
The problem is that the actual act of sailing isn’t very compelling. This adds a nice layer of interaction and roleplaying to journeying between locations, which is normally quite uneventful in these games bar a few bandit ambushes. There are other issues to deal with, including injuries, pirates, and drama such as fights and arguments breaking out among the crew. And you’ll know when your history, whether it was created or imported from an old save, affects something in the new game by a symbol that appears next to certain lines of dialogue. There’s even one history that supposes you got every companion killed and the worst outcome of every quest. These let you quickly decide whether your character was benevolent, tyrannical, or something inbetween. The sheer number of choices and decisions you can make is daunting, however, which is where Obsidian’s selection of pre-made histories might come in handy.

Deadfire not only neatly and succinctly summarises the events of the original game in the intro, but gives you the chance to create a history for your character, essentially simulating an imported save. If you didn’t play the first Pillars of Eternity, that’s totally fine. And so you give chase aboard your ship, the Defiant, which dramatically sets the wheels of the plot in motion. You survive, of course, thanks to the intervention of a sinister benefactor, and learn that the giant has been spotted stomping across the Deadfire Archipelago. But then a giant crystal colossus buried under the castle is possessed by the god Eothas, bursts out of the ground, destroys your home, and leaves you for dead.

After the events of the first game you’ve decided to hang your sword and shield up and settle down in the fortress of Caed Nua.

You are the Watcher, a hero who is either, depending on who you ask, cursed or blessed with the ability to peer into the souls of the dead and talk to them.
