![]() ![]() ![]() Those themes and issues are more to the forefront. But in Deadfire, it’s an area that is actively being colonized despite there being a native culture there. It’s an area that’s already been colonized, there were already wars between the native culture and the colonizers, and most of that stuff has been resolved even though there are still some lingering issues. In the first game, another thing thematically is that you’re kind of in a post-colonial area. While people seem to really like the look of the first game, they also found that it felt very static because there was a lot of stiff 2D trees on a 2D background, so all of these wild weather systems and plants, ferns, trees, and stuff allowed us to really make the levels feel a lot more alive. It also allowed us to really extend the style of our art to include things like dynamic weather and dynamic foliage. There is some familiarity there for people who played the first game it’s not like there’s no connection to the first game, but the Deadfire really allowed us to really start exploring other cultures, other styles of cultures, architecture, and visual things. ![]() So, when we decided to set it here, we knew right away that we were going to have a lot of opportunities to have a much different visual style to our areas, we would introduce a culture that felt very not-European while still bringing over the colonial elements of cultures like the Vailian Republics. ![]() When it came time to make the sequel to Pillars, we said “Where do we want to go?” The most common reply that I got was to the Deadfire. And there’s a native population there, but it’s also full of pirates and sea monsters and all sorts of crazy things. The Deadfire, when we first conceived of it, I just thought it would be cool to have at the eastern edge of the known world, at least in this part of the world, the eastern edge of the known world is this huge chain of islands mostly made up of dormant volcanoes, which is where the name Deadfire comes from. Places like Rauatai, the Living Lands, and the Vailian Republic, and then the Deadfire. Early on in Pillars, because both to stir the imagination of the designers and to stir the imagination of our players, I came up with a bunch of far-off locations for the worlds there that were not anywhere near where the first game took place. We leaned pretty heavily towards that, but we always knew at the time that for future games, we wanted to spread our wings and take a look at places, visual styles, and cultures that aren’t necessarily dealt with as much in fantasy. We were very open about that, and because a lot of the Infinity Engine games focused on the sort of very traditional western European feel of something like D&D’s Forgotten Realms. When we started on the original Pillars of Eternity, we intentionally skewed conservative because we were doing a Kickstarter that was playing heavily on nostalgia. Can you tell me about the world of Pillars 2 and what makes it unique, both tonally and geographically? Matt Miller: I want to start out talking about this intriguing corner of your campaign setting in which Pillars II unfolds. Read on for all of Sawyer’s insight into the upcoming role-playing game from Obsidian Entertainment. I also had a chance to chat with the game’s director, Josh Sawyer, who went in depth to explain the inspirations fueling the new game, what has changed since the original, and details about new features that fans may not yet know about, including an as-yet undetailed character and other clues. Within, you’ll find an in-depth look at Pillars of Eternity II: Deadfire, including hands-on impressions of a near final build, in advance of the game’s April 3rd launch on PC, Mac, and Linux, with console versions (PS4, Xbox One, and Switch) coming later in the year. Our latest issue of Game Informer released today to digital readers, with the print version rolling out in the coming days. ![]()
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