![]() It’s a bit like suddenly gaining a few extra chapters for a favourite book a welcome addition (if done well), but difficult to declare as absolutely necessary. Reconciling how well mid-point expansions like this one ‘fit’ into the overall game is an awkward task. The narrative side slots neatly into the established themes of animancy and soul-theology, and the quest-lines hold their end up, but they’re generally there to funnel your party towards more dangerous spelunking rather than any story elements distinct to this expansion. Its center-piece is a three level dungeon crawl, and many of the additions (new, tougher foes and improved weaponry) focus on the tactical fighting side of the game. Looked at mechanically, in conjunction with Pillars of Eternity being updated to version 2.0, this expansion is a decent companion piece to highlight the changes and increased challenge of combat. That ends up making her initial glib clowning seem a little at odds with the traumatic tale of vengeance, simply because Point A has to reach Point B so quickly. Unlike someone like Edér or Durance, The Devil’s character doesn’t get the luxury of an entire game over which to unfold. But while both are mechanically sound as a unique monk and rogue, they suffer a little from having their personal quests wrap up within the confines of the expansion. ![]() They too are integrated well, able to strike up party banter with various other members of your team. New buddies Zahua and The Devil of Caroc have, respectively, a strong line in philosophically-inspired self-harm (for a greater, enlightened good) and revenge-driven murder-harm (for a similar goal at least from her perspective). I also noticed my Druid’s ‘Godlike’ appearance making more (slight) differences to conversations, which was a nice surprise. NPCs (and new party members) present in the expansion are also able to comment on events outside of their own little area, so it doesn’t feel too ‘cut off’ or separate. It’s tough to say how ‘naturally’ the expansion will fit into the storyline of a new game, or for someone coming to the title fresh, but Obsidian have done a good job integrating some White March-specific dialogue for the existing party members. The White March has quite enough of those. These examples are rare, but make a welcome change from another ‘room of five or six enemies just stood around aimlessly’. ![]() In Cragholdt, a few enemies patrolled areas, allowing me to plan an opportune moment to attack and catch isolated foes in a fight. ![]() Though it was just a lone moment within Durgan’s Battery, one battle saw my adventurers flanked by archers and blocked to the front by more shielded opponents. There are early signs of encounter placement improving too. Certain enemies in the higher-level Cragholdt area are even outright immune to particular damage types, preventing some of the more rote, spell-based strategies. Countering enemy debuffs, reacting to their positioning, protecting the back line, and making sure my party were properly equipped to their strengths (it was easy to get a bit lazy before) all came into play. I can’t really speak for the people who found the ‘Path of the Damned’ difficulty setting too straightforward (I’m not that kind of RPG stat savant), but Normal now proved to be more of a tactical challenge.
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