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Pillars of eternity white march
Pillars of eternity white march





There’s even a whole bit around trying to get the front door to open that’s arguably more interesting than the Battery itself, which is a stock dungeon adventure where you hit angry ghosts in the face.

pillars of eternity white march

Reclaiming Durgan’s Battery is Part One, and while it’s well-written throughout it’s also pretty standard RPG fare there’s any number of motivations for your wanting to do it but when you boil it down to its most fundamental idea you are, basically, reclaiming Moria from Lord Of The Rings - albeit a rather low-budget version, as while the Pillars background art is very pretty it can’t do anything to really match the visuals from the film. The White March expansion was released in two parts, and this has caused the White March narrative to similarly be split into two parts. There’s three new party members to be found in the White March - a Barbarian, a Monk and a Rogue, rounding out the missing character classes from PoE’s existing party roster - and my only complaint about these is that while their characterisation is decently handled compared to the existing NPCs, their personal sidequests are extremely brief there’s certainly nothing that even comes close to the extended conversations you have with Durance in the main game. There’s a new hub area, Stalwart, with all of its attendant sidequests and bounties, 4-5 different overworld maps in the White March itself, and several dungeons to crawl through including the Battery. Probably four-fifths of the content is reserved for the White March questline, which takes place in a snowy winter wonderland that’s just as impeccably presented as the environments in the original game this is the story of the reclamation of an ancient dwarven forge called Durgan’s Battery and the ensuing fallout, and it’s all pretty high quality throughout. White March takes the standard DLC approach of having you go back to your stronghold where you receive the equivalent of a letter saying that there’s a couple of new areas on the map and that you should totally go visit them 1, and while there’s a couple of quests baked into older areas of the game the vast bulk of the expansion is split off into two new standalone questlines. Still, I’m sure that if you were to start a new game of Pillars from scratch you’d have enough time to get up to speed, and the new content would actually fit in quite nicely from a pacing perspective, if not a narrative one. It’s a dense world, and while D&D defining most of the genre tropes makes it a very easy world to fall back into the opposite is true of the world of Pillars there’s practically no on-ramping to recognise that you might be a returning player, and that makes this process about twice as hard than it really needs to be. However the fact that I was supposed to be hitting this area about fifteen hours before I actually did meant that I had to actively rewind my brain a little bit to think about the stuff that was actually important back then it took me several hours to remember who the Leaden Key goons I was supposedly chasing into the March were, or what the hell a pargrunen was supposed to be, or why the various gods involved were important to the plot. I’m not complaining that the expansion enemies were underlevelled compared to me, especially since it does provide you with an option to upscale them to provide an appropriate challenge for your level. This is partly because Obsidian have made the weird decision not to target White March at a party which has played and completed the base Pillars of Eternity campaign, but instead to slot the majority of its content in about midway through the game - the new White March area itself is designed for player characters who are around level 7-8, when the reality is that the majority of people who are playing this thing will be tackling it with a party that’s at the pre-expansion level cap of 12.

pillars of eternity white march

I tried again in February on the release of part two of White March and got a little further, playing for an hour or so before I unaccountably lost interest it turns out that you need to both be in the correct mood and have a sizeable run-up before you can really pick up White March with a seasoned adventuring party. PoE’s fantasy universe succeeds in being more complicated and more nuanced than the entry-level D&D world of Baldur’s Gate, but that comes at the cost of accessibility and it turns out Pillars of Eternity is a damn hard game to get back into after six months, especially since the expansion does an absolutely terrible job of onboarding you into its content. I bought it, downloaded it and tried it, and bounced straight off almost immediately – partly this was down to a… questionable design decision that I’ll talk about in due course, but mostly it’s down to the game world.

pillars of eternity white march

The first part of the White March expansion to Pillars of Eternity was released almost a year ago.







Pillars of eternity white march