
I particularly enjoyed Maneha's brief personal quest, which takes the Watcher's motley comitatus into a gloomy abbey where she needs to offer tokens representing memories people would like to forget. The enemies are creepier, and the lore more fascinating. In contrast to its forebear, Part II is tightly paced (almost to the point of overlinearity), and it wisely minimizes visits to familiar areas in favor of exploring new ramshackle garrisons, menacing caverns, and gloomy temples built among the bones of a dead god. And all that says nothing of the varied battles with foes like tentacles and angry flowers that fill in the spaces between. That honor mainly goes to the monkish followers of the goddess Ondra, who rove about their cloisters in balanced flocks with powerful casters and dodgy acolytes who demand careful planning with every pull. As imposing and heavy-hitting as these giants are, though, they're not the main challenge in combat here (nor, somewhat hilariously, is the towering final boss). It doesn't hurt that the main antagonists are fun to look at, sort of like half-metallic, half-fleshy Groots with hammers and spears standing in for hands. Though a touch formulaic, this is the stuff of great fantasy: the awakening of a forgotten evil rumbling in the bowels of the earth and the emergence of an army that threatens to kick aside civilization like a beachside sandcastle. Set seemingly months in the future, it kicks off by chronicling the consequences of improved fortunes at the hamlet of Stalwart in the wake of the White Forge's relighting, and ends with actions and sacrifices that feel almost as momentous as those capping the events of Pillars of Eternity proper. It's just that the second half does everything so much better. High praise, you might say, from someone who wasn't exactly fawning over the expansion's first half (and my opinion on that hasn't changed). With this seemingly final expansion, such elements come together to cement Pillars' status as one of the most memorable RPGs in recent memory. The snowy wastes of the White March, too, once felt like a blank slate, but now they've proven host to a memorable struggle that leaves few questions unanswered. Her appearance thus marks a filling of the blanks a sign that Obsidian's long saga is rushing toward its end with The White March: Part II. She's a barbarian, and thus a member of the only playable combat class that wasn't already represented by a named NPC companion.
Expanded Skill Uses: Both the Athletics and Survival skills have been updated to be more compelling, allowing for greater choices in making unique characters that are tailored to your playstyle.New Barbarian Companion: With the introduction of Maneha the Barbarian, all 11 classes of Pillars of Eternity now have a unique companion representing them, each with their own personalities and quests.Stronghold Improvements: The player stronghold has been updated to give special rewards, add rich stories, and present new challenges.Story Mode: For people who would love to experience the rich and deep story of Pillars of Eternity, Story Mode lets players get through combat more quickly.

Higher Character Levels: Two new character levels have been included, adding dozens of new and unique abilities to the game while raising the level cap from 14 to 16.Climactic Conclusion: Part II offers a climatic conclusion to the White March story, adding a wealth of new content to the world of Pillars of Eternity.With the aid of a new companion, your party will face challenging new enemies and bosses. Returning to the frozen north, your party will learn additional secrets about the gods of Eora as they adventure through brand new content. Pillars of Eternity: The White March - Part II is the conclusion to the grand expansion pack for Obsidian’s critically acclaimed RPG, Pillars of Eternity.
