Your boat is the main mode of traversing the region and is done on a map that reminds me of a simplified version of Sid Meier’s Pirates. This brings you to the titular fantasy Caribbean region and ships are indeed an important aspect and the most innovative part of the gameplay in Deadfire. Your character survives by the intervention of the “gods” and is set on a quest to follow the statue that apparently has been possessed by the presumed to be dead god Eothas. What if the South American pyramids actually had some dark secrets buried within them when explorers and privateers found them in the jungles? In Deadfire, you can explore those thoughts.ĭeadfire takes place a few years after the first game and is set in motion by a gigantic statue waking up under your castle, destroying it and killing hundreds. Since it is a fantasy game, it can also afford to freshen up the setting with some sea monsters and more creative creatures. There is pirate speak, but not the lame “yarr shiver me timbers matey” and more the kind of sing song tunes of a Welsh accent using pretty filthy words. After years of Disney exploitation and a few Assassin’s Creed games, however I feel they circumvent some of the more obvious pitfalls with the setting. And yes, here be pirates and monsters with all of what that entails of booty, muskets and grog. Now the time has come for Pillars Of Eternity II: Deadfire and, boy, is it a follow up on everything that was great with the predecessor.įorsaking the first game’s more traditional Tolkien-esque western European setting, Deadfire brings you to a sunny Caribbean Sea. In the wake of Pillars of Eternity others followed: the good but slightly hobbled Tyranny, the exceptional Original Sin and the interesting Torment: Tides of Numeria, to name a few. Until, of course, Kickstarter came along and Obsidian’s Pillars of Eternity breathed new life into the old genre with its beautifully painted 2D backgrounds and new snazzy 3D effects. It did not last however, and the introduction of 3D almost killed the old genre off in favor of more action-oriented Mass Effects and Old Republics. Following Baldur’s Gate there were some exceptionally good years for the CRPGs and Bioware was king of the DnD mountain. She relented and a lifelong love for the infinity engine games and computer RPGs was born. Back in 1999, there was a boy who argued with his mother to buy a little game called Baldur’s Gate on the premise that it contained a lot of text and would encourage reading.
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