Why Pillars 2 is a Slow Burn Masterpiece
45sThe creator explains how the game grows on you over time, appealing to viewers who love deep, replayable RPGs.
▶ Play ClipMortem re-reviews Pillars of Eternity 2: Deadfire, a game that has grown on him over years of play. He highlights its deep lore, refined mechanics, and the extraordinary 'Ultimate' challenge he completed. While acknowledging a short main story and some technical issues, he praises the world-building, itemization, and faction politics as standout features.
Mortem revisits Deadfire due to improved video quality and completing the 'Ultimate' challenge, the 15th person to do so.
Deadfire is not his all-time favorite CRPG but sits in top 5-10 due to its lore and world, despite other games having better mechanics or story.
Main issue is stuttering, especially with long save files; worse on consoles. Occasional game-breaking bugs reported but not experienced.
Base game is easy; post-release added mega bosses and Magran's Fires (optional challenges). The Ultimate combines all challenges for extreme difficulty.
Athyst Challenge (time limit), Barath Challenge (combat never ends), Hilish Challenge (protect Vela). These create unique synergies and difficulty.
Turn-based is poorly implemented; RTwP is preferred. Pillars 1 now has better turn-based mode, but Deadfire's cannot be toggled mid-playthrough.
Players can import save, use presets, or manually create a history from the main menu. Key choices like which god you sided with carry over.
Multiclassing is a major addition; each combination gets a unique class name. Subclasses and ability trees offer deep customization.
Main story is very short (only four quests), but the lore is deep. The plot involves chasing god Athys who breaks the reincarnation cycle.
Gods were manufactured by the Engwithans; the Wheel (reincarnation) is now dependent on machinery. Athys destroys it, leaving a cliffhanger.
Power levels keep lower-tier abilities relevant. Itemization shines with unique enchantments like the Red Hand's 'Double Tap' that can two-shot bosses.
Ship management includes crew morale, upgrades, and naval battles (improved post-launch). Exploration reveals many islands to name and discover.
Four factions (Huana, Rauatai, Vailian Trading Company, Principi) with nuanced colonial politics. Each has quests and companion ties; no moral high ground.
Companions are hit-or-miss; some have minimal interaction. Sidekicks get more depth in DLCs. Recommended companions per quest help maximize dialogue.
RTwP with deep AI customization. Key improvements: retargeting spells, empower abilities, and item synergies (e.g., Barring Death's Door + Salvation of Time).
Seeker Slayer Survivor (arena) is weakest; Beast of Winter (Rymrgand lore) is favorite; Forbidden Sanctum (Wael and Titans) is enjoyable.
Game is playable but lacks controller support; text size is small. Requires manual control configuration.
Positives: deep lore, mechanical depth, improvements over original. Negatives: short main story, cliffhanger ending, pathfinding issues, uneven companion involvement.
"Title accurately describes a re-review; video delivers exactly that with deep analysis and personal experience."
What is the main technical issue in Pillars of Eternity 2: Deadfire?
Stuttering, especially with long save files.
2:51
What is the 'Ultimate' challenge?
Playing with all Magran's Fires challenges enabled simultaneously, making the game extremely difficult.
4:47
How many quests make up the main story of Deadfire?
Only four quests.
15:24
What is the origin of the gods in the Pillars of Eternity universe?
They were manufactured by the Engwithan civilization using soul-animancy.
17:51
What does the Red Hand's 'Double Tap' enchantment do?
If you hit any vessel-type enemy twice consecutively, it immediately dies.
26:42
What are the four factions in Deadfire?
Huana (natives), Rauatai (militaristic), Vailian Trading Company (animancy-focused), Principi (pirates).
35:38
Which DLC is Mortem's favorite and why?
Beast of Winter, because it focuses on the god Rymrgand and offers deep lore.
55:57
What is the key improvement in combat from Pillars 1 to Deadfire?
The ability to retarget a spell after casting.
50:11
What happens if a companion dies in Pillars 1?
They cannot appear in Deadfire.
9:48
What is the 'Wheel' in the lore?
The natural process of reincarnation, later controlled by the gods' machinery.
17:51
Ultimate challenge completion
Mortem was the 15th person to complete the extraordinarily difficult Ultimate challenge, showing deep mastery.
0:08Difficulty spectrum
Deadfire is described as both the easiest and hardest CRPG depending on optional challenges, a unique design insight.
3:30Gods are manufactured
The revelation that gods were created by the Engwithans is a key lore twist that defines the series' themes.
17:51Red Hand double tap
An item enchantment that can two-shot bosses demonstrates the creative itemization depth.
26:42Colonial politics
The faction system presents nuanced colonial themes with no clear moral high ground, adding narrative depth.
35:38[00:06] What's going on everybody? Mortem here.
[00:08] This time bringing you my re-review of
[00:10] Pillars of Eternity 2: Deadfire, which
[00:13] is a video I've been wanting to get
[00:14] around to for a while because of two
[00:17] reasons really. One, the quality of my
[00:20] original video, which was done before
[00:21] this was my full-time job all the way
[00:23] back in early 2021, as this is one of
[00:27] those games I've been playing basically
[00:28] since it launched. and got 100% of the
[00:31] achievements long before I started doing
[00:32] this full-time. And I'd like to think
[00:34] that somewhere in the meantime, I've
[00:36] gotten slightly less terrible at making
[00:38] videos. However, that's not the only
[00:40] reason I wanted to take another look at
[00:41] this via a video. The other reason, of
[00:43] course, being, as I'm sure many people
[00:45] at this point are aware, at least my
[00:46] regular viewers anyway, last year in
[00:48] 2025, I completed the ultimate, which is
[00:51] an extraordinarily difficult challenge
[00:54] associated with Deadfire that I was the
[00:56] 15th person to officially complete. That
[00:59] is because again it is extraordinarily
[01:01] difficult and at the time of my original
[01:02] review I had not done that though I did
[01:04] talk a little bit about it there and
[01:06] both of those reasons combined were a
[01:08] pretty good reason to make a thinly
[01:10] veiled excuse to play through the game
[01:11] again and talk a little bit about it and
[01:13] so let's do exactly that. Now Pillars of
[01:16] Eternity 2: Deadfire is an interesting
[01:18] game in the sense that I've never really
[01:20] considered it like my be all end all
[01:22] favorite of CRPGs. However, it's always
[01:25] kind of bounced around my top five to
[01:27] top 10 depending on my mood. The reason
[01:29] for that is while I enjoy the game for
[01:31] what it is, I do think there are CRPGs
[01:34] that do more mechanically, that do more
[01:36] story-wise and even gameplaywise. Even
[01:39] though I do think there is more depth to
[01:41] Pillars as a series than people give it
[01:43] credit for, the main draw for me has
[01:45] always been the lore and the world,
[01:46] which is why I made a bunch of videos
[01:48] about that in particular over the years,
[01:50] as it's by far the thing I was the most
[01:52] invested in. And yet at the same time,
[01:54] coming from the original game, I think
[01:56] Pillars 2 does a lot of leg work in
[01:59] terms of making the system uh just flow
[02:02] a lot better, a lot of more refined
[02:04] elements to it, like just something as
[02:05] simple as being able to retarget a spell
[02:07] you've already started casting, even
[02:09] more control over your companion AI, and
[02:11] just a million little details that can
[02:13] go unnoticed if you don't play the game
[02:15] a ton. But as the fact that this video
[02:17] is coming out so much later, even just
[02:19] that original video might tell you,
[02:21] Pillars of Eternity 2 is a game that's a
[02:23] bit of a slow burn. It comes at you over
[02:26] time the more you uh take time to think
[02:28] about it and absorb the story, even come
[02:31] back to it, play it again, come at
[02:33] things at a different angle and that
[02:34] kind of thing. It's just a game that has
[02:36] grown on me over the years even though
[02:38] I've always liked it. And a lot of that
[02:39] is again just down to those details that
[02:41] you might not necessarily appreciate on
[02:43] a first playthrough, but that really
[02:44] start to shine on replays especially.
[02:47] And so let's get on with the rest of the
[02:49] review and talk about all of it.
[02:51] Starting with first, of course, the
[02:52] technical state. How's this game
[02:54] running? I can report that this game is
[02:56] basically in the exact state that it was
[02:58] in when I left it last, which is that
[03:00] the main issue you're likely to run into
[03:02] is some stuttering, especially the
[03:04] longer your save file runs on. I've
[03:07] heard it is much worse over on consoles.
[03:09] I've never played it on console, PC
[03:11] channel after all. And I have on
[03:13] occasion seen people mentioning other
[03:16] problems like the occasional
[03:17] game-breaking bug or something, but
[03:19] again, the only issue I've experienced
[03:21] personally and by far the largest
[03:23] reported one is the stutters that pop
[03:25] up, especially in again the later parts
[03:27] of the game. And so, let's move on to
[03:30] difficulty. If you've watched a lot of
[03:32] my videos over the years, you may well
[03:34] have heard me refer to Pillars of
[03:36] Eternity to Dead Fire as both the
[03:38] easiest and hardest CRPG depending on
[03:41] your mood. But when the game first
[03:42] released, it was just easy. Some of that
[03:45] is because with uh relatively minimal
[03:48] knowledge, you can set up a decent AI in
[03:50] order to control your companions in the
[03:52] game's real time with pause combat. And
[03:54] then even on the higher difficulties,
[03:56] you can actually let it autoplay for the
[03:58] most part. and then there wasn't a ton
[03:59] of challenge to be had. And so taking in
[04:02] some of that feedback over the time this
[04:04] game was receiving active patches, they
[04:06] added quite a bit of difficulty both in
[04:08] the form of things like mega bosses and
[04:10] optional challenges known as Magrron's
[04:12] fires, which is where the ultimate
[04:14] challenge actually springs from. that
[04:16] was added post-release of course because
[04:18] while you do have your standard
[04:20] difficulty options basically story
[04:22] through the super hard mode which is
[04:24] supposed to be path of the damned but
[04:26] doesn't wind up being that difficult
[04:27] like I mentioned you also have a bunch
[04:29] of extra options like of course an iron
[04:31] man save file or expert mode which turns
[04:34] off some of the helper features etc you
[04:36] also have the optional Mrron's fires
[04:38] that were added fires are special
[04:40] challenges that alter the way some of
[04:42] the game mechanics work in order to make
[04:44] for a more challenging experience
[04:46] overall. Now, I'm not going to go
[04:47] through every one of these. I have
[04:49] videos where I have done that. Uh
[04:51] specifically talking about the ultimate
[04:52] challenge because the ultimate challenge
[04:54] is in fact to play with all of these on
[04:57] at the same time, which makes the game
[04:59] not literally impossible obviously, but
[05:01] extremely difficult. Just to throw a few
[05:03] out there so you kind of get a gist of
[05:05] what I'm talking about. Some of the more
[05:06] impactful ones are the Athyst Challenge,
[05:08] which gives you a strict deadline to
[05:10] beat the game by as time is passing
[05:12] while you're playing. Barath challenge,
[05:14] the god of death's trial for you, if you
[05:17] will, is to make sure that combat does
[05:19] not end when it is started and you have
[05:21] to finish it, which combined with the
[05:23] Iron Man mode is obviously not great.
[05:26] However, that actually opens up some
[05:28] interesting combos that make that mode
[05:30] possible. And so, while that might seem
[05:32] like a detriment at first, it actually
[05:33] is the ultimate thing that makes certain
[05:36] runs possible because most of the time
[05:38] in combat, a lot of your buffs and stuff
[05:40] are per encounter. So when combat ends,
[05:42] that stuff just falls off, which means
[05:44] you can't carry it from fight to fight.
[05:46] And then you can use that new mechanic
[05:48] of combat not dropping via this
[05:50] challenge to actually do some stuff you
[05:52] cannot do otherwise. And then of course
[05:54] the most difficult one by far is Hilish
[05:56] challenge, which gives you uh the orphan
[05:59] from the first game that you could
[06:00] potentially take into the second game,
[06:02] Vela. And she follows you around and if
[06:04] she dies, you lose and she dies to
[06:06] basically everything. So again, there's
[06:08] just all those optional challenges to
[06:09] make it more difficult. However, there
[06:11] are some options to make replays more
[06:14] interesting even beyond that in the form
[06:15] of Barath's blessings. Basically, every
[06:18] achievement for Deadfire is associated
[06:20] with a currency that you can then spend
[06:22] on bonuses to your next playthrough.
[06:25] This can be things like starting with
[06:26] the entire map revealed, extra starting
[06:28] cash, extra starting stats, and just all
[06:31] sorts of stuff to make replays a little
[06:33] bit of a smoother experience. I think
[06:35] that is fun overall, and it basically
[06:37] functions as the game's new game plus,
[06:38] if you want to think of it that way.
[06:40] Now, while not strictly speaking a
[06:42] difficulty option, another thing you
[06:43] have to pick right at the beginning of
[06:44] the game is actually turnbased or real
[06:47] time with pause. Now, I'm going to be
[06:49] real with you. Turn-based in Deadfire is
[06:52] not great. In fact, I would go so in
[06:54] fact, I would go so far as to say for me
[06:56] it's kind of unplayable. I really don't
[06:58] like it. Now, they did uh do an
[07:00] interesting thing, which is that they
[07:02] added turnbased mode to Pillars of
[07:05] Eternity 1 not all that long ago,
[07:06] earlier this year from the time of this
[07:08] recording, actually, where they
[07:09] addressed a lot of the criticism that
[07:11] turn-based mode received in Deadfire in
[07:13] that earlier game. So, in a weird twist
[07:15] of fate, the original game actually has
[07:17] a better turn-based mode now than the
[07:19] second one does. However, another change
[07:21] there is while in the first game now you
[07:23] can toggle it in a playthrough, you
[07:25] can't do that here without using uh
[07:28] console commands in order to do it. And
[07:30] you don't want to do that cuz it comes
[07:31] with the potential of corrupting your
[07:33] save file. This is because of the ways
[07:35] that uh turnbased mode can change how
[07:38] certain things are calculated and some
[07:39] of that stuff works. And so you pick it
[07:41] at the start of a playthrough and that's
[07:43] just what you're going to have to do for
[07:44] the rest of that playthrough unless you
[07:46] want to risk that save file corruption.
[07:48] Moving on a little bit though. Next up,
[07:49] let's talk about the world state. So,
[07:51] Pillars of Eternity 2: Dead Fire is a
[07:54] direct sequel from the original game. As
[07:56] far as the story is concerned, you play
[07:58] the same character from that original
[08:00] game, the Watcher of Cad Noa. And so,
[08:02] the game handles this in a couple of
[08:04] interesting ways. You can pick a preset
[08:07] history, which is basically a rough
[08:10] approximation of six different ways you
[08:12] could have played through the original
[08:13] game. that being making every mistake
[08:15] possible, doing everything pretty well,
[08:18] kind of being more judicious about it,
[08:20] etc. Now, the other option is, of
[08:22] course, to import your save file from
[08:25] the original game. If you've played
[08:26] through it and have an in-game save
[08:28] file, you can just use that as your
[08:29] history. However, there is a third
[08:31] option that is a little more obscure.
[08:34] I've noticed that a lot of people tend
[08:36] to miss it, which is just that you can
[08:38] make your own history. And what this
[08:40] means is that you can actually go to the
[08:42] main menu of Deadfire and go into the
[08:45] options there and there will be an
[08:46] option to effectively create a pillars
[08:49] one save file that gets added to the
[08:50] menu there as a history meaning that you
[08:53] can just select it. So this means if you
[08:55] have specific choices and you know what
[08:57] they affect and you want to carry them
[08:58] forward into Deadfire, you can
[09:01] absolutely do so without playing through
[09:03] the first game. So, in that way, you can
[09:05] just jump straight into the second one
[09:07] and the stuff you want to see if that's
[09:08] something you're trying to do. Though, I
[09:10] certainly would recommend playing the
[09:12] first game at least once. Now, in case
[09:14] you're wondering about what gets carried
[09:15] forward, there's a lot of different
[09:17] stuff. So, I would say that some of the
[09:19] more impactful things are basically
[09:20] which god you decided to side with and
[09:23] if you actually followed through on that
[09:25] deal. So, in the original game, in order
[09:27] to get to the end game, you need to make
[09:28] a deal with one of the gods. You have a
[09:30] few different options there and you can
[09:32] also break that deal once you get to the
[09:34] actual endgame. Who you sided with and
[09:36] if you kept your end of the bargain is
[09:38] one of the more impactful choices you
[09:40] can make as it carries forward into the
[09:42] next game. But there's also all sorts of
[09:44] stuff that gets referenced mostly in
[09:46] passing and dialogue here and there. And
[09:48] of course whether or not you kept the
[09:49] companions alive. They can absolutely
[09:52] die in the original game and they could
[09:53] not be carried forward into the second
[09:55] one. And so if one of the companions
[09:56] that would normally be in the second
[09:58] 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,
[1:00:00] and that's for a variety of different
[1:00:01] reasons. Uh, one of which is the very,
[1:00:04] very short main story. A little too
[1:00:06] short, to be honest with you. 90% of the
[1:00:08] game, I would say, is really more side
[1:00:10] content than main story. But the flip
[1:00:12] side of that as well is that you get
[1:00:14] this cliffhanger ending that
[1:00:15] unfortunately I don't know that we're
[1:00:17] ever going to see a resolution to. It's
[1:00:19] been 8 years since this game launched,
[1:00:21] and uh, it's not looking good, all
[1:00:22] things considered. If you've been
[1:00:24] watching the news, as far as the
[1:00:25] industry is concerned, my hopes are not
[1:00:27] high for A Pillars 3. And you have like
[1:00:29] this incredibly interesting thing that
[1:00:31] would be the obvious focus of Pillars 3,
[1:00:33] and I just don't know if we're ever
[1:00:35] going to get it, and it drives me crazy,
[1:00:37] and I don't love that. Another uh
[1:00:39] honestly kind of nitpicky negative is
[1:00:40] the pathfinding can be rough. Uh on the
[1:00:43] world map, especially, sometimes you uh
[1:00:45] will be traveling and then your ship
[1:00:46] will just stop. Even if you set course
[1:00:48] for somewhere via the menu or even just
[1:00:50] clicking on it, the ship is just like,
[1:00:51] "Actually, no thanks." and it just
[1:00:53] completely stops and then you got to go
[1:00:54] in and make it move again. And that can
[1:00:56] happen on regular maps as well.
[1:00:58] Sometimes characters just become
[1:01:00] unresponsive and don't want to go
[1:01:01] anywhere. That can certainly be very
[1:01:03] frustrating. There's that stuff with the
[1:01:05] companions I mentioned where it really
[1:01:07] feels like they should have more
[1:01:08] involvement than they do and they again
[1:01:11] tried to help that out a little bit with
[1:01:13] the uh recommended companions for
[1:01:15] quests. you get the most interactions,
[1:01:16] but even then it kind of feels like
[1:01:18] they're not chiming in as much as they
[1:01:19] should. Especially when you're often
[1:01:21] bringing like the direct competition via
[1:01:24] faction representatives into enemy
[1:01:26] headquarters and sometimes they'll
[1:01:28] comment on that, but there are other
[1:01:29] times where you're like, I really feel
[1:01:30] like you should be saying something and
[1:01:32] they just don't. They will eventually
[1:01:34] leave if you commit to like other
[1:01:35] factions and stuff, but even then it
[1:01:37] just feels like a little off in places,
[1:01:39] which isn't helped along by the fact
[1:01:40] that uh your main companions really only
[1:01:42] have one quest and only a couple of
[1:01:44] those quests are even substantial. Like
[1:01:46] Sarapins, for instance, is super short.
[1:01:48] But ultimately, that brings me to my
[1:01:50] conclusion, which I realize might come
[1:01:52] as an astounding shock to some of you,
[1:01:54] but generally, yes, I obviously
[1:01:56] recommend this game. In fact, I think
[1:01:58] there are very few games I have beaten
[1:02:01] as thoroughly as Dead Fire. It's not a
[1:02:03] perfect game by any means, but it's got
[1:02:05] just a ton of fantastic details. I think
[1:02:07] it's a huge improvement over the
[1:02:09] original in all the ways that matter to
[1:02:11] me personally. And while it certainly
[1:02:13] has its shortcomings, I by and large
[1:02:15] think it's an incredible game set in an
[1:02:17] incredibly interesting world. And I
[1:02:19] think it would be a really big shame if
[1:02:21] we didn't see any more games set in the
[1:02:23] world of Aora. But even if we don't, I
[1:02:26] still hope people wind up playing uh
[1:02:28] Pillars One, Pillars 2, even Avowed and
[1:02:31] appreciating what this world was all
[1:02:32] about. Appreciating all the tiny little
[1:02:35] details that I think often go unnoticed,
[1:02:37] like the fact that all the enemies
[1:02:39] technically drop different types of
[1:02:40] currency that the game helpfully sorts
[1:02:42] out into the single currency that you
[1:02:44] actually use on the trading screens, for
[1:02:46] example, just as a way to help
[1:02:48] differentiate their various cultures
[1:02:50] that I talked about. But I suppose I
[1:02:52] will close with this. As I'm sure many
[1:02:54] people watching this are aware, Pillars
[1:02:56] of Eternity 1 and 2 have never been my
[1:02:58] favorite CRPG. I've been pretty upfront
[1:03:01] about that. Gameplaywise, I have
[1:03:03] certainly played better and more
[1:03:04] interesting games that I honestly think
[1:03:07] if we ever do see Aillars 3, it would
[1:03:09] need to do something to try to contend
[1:03:11] with in the hopes that it actually sold
[1:03:12] well. But one thing that has forever
[1:03:14] stuck with me after playing these games
[1:03:16] and why I made so many lore videos about
[1:03:18] it and why I'm making this video and why
[1:03:20] I talk about them every chance I get is
[1:03:22] that there is something truly special
[1:03:24] about the world of Aora that I think is
[1:03:26] worth continuing and worth building on.
[1:03:29] I don't know what the future of this
[1:03:30] franchise holds. Pillars 3 seems less
[1:03:33] likely by the day. A vowed 2 seems
[1:03:36] possible, but I got to be honest with
[1:03:37] you, I just don't know how well that
[1:03:39] would do financially. But what I do know
[1:03:41] is that the world of Aora is one of a
[1:03:45] handful of games where the setting and
[1:03:48] the world building has sort of
[1:03:49] transcended just what it is in video
[1:03:52] games to me. And so if you wind up
[1:03:54] playing this or any of the Pillars games
[1:03:55] or a vowed even and any of that speaks
[1:03:58] to you even half as much as I've enjoyed
[1:04:00] the world, then I would certainly love
[1:04:02] to hear about it. But I do think that's
[1:04:04] where we're going to wrap up this
[1:04:05] particular video. If you enjoyed all of
[1:04:07] that rambling, by all means like,
[1:04:09] comment, subscribe. all that YouTube
[1:04:11] jazz. On the off chance anything happens
[1:04:13] with The Pillars universe in the future,
[1:04:15] I will certainly be covering it.
[1:04:16] Otherwise though, I typically just
[1:04:17] review games. But regardless of any of
[1:04:20] that, truly just thank you so much for
[1:04:22] watching. I really do appreciate it. May
[1:04:24] you wander in wisdom and have an amazing
[1:04:27] day.
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