

The 4 main factions which are placed and act in the aforementioned geographical region are the following: The hero Papaflessas is alive! So is his Nemesis: the horrifying and ghastly bear cub pet. This is reflected not only through the general region geography (small or larger islands, the majority of which is covered with dense foliage) but also through the architecture (traditional straw huts contrasted by the robust buildings of new settlers or the temples and palaces of the ruling class) and the newly introduced gameplay mechanics. The core design philosophy of the Deadfire Archipelago drifts away from the conventional medieval fantasy settings we have grown used to in “western” RPGs (POE1 included) as it draws elements from Polynesia and the Caribbean. This exploration is the game’s main focus and, admittedly, it’s stellar. This should not be interpreted as the plot being superficial or mundane, of course – it just means that Eothas’ walk is less a profound, complex, open-ended idea and more a hook which enables us to explore the Deadfire Archipelago. Right off the bat, I must mention my impression that our actions end up being of little real influence on the main plot and especially during the events of the game’s finale. It goes without saying that it could be somewhat difficult to foil the plans of a god who is wandering around using a humongous Adra statue as his vessel. Caed Nua’s Steward (the female-voiced statue) invests the remaining wealth which she managed to save from obliteration to obtain a ship which could carry us along with a crew and supplies towards the Deadfire Archipelago in search of Eothas.Īfter a brief introduction, during which we may choose to import a save from POE1 or implement a custom or premade World State resolution, the Watcher is partly revitalised with the help of the god(dess) Berath and as his(her) Herald has a newly found purpose in the Archipelago: locate Eothas and regain the stolen soul fragment, find out the awakened god’s plans and, after convening with the rest of the pantheon, foil them… or not.

After leaving the castle in a heap of smoking rubble, killing (almost) everyone in the process and “sucking” part of the Watcher’s soul essence, leaving him in a comatose/semi-dead state, he moves southwards. One nice morning, Eothas, the god of Light and Rebirth, who had been considered dead (the lore behind this incident involving the “Godhammer” bomb is covered in POE1), takes hold of the giant Adra statue buried underneath the Caed Nua estate. In Deadfire, we are placed five (5) years after the conclusion of the events which took place in Pillars 1 (POE1), with our character (the Watcher) resting on his victory laurels as the master of Caed Nua after the resolution of the Hollowborn crisis. However, by reviewing the game, I had the privilege to be the first to “greet” an old, sorely missed, friend… Thus, this review is the result of a “twisted” vision that has surely missed substantial amounts of side-content, which (judging by what we have already seen) would only contribute positively to the whole package. A reviewer almost always finds himself forced to rush to (ideally) see the finale of such games in only a few days, in order to shape an informed and dependable opinion as close to the game’s release date as possible. Secondly, previous experience obtained by reviewing RPGs of similar scale to (and including) Pillars 1 shows that you can only truly enjoy such games as a user who likes to pace the game step-by-step. Firstly, I felt that I had exhausted all my writing skills and inspiration on the reviews of the first Pillars and its DLCs, therefore a different reviewer would have provided a different and fresh perspective on the title. I must admit that I was initially sceptical to the prospect of reviewing Deadfire, mainly for two reasons.
