do the same thing for [49:45] your main character if you want. [49:46] However, you also don't have to do that. [49:48] Like, you can get in there and control [49:50] characters yourself if you want. Like [49:52] for instance, when you're playing solo, [49:53] like for my ultimate run, I only really [49:55] automated like one thing, and that's [49:57] because I was actively involved in [49:58] controlling and making sure everything [50:00] happened as I needed it to. And you're [50:02] only controlling one character there, so [50:03] it makes sense to do that. The only [50:05] thing you really need to automate in [50:06] that situation was the casts on [50:09] Salvation of Time so you don't [50:10] accidentally die. Now, I've already [50:11] mentioned a couple of these things, but [50:13] some improvements that they've made on [50:14] the combat system from the original game [50:17] are things like the ability to retarget [50:19] a spell or the empower abilities. So, in [50:21] the original, if you cast a spell and [50:23] like people moved or whatever and you [50:24] wanted to retarget it, you couldn't do [50:26] that. But here, you can. You can just [50:28] click on the retargeting button and move [50:29] the spell where you actually want it to [50:31] go based on where things have moved to [50:33] or how things have played out, etc., [50:35] which is a nice little thing. Empower [50:37] allows you to cast a spell or ability at [50:39] a higher power level than you normally [50:40] would be able to when you hopefully need [50:42] that little bit of extra oomph, and you [50:44] can do that so many times per rest. you [50:46] don't even need to use empower that [50:48] often, but there are situations where it [50:49] is very useful and there are some items [50:51] from the DLC in particular that lean [50:53] into that. So, there's certainly that, [50:55] but let's talk a little bit about the [50:57] basics from there. So, real time with [51:00] pause mode is in large part determined [51:03] by things like your recovery time. Based [51:05] on how heavy your character is and some [51:07] of your stats and your attributes and [51:09] how you've distributed them, you have a [51:11] base recovery time. So recovery time is [51:14] simply how long you have to wait in [51:16] between actions to take another action. [51:19] Ideally, the lower the better. But if [51:21] you have something like a low dexterity [51:23] or you have heavy armor on or you're [51:25] using a slower weapon like a two-hander, [51:27] it can take a little while in between [51:29] attacks and whatnot and you obviously [51:31] want to minimize that. There are class [51:32] features that can help with this like [51:34] fighters can mitigate some of the [51:35] recovery time from heavier armor as an [51:37] example. And it's just something you [51:39] need to keep in mind because ideally you [51:41] want to take as many actions as possible [51:43] so the enemy can't do as much and you [51:45] can interrupt what they are doing. Now, [51:47] in order to hit the enemy, it's [51:48] basically accuracy versus one of their [51:50] four defenses. Most everything you do is [51:53] going to target one of a character's [51:55] four defenses. Things like fortitude or [51:57] will. And almost everything you do has a [52:00] baseline accuracy based on your stats as [52:02] well. And obviously, you just want to be [52:04] more accurate than their defense is. [52:06] There are also other aspects to this [52:08] like penetration and armor rating and [52:10] some finer details that are mostly [52:12] pretty self-explanatory like the higher [52:14] your armor, the less damage you're going [52:15] to take from physical attacks, stuff [52:16] like that. The power level thing that I [52:19] mentioned, but for the most part, it's a [52:21] relatively straightforward system that I [52:22] don't feel like is super difficult to [52:24] get your head around. Really, most of [52:26] the fun for combat for me comes with [52:28] itemization and the things you can do. [52:30] As I've also already mentioned, there's [52:32] stuff like the red hand, which lets you [52:34] just twoshot various enemies, even [52:36] bosses included, which is really fun. [52:38] There's the stuff you can do with [52:40] Barring Death Door and Salvation of [52:41] Time. There is a actually there's a bug [52:44] with an item called I think it's strand [52:46] of favor, which lets you like [52:47] indefinitely stack like durations of [52:50] effects and things, which is also kind [52:52] of fun. And so while combat can be this [52:54] really simple thing that you just get [52:56] good equipment and automate it with, [52:57] there's also this deeper layer if you [52:59] choose to go looking for it, especially [53:01] on higher difficulties where you find [53:03] like all these like little interactions [53:04] and things you might not necessarily [53:06] think about and how they can benefit [53:08] you. But then of course there's how that [53:10] functions normally and then there's how [53:12] that functions during like say Barath's [53:14] combat challenge where combat doesn't [53:15] end until those enemies die. Under [53:17] normal circumstances, however, combat [53:19] ends when you get far enough away from [53:21] an enemy. And early game on higher [53:23] difficulties, this is actually really [53:25] useful because something you can do is [53:26] just kite enemies away from where they [53:28] start and some of them usually won't [53:30] make it. And so you can kind of separate [53:32] groups of enemies to make them a little [53:33] more manageable just as a matter of like [53:35] slightly more divide and conquer, if you [53:38] will. If you don't like the companions [53:39] or the classes or abilities they have on [53:41] offer, you can go either respspec them [53:44] or just hire mercenaries that you can [53:46] make on your own and add them to your [53:48] party even though they won't necessarily [53:49] have any interactions. You can also use [53:52] items from your pockets to do things [53:53] like summon in creatures or set traps, [53:57] which leans into stealth a little more. [53:59] So outside of all of that, uh you also [54:01] have active and passive skills where you [54:04] can do all sorts of stuff with them [54:06] really, but like something you can do, [54:07] for example, is set traps for enemies to [54:10] walk into and potentially damage them [54:12] that way. Stealth is present. I don't [54:14] like combat stealth personally, but [54:16] non-combat stealth is super easy to take [54:18] advantage of because of the way line of [54:20] sight works. Stealing things via stealth [54:22] is extraordinarily easy. Probably a [54:24] little too easy to be honest. But if you [54:26] want to like say pickpocket characters, [54:27] you're going to want a high stealth and [54:29] slide of hand. And you can do all of [54:30] that. And those are things you can do to [54:32] initiate combat from stealth. And you [54:34] can even uh use stealth and item called [54:37] spark crackers to redirect enemies and [54:40] cause them to investigate things, which [54:41] is another way you can approach things [54:42] via like divide and conquer strategies, [54:45] if you will. And so, uh, strangely [54:47] enough, I guess the main point I want to [54:48] get across in the combat section is [54:51] really just that I think Deadfire is a [54:54] rare game that actually embodies the [54:56] saying of easy to learn, hard to master. [54:59] There is nothing particularly [55:00] complicated about Deadfire's combat, but [55:03] there is so much depth there if you go [55:05] looking for it. And as you probably [55:07] know, if you watch a lot of my CRPG [55:09] videos, I love some mechanical depth. [55:11] And short of just like going class by [55:13] class and talking about individual [55:14] things or effects, I think that's [55:16] probably the best broad overview I could [55:18] give you without getting a little too [55:20] bogged down in the details. So, next up, [55:22] we're going to talk DLC. Dead Fire [55:24] ultimately got three DLC. One I don't [55:26] like very much and two that I think are [55:28] very cool. So, the one I don't like is [55:29] Seeker Slayer Survivor. This is a [55:32] basically arena DLC where you can take [55:34] on various combat challenges via an [55:36] island called Kazuari and its arena, the [55:39] Crucible. The story here is all right, [55:42] but the main thing here is just combat [55:44] challenges in the form of various arena [55:46] fights. They're okay. Ironically, I [55:49] think they're easier to do in the [55:50] Ultimate than they are to fight [55:52] normally, which is kind of funny, but I [55:54] don't know. This one just never really [55:55] spoke to me. I will say next, uh, Beast [55:57] of Winter is my favorite. I love this. I [56:00] think Rimmerand is just like a really [56:01] cool god and character, and this DLC [56:04] focuses on him a lot. You get an [56:06] invitation to a place called [56:07] Harbingers's Watch, which is an ice flow [56:10] that has been expanding lately, and [56:11] you'd like to find out why after getting [56:13] a mysterious invitation from who turns [56:16] out to be Vatir, a sidekick and [56:18] recruitable character that you can take [56:20] through this DLC. Because at the heart [56:22] of this DLC is a dragon that is escaping [56:25] through a portal to the beyond known as [56:28] the white void, the realm of Rimmergand, [56:31] the god of entropy and oblivion, which [56:33] is why this ice flow is expanding. And [56:36] it's just a really cool DLC that focuses [56:38] in on some really great lore like around [56:40] St. Widwin and the old Hana [56:42] civilization. It's also got some really [56:44] cool fights and there's some unique [56:45] interactions. And while this is not like [56:47] canon in any sense of the word, it also [56:50] provides a potential solution for what [56:52] to do about the watcher, especially in [56:54] the face of like all the reincarnation [56:56] stuff that happens. If there's ever a [56:57] Pillars 3, I have no idea if we'll still [56:59] be playing the Watcher of Cadua, but [57:01] they have sort of built themselves in a [57:03] little off-ramp here via Beast of Winter [57:06] if they choose to take it, that is. But [57:08] I love this DLC. It's again my favorite [57:11] personally. I just thought it was very [57:12] cool. And then there is Forbidden [57:14] Sanctum. Forbidden Sanctum deals with [57:16] Whale and the Titans. You see, when the [57:18] gods manufactured themselves into gods, [57:22] at one point they made the Titans, [57:23] bodies they could walk around the world [57:25] of Aora with, they eventually decided [57:27] this was a bad idea and abandoned it. [57:29] But the bodies can still be found. And [57:31] that's kind of what's at the heart of [57:33] the Forbidden Sanctum DLC. The body of [57:35] Whale, the god of mystery. At the same [57:38] time, you get to interact with the hand [57:40] occult, which makes it its job to try to [57:43] make things obscure and unknown. And so, [57:45] you can get all this lore that's like [57:47] slightly wrong and of questionable use. [57:49] As Whale seeks to distribute [57:51] disinformation about all sorts of stuff, [57:53] you get to involve yourself in the [57:55] Council of Arch Magi. And there's also [57:57] some really cool fights and some really [57:58] unique set pieces that are here as well. [58:01] So, Forbidden Sanctum is cool and an [58:03] enjoyable experience, worth experiencing [58:06] if you like the rest of the game, of [58:08] course. That however finally brings us [58:10] to the Steam Deck section before we [58:11] start wrapping this up. Uh, just in case [58:13] you were curious, this game is [58:14] considered playable on the Steam Deck, [58:16] and that is due to the text size and the [58:18] lack of controller support. I will say [58:20] the lack of controller support is a [58:22] little strange, as this game is [58:24] available on consoles, but does not have [58:26] controller support via Steam for some [58:29] reason. As a result, you'll need to [58:31] configure the controls on the Steam Deck [58:33] if you want to do that. But if you're [58:34] willing to jump through those hoops, it [58:36] plays fine there, just so you are aware. [58:39] But that brings me to the positives and [58:41] negatives and then my conclusion. So, on [58:43] the positive side of things, if you [58:45] couldn't tell, I just love the world of [58:47] Aora. The lore of this place and like [58:50] the back and forth and the situation [58:52] between the gods, the mortals, the messy [58:55] nuance that goes into the themes of [58:57] colonization that saturate every game in [59:00] this series. And while I absolutely [59:02] understand that some of the presentation [59:04] is a little dry and not for everybody, [59:06] for me, I love this stuff. It's [59:08] actually, I would go so far as to say, [59:10] one of those instances in which I love [59:12] the lore even more than I love the game [59:14] itself, even though the game is pretty [59:15] fun. The other side of it, though, is [59:17] really just like the depth beyond the [59:19] surface level. Like, if you choose to [59:20] dig in, there's just so much interesting [59:22] stuff to discover, so many little [59:24] details and little things that this game [59:25] gets right. And that if you go searching [59:28] for them, I think they stick with you. [59:29] And it's just one of those games that [59:30] over time has even grown on me more and [59:33] more thanks to all these little things [59:35] you can discover and ways to play and [59:37] mastery over individual systems and [59:39] going back and trying like a different [59:41] playthrough with this individual [59:43] combination of things, that kind of [59:44] stuff. I think it also just makes a ton [59:46] of improvements that make it a more [59:48] playable game than the original. Even if [59:50] I understand the people who prefer the [59:52] tone and everything from the first game, [59:54] there are nonetheless some negatives. [59:56] Obviously, this isn't my favorite CRPG [59:58] that I've talked about over the years, [60:00] and that's for a variety of different [60:01] reasons. Uh, one of which is the very, [60:04] very short main story. A little too [60:06] short, to be honest with you. 90% of the [60:08] game, I would say, is really more side [60:10] content than main story. But the flip [60:12] side of that as well is that you get [60:14] this cliffhanger ending that [60:15] unfortunately I don't know that we're [60:17] ever going to see a resolution to. It's [60:19] been 8 years since this game launched, [60:21] and uh, it's not looking good, all [60:22] things considered. If you've been [60:24] watching the news, as far as the [60:25] industry is concerned, my hopes are not [60:27] high for A Pillars 3. And you have like [60:29] this incredibly interesting thing that [60:31] would be the obvious focus of Pillars 3, [60:33] and I just don't know if we're ever [60:35] going to get it, and it drives me crazy, [60:37] and I don't love that. Another uh [60:39] honestly kind of nitpicky negative is [60:40] the pathfinding can be rough. Uh on the [60:43] world map, especially, sometimes you uh [60:45] will be traveling and then your ship [60:46] will just stop. Even if you set course [60:48] for somewhere via the menu or even just [60:50] clicking on it, the ship is just like, [60:51] "Actually, no thanks." and it just [60:53] completely stops and then you got to go [60:54] in and make it move again. And that can [60:56] happen on regular maps as well. [60:58] Sometimes characters just become [61:00] unresponsive and don't want to go [61:01] anywhere. That can certainly be very [61:03] frustrating. There's that stuff with the [61:05] companions I mentioned where it really [61:07] feels like they should have more [61:08] involvement than they do and they again [61:11] tried to help that out a little bit with [61:13] the uh recommended companions for [61:15] quests. you get the most interactions, [61:16] but even then it kind of feels like [61:18] they're not chiming in as much as they [61:19] should. Especially when you're often [61:21] bringing like the direct competition via [61:24] faction representatives into enemy [61:26] headquarters and sometimes they'll [61:28] comment on that, but there are other [61:29] times where you're like, I really feel [61:30] like you should be saying something and [61:32] they just don't. They will eventually [61:34] leave if you commit to like other [61:35] factions and stuff, but even then it [61:37] just feels like a little off in places, [61:39] which isn't helped along by the fact [61:40] that uh your main companions really only [61:42] have one quest and only a couple of [61:44] those quests are even substantial. Like [61:46] Sarapins, for instance, is super short. [61:48] But ultimately, that brings me to my [61:50] conclusion, which I realize might come [61:52] as an astounding shock to some of you, [61:54] but generally, yes, I obviously [61:56] recommend this game. In fact, I think [61:58] there are very few games I have beaten [62:01] as thoroughly as Dead Fire. It's not a [62:03] perfect game by any means, but it's got [62:05] just a ton of fantastic details. I think [62:07] it's a huge improvement over the [62:09] original in all the ways that matter to [62:11] me personally. And while it certainly [62:13] has its shortcomings, I by and large [62:15] think it's an incredible game set in an [62:17] incredibly interesting world. And I [62:19] think it would be a really big shame if [62:21] we didn't see any more games set in the [62:23] world of Aora. But even if we don't, I [62:26] still hope people wind up playing uh [62:28] Pillars One, Pillars 2, even Avowed and [62:31] appreciating what this world was all [62:32] about. Appreciating all the tiny little [62:35] details that I think often go unnoticed, [62:37] like the fact that all the enemies [62:39] technically drop different types of [62:40] currency that the game helpfully sorts [62:42] out into the single currency that you [62:44] actually use on the trading screens, for [62:46] example, just as a way to help [62:48] differentiate their various cultures [62:50] that I talked about. But I suppose I [62:52] will close with this. As I'm sure many [62:54] people watching this are aware, Pillars [62:56] of Eternity 1 and 2 have never been my [62:58] favorite CRPG. I've been pretty upfront [63:01] about that. Gameplaywise, I have [63:03] certainly played better and more [63:04] interesting games that I honestly think [63:07] if we ever do see Aillars 3, it would [63:09] need to do something to try to contend [63:11] with in the hopes that it actually sold [63:12] well. But one thing that has forever [63:14] stuck with me after playing these games [63:16] and why I made so many lore videos about [63:18] it and why I'm making this video and why [63:20] I talk about them every chance I get is [63:22] that there is something truly special [63:24] about the world of Aora that I think is [63:26] worth continuing and worth building on. [63:29] I don't know what the future of this [63:30] franchise holds. Pillars 3 seems less [63:33] likely by the day. A vowed 2 seems [63:36] possible, but I got to be honest with [63:37] you, I just don't know how well that [63:39] would do financially. But what I do know [63:41] is that the world of Aora is one of a [63:45] handful of games where the setting and [63:48] the world building has sort of [63:49] transcended just what it is in video [63:52] games to me. And so if you wind up [63:54] playing this or any of the Pillars games [63:55] or a vowed even and any of that speaks [63:58] to you even half as much as I've enjoyed [64:00] the world, then I would certainly love [64:02] to hear about it. But I do think that's [64:04] where we're going to wrap up this [64:05] particular video. If you enjoyed all of [64:07] that rambling, by all means like, [64:09] comment, subscribe. all that YouTube [64:11] jazz. On the off chance anything happens [64:13] with The Pillars universe in the future, [64:15] I will certainly be covering it. [64:16] Otherwise though, I typically just [64:17] review games. But regardless of any of [64:20] that, truly just thank you so much for [64:22] watching. I really do appreciate it. May [64:24] you wander in wisdom and have an amazing [64:27] day.