From a distance, the first Pillars of Eternity could seem a little dry - drenched in pretend history then baked to resemble the best RPGs of the ‘90s, it is akin to a tea-stained map in an elaborate school project. To an extent, it had to be that way as the game promised to Kickstarter backers in 2012 was a return to what they loved about Baldur’s Gate, Icewind Dale, and Planescape: Torment.
Read more: piracy makes Pillars of Eternity II's ocean more enticing than the land.
There was no room for the wild, creatively unrestrained colour of Divinity: Original Sin II, nor the weird communist world order of Obsidian’s own Tyranny. Pillars of Eternity’s nation of Dyrwood was born when designer Josh Sawyer flipped a map of the Dalelands in the Forgotten Realms - of Dungeons & Dragons - and stuck a bunch of new labels on it.