Compare Pillars of Eternity II: Deadfire prices across trusted key stores and find the best deal. Developed by Obsidian Entertainment. Published by Versus Evil. Released on 5/8/2018. Available on PC, Mac, Linux, Xbox. Genres: RPG. Metacritic score: 88/100.

Obsidian's best writing discipline meets a gorgeous island-hopping open world, but the faction politics and multi-class depth will chew up players who aren't ready to read.

I've spent more hours than I'd sensibly recommend threading my way through the Deadfire Archipelago, and I'll say this upfront: Obsidian built something that rewards the patient and quietly punishes everyone else. You play the Watcher, dragged back from near-death after a god-possessed colossus flattens your home, and you spend the rest of the game chasing that god across a chain of sun-bleached islands on your ship, the Defiant. The premise sounds thin, and some critics have noted that following a divine entity lacks the gut-punch urgency of the Hollowborn crisis from the first game. That's fair. But the philosophical scaffolding underneath that chase, questions about self-determination, the legitimacy of gods, and who deserves sovereignty over a colonized archipelago, is dense enough to fuel three replays. The Deadfire is a CRPG built like a clock where every gear touches another. Character creation alone asks you to choose from six races with multiple subraces, then select one class or combine any two from the full roster. That multi-class system is the mechanical heart of the game and also its sharpest double-edged sword. A Fighter/Rogue hybrid becomes a terrifying frontline predator, but mixing Cipher with Priest means you can't reach the top-tier abilities of either, which matters enormously since those late-tier powers define those classes. New players who sleepwalk into a multi-class build without planning can quietly neuter themselves by mid-game, and the game won't always warn you. Veterans of the first Pillars or of Baldur's Gate-era CRPGs will find the active-pause combat familiar but more fluid, and the optional fully turn-based mode added post-launch gives a second entry point for players who want more tactical deliberation per fight. Ship combat deserves its own mention because it divides the playerbase cleanly. The naval encounters are turn-based affairs where crew stats, cannon positioning, and tactical maneuvering all factor in. Boarding an enemy and finishing the fight hand-to-hand is almost always the more profitable call, which makes the cannon duels feel like an early detour rather than a starring mechanic. The crew management layer, keeping sailors fed, paid, and loyal enough not to mutiny, adds texture to the sailing without ever becoming genuinely oppressive on normal settings. Exploration across the archipelago is genuinely freeing; the camera pulls back to a top-down sailing view that lends the whole thing a vintage RPG charm. The downside is that a handful of the smaller islands feel like placeholder encounters rather than crafted spaces, and the open structure means the main quest can recede into the background for long stretches while you sort out pirates, trading companies, and local gods. The writing, though, is where Deadfire earns its 88 Metacritic score and then some. The companion dialogue is better calibrated than in the original game, with returning characters like Eder having genuinely evolved between titles. The storybook-style prose interludes that narrate travel and certain scenes are distinctive and atmospheric, even if some players find them overwrought. The four rival factions, the Principi pirates, the Rauatai Royal Deadfire Company, the Vaillian Trading Company, and the Huana natives, are written with the kind of moral ambiguity I live for: nobody is simply evil, nobody is simply right, and siding with one has tangible costs with the others. For CRPG fans who measure a game by whether choices carry weight past the moment you make them, Deadfire is one of the more honest implementations of that promise in recent memory. The PC version is the one to get. The console ports accumulated significant complaints about technical performance, including long load times and combat responsiveness issues, that marred the experience for many players. On PC, the game runs well and has received meaningful patches since launch, including that turn-based mode and balance adjustments that tightened up difficulty at higher settings. If you haven't played the first Pillars, Deadfire provides a recap and lets you construct a simulated save history, so the barrier to entry is lower than you'd expect from a direct sequel. That said, having that first game's context deepens almost every character moment here. This is a game for people who read tooltips, who spend twenty minutes in character creation, and who will happily lose an evening to a side quest about a ghost and a lighthouse. If that's you, the Deadfire will hold you for sixty hours minimum. Monika, Scout Team

Pillars of Eternity II: Deadfire

Pillars of Eternity II: Deadfire

May 8, 2018Obsidian EntertainmentVersus Evil
GamerScout Says

Obsidian's best writing discipline meets a gorgeous island-hopping open world, but the faction politics and multi-class depth will chew up players who aren't ready to read.

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About Pillars of Eternity II: Deadfire

I've spent more hours than I'd sensibly recommend threading my way through the Deadfire Archipelago, and I'll say this upfront: Obsidian built something that rewards the patient and quietly punishes everyone else. You play the Watcher, dragged back from near-death after a god-possessed colossus flattens your home, and you spend the rest of the game chasing that god across a chain of sun-bleached islands on your ship, the Defiant. The premise sounds thin, and some critics have noted that following a divine entity lacks the gut-punch urgency of the Hollowborn crisis from the first game. That's fair. But the philosophical scaffolding underneath that chase, questions about self-determination, the legitimacy of gods, and who deserves sovereignty over a colonized archipelago, is dense enough to fuel three replays. The Deadfire is a CRPG built like a clock where every gear touches another. Character creation alone asks you to choose from six races with multiple subraces, then select one class or combine any two from the full roster. That multi-class system is the mechanical heart of the game and also its sharpest double-edged sword. A Fighter/Rogue hybrid becomes a terrifying frontline predator, but mixing Cipher with Priest means you can't reach the top-tier abilities of either, which matters enormously since those late-tier powers define those classes. New players who sleepwalk into a multi-class build without planning can quietly neuter themselves by mid-game, and the game won't always warn you. Veterans of the first Pillars or of Baldur's Gate-era CRPGs will find the active-pause combat familiar but more fluid, and the optional fully turn-based mode added post-launch gives a second entry point for players who want more tactical deliberation per fight. Ship combat deserves its own mention because it divides the playerbase cleanly. The naval encounters are turn-based affairs where crew stats, cannon positioning, and tactical maneuvering all factor in. Boarding an enemy and finishing the fight hand-to-hand is almost always the more profitable call, which makes the cannon duels feel like an early detour rather than a starring mechanic. The crew management layer, keeping sailors fed, paid, and loyal enough not to mutiny, adds texture to the sailing without ever becoming genuinely oppressive on normal settings. Exploration across the archipelago is genuinely freeing; the camera pulls back to a top-down sailing view that lends the whole thing a vintage RPG charm. The downside is that a handful of the smaller islands feel like placeholder encounters rather than crafted spaces, and the open structure means the main quest can recede into the background for long stretches while you sort out pirates, trading companies, and local gods. The writing, though, is where Deadfire earns its 88 Metacritic score and then some. The companion dialogue is better calibrated than in the original game, with returning characters like Eder having genuinely evolved between titles. The storybook-style prose interludes that narrate travel and certain scenes are distinctive and atmospheric, even if some players find them overwrought. The four rival factions, the Principi pirates, the Rauatai Royal Deadfire Company, the Vaillian Trading Company, and the Huana natives, are written with the kind of moral ambiguity I live for: nobody is simply evil, nobody is simply right, and siding with one has tangible costs with the others. For CRPG fans who measure a game by whether choices carry weight past the moment you make them, Deadfire is one of the more honest implementations of that promise in recent memory. The PC version is the one to get. The console ports accumulated significant complaints about technical performance, including long load times and combat responsiveness issues, that marred the experience for many players. On PC, the game runs well and has received meaningful patches since launch, including that turn-based mode and balance adjustments that tightened up difficulty at higher settings. If you haven't played the first Pillars, Deadfire provides a recap and lets you construct a simulated save history, so the barrier to entry is lower than you'd expect from a direct sequel. That said, having that first game's context deepens almost every character moment here. This is a game for people who read tooltips, who spend twenty minutes in character creation, and who will happily lose an evening to a side quest about a ghost and a lighthouse. If that's you, the Deadfire will hold you for sixty hours minimum.

Monika
Monika · Scout Team

RPGs

Tags

singleplayerachievementscloud-savesCRPGMulti-class BuildsFaction ChoicesShip CombatActive-Pause CombatTurn-Based ModeOpen World ExplorationCompanion-Driven NarrativeIsometric

System Requirements

Minimum

Processor
Intel Core i3-2100T @ 2.50 GHz / AMD Phenom II X3 B73
Memory
4 GB RAM
Graphics
DirectX 11 Compatible
Storage
35 GB available space
Sound Card
DirectX Compatible Sound Card Ad…

Recommended

OS
Windows 10 64-bit or newer
Processor
Intel Core i5-2400 @ 3.10 GHz / AMD Phenom II X6 1100T
Memory
8 GB RAM
Graphics
NVIDIA GeForce GTX 960 Stora…

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Reviews & Ratings

Metacritic
88

Game Info

Developer
Obsidian Entertainment
Publisher
Versus Evil
Release Date
May 8, 2018

Game Modes

singleplayer

Languages

Audio (1)
English
Subtitles (9)
EnglishFrenchItalianGermanSpanish - SpainPolish+3 more

Features

AchievementsCloud Saves

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What platforms is Pillars of Eternity II: Deadfire available on?

Pillars of Eternity II: Deadfire is available on PC, Mac, Linux, Xbox.

When was Pillars of Eternity II: Deadfire released?

Pillars of Eternity II: Deadfire was released on 8 May 2018.

Who developed Pillars of Eternity II: Deadfire?

Pillars of Eternity II: Deadfire was developed by Obsidian Entertainment and published by Versus Evil.

Is Pillars of Eternity II: Deadfire worth buying?

Pillars of Eternity II: Deadfire holds a Metacritic score of 88/100, making it one of the standout RPG titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.