GB Feature: Pillars of Eternity: The White March Part I Content Overload
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In addition to publishing a full review of Pillars of Eternity: The White March Part I, we've also expanded our already chock-full Pillars of Eternity subsite with a plethora of content from the first half of Obsidian's ambitious expansion pack. Included among the subsite updates are a full walkthrough, a set of locations, new companions, additional bestiary creatures, and more. Before you dive into the content, here's a snip from the review:
There are also over 20 new quests. Many of them give you options for how to solve them. They're also more complicated than simple fetch or assassination quests. For example, in Stalwart Village a layabout asks you to steal some wine from the local inn. If you accept this quest and retrieve the bottle (which only requires you to disarm some traps), then things go sideways when you hand it over, and that leads to a humorous second stage where you have to do something else.
Along with the quests, there are also numerous new environmental interactions, but they're much more complicated than the interactions from the main game. As an example, after defeating the ogres in Stalwart Village, you learn that a house is on fire and that two people are trapped inside. To rescue them, you have to go through a "choose your own adventure" sequence, filled with checks on your attributes, spells, and equipment. So if you have enough Perception, then you can detect a dangerous passageway; if you have a Prybar, then you can move a beam out of the way; if you have the spell Winter Wind, then you can put some flames out; and so forth. The only downside to the interactions is that they have minimal effect on the world. If you rescue the two people from the burning house, then they don't give you a reward, and they don't play much of a role during the rest of the DLC, so it doesn't really matter if you notice the house at all.