Pillars of Eternity 2: Deadfire – Same, same, but different

So I’ve been playing a lot of Pillars of Eternity 2: Deadfire lately. A lot. Like I’ve been forgoing food and sleep in order to get an extra hour of sailing around a digital archipelago hunting pirates and a dead god that’s stolen part of my soul while also flirting relentlessly with a yellow sharpshooter and her bird (apparently they’re a package deal and I’m cool with that) before work. And, seven – sorry, eight – dozen hours of gameplay later I am still loving it.

And that’s a bit of a surprise, because I didn’t enjoy the first Pillars of Eternity this much. Now don’t get me wrong, it was a great game, they did an amazing job with it. It never quite managed to hold me all the way to the end, though. As great as the lore and world-building was, so many of the quests seemed a bit standard, and often felt oddly lacking in nuance and consequence (who cares which faction you side with in Defiance Bay, if everything goes down the same anyway?) The characters and their arcs were great, but controlling them was a frustrating affair at best and more than once a rage quit at worst. I wanted to know what happened next, but the combat encounters stopped being fun a few hours in and never really started again. So I stopped.

But Deadfire is different, without losing what I liked so much about the first game. The lore, if anything, is even richer. The various factions are big and established, with their own longterm goals beyond your own quest to deal with a newly arisen god, and internal disagreements on how to reach those goals. The non-player characters are a delight, and form their own relationships as your quests go on (everyone wants to be Xoti’s mate). Best of all the combat has been cleaned up. It’s no longer about resource management, as you hoard magic spells for the next possible battle and a lot more about placement and tactics. A little less micromanagement and a lot more fun. Yet, it’s still basically the same combat system.

There’s this wine I love from Jasper Hill Vineyard, a gorgeous fiano, that’s produced under the label ‘Lo Stesso.’ The name comes from an Italian phrase that translates, more or less, to “Same, same, but different.” The idea is that it takes a fairly traditional Italian grape, and adds an Australian twist to it. Keeps those old world flavours, but finishes with new world textures. And it’s fucking delightful. Like Deadfire. Same, same, but different.

Working through the backlog: Call of Duty: Infinite Warfare

Evening folks and welcome to the first in a short but hopefully enjoyable series of reviews that don’t really matter but will hopefully kickstart a creative spark past the blockage formed by six-to-thirteen day work weeks and an absolutely fucked sleep cycle, since all the cocaine and hookers don’t seem to be doing the job anymore. Speaking of expensive hobbies: video games. Aren’t they great?

Yeah, I can still segue with the best of them.

As some of you might know, I spent a while in Canada. Away from a console for approaching two years I missed some of the biggest launches for some pretty huge franchises. I also missed the rather dismal launch of Call of Duty: Infinite Warfare, which underperformed miserably compared to its brethren (but still made tonnes of money) and to many marked an ignominious shift in the famous franchise’s fortunes (sorry, I’ve been trying to increase my alliteration lately). And that’s a shame because it’s probably the most I’ve enjoyed a Call of Duty game in a long time.

Now, I’m talking solely about the single player. Haven’t sat down for a multiplayer session since Modern Warfare 2, what, seven years ago? Something like that. I like a bit of story behind my acts of virtual violence (alliteration) and better written dialogue then what a racist, homophobic thirteen year old (they’re all racist and homophobic) will scream through their overpriced headphones. Because that’s not an outdated joke at all.

So I sat down and played through the single-player campaign and the story was, honestly, not good. The narrative is riddled with ridiculous cliches and plot-holes, with an enemy so needlessly, impossibly evil that I simply cannot think up a good metaphor for how moronic Salem Kotch and the SDF are. The best I could come up with is that their delivery boys blow their own brains out if they don’t deliver the pizza in thirty minutes or less, and I fully acknowledge how lame that is. At one point Salem (stupid fucking name by the by) just demands that the player character and his mates surrender themselves for, I shit you not, “immediate execution!” I mean, c’mon, I get it. These guys have got the whole ‘death before dishonour’ thing going, but demanding that the opposing side literally just roll over and die is just stupid – and unrealistic – writing. I’d also really like it if we took the whole “villain shoots their own men to prove to the hero how much of a villain they are” trope out behind the shed and shot it, and having your antagonists openly and verbally declare their hatred of freedom is just a little bit too on the fucking nose. But hey, this is an American game.

Anyway, that’s just my issues with the villains. Don’t get me started on the casually telegraphed named character deaths, the obvious plot twists, the clunky dialogue, the main player character being given command (because of course the grizzled white American male is) despite the game itself pointing out what an incompetent leader he is, or the fact that the entire story (about two dozen missions all told – including side operations – across the solar system) apparently takes place in one fucking day. One. Fucking. Day.

And it’s tragic because between the stark design-by-committee cliches and abject paint-by-numbers bullshit you can see the seeds of a genuinely great story with some genuinely fantastic characters.

The actual idea of a heavily militarised former colony, with a culture that has diverged sharply not least due to the enormous distance from Earth and the hardships that entails, makes for a fascinating villain if done right (like in the books and Netflix series, The Expanse). Throw in the fact that the SDF military is full of robots (whereas we only ever see E3N on the UNSA’s side) and you could have had a really interesting difference of opinion. But instead of hardened and bitter frontiersman who’ve built a culture around the machines that have helped them survive in the cold regions of space, we got Space Nazi Jon Snow telling us how much freedom sucks.

Your wingman and best friend, Nora Salter, is a Lebanese woman (voiced by an American, but you can’t have everything). She’s smart, aggressive, opinionated and loyal to a fault. But instead of playing as this well-rounded foreign woman of colour we have to play as a generic grizzled American white guy.

And for all the awful dialogue and cliches, there are some beautiful moments. E3N’s sense of humour is delightful, and, to my shock, as telegraphed as their deaths were I found my heart-strings being tugged as named members of the crew began dropping. The underlying message, that good commanders need to be prepared to make the ultimate sacrifice, and order those under their command to do the same if it means victory, starts off clunky but ultimately works out quite nicely with a solid emotional payoff.

This is a decent game, and with a bunch of little changes and a smarter story it could have been great. What a pity.