Compare Pillars of Eternity: The White March Part II (DLC) prices across 50+ stores and find the best deal. Developed by Obsidian Entertainment. Published by Paradox Interactive. Released on 2/16/2016. Available on PC. Genres: RPG.

The White March Part II wraps up Obsidian's frozen-north expansion with harder fights, denser lore, and a storyline that actually sticks the landing.

Pillars of Eternity: The White March Part II is the second half of Obsidian's major expansion to their isometric RPG, and it functions exactly as you'd expect a concluding chapter to function: it pays off threads left dangling in Part I, raises the combat difficulty, and pushes the worldbuilding into territory the base game only hinted at. If you played Part I and felt the story hit a frustrating mid-sentence stop, Part II is where the sentence finishes. That alone is reason enough to continue. The expansion picks up in the same frozen, myth-soaked region of the White March, and it leans hard into the mysteries established around the Durgan's Battery storyline. The writing here is characteristically Obsidian: dense with in-world theology, faction politics, and morally grey outcomes that refuse to hand you a clean heroic exit. Choices you made earlier, both in the base game and in Part I, do surface and carry weight. It is not a radical branching narrative, but it respects your history with the world more than most RPGs bother to. The companion interactions in this stretch also improve, with several characters getting moments that recontextualize their arcs in ways worth experiencing if you have grown attached to them. Combat in Part II steps up the pressure noticeably. Enemy compositions are more tactical, and the expansion introduces higher-tier challenges that reward players who have actually been building their party with intention rather than just auto-leveling through the base content. If your Cipher or Chanter builds have been coasting, they will be tested here. The new abilities and gear available in this chapter slot naturally into the existing system without feeling like bolted-on additions, which is a small thing but worth noting because expansion itemization in RPGs often feels disconnected from the main game's balance. The weaknesses are real but familiar. The White March as a whole is geographically constrained compared to the sprawl of the base game's Dyrwood, and Part II inherits that limitation. There are a handful of fetch-adjacent quests that exist mostly to pad out exploration time rather than reveal anything meaningful. The pacing in the mid-section drags slightly before the finale picks up momentum. None of this is damaging enough to undercut the experience, but players who found the slower stretches of Part I tedious should know Part II does not fully solve that problem. For anyone playing through the full Pillars of Eternity experience, skipping this expansion means leaving the story structurally incomplete. It is not optional in any meaningful sense if you care about narrative closure. For newcomers curious whether to buy the full package including both expansion parts: yes, the White March is where Obsidian had room to flex without the pressure of establishing an entire new IP, and the quality of the writing shows that freedom. Part II in particular feels like a team that knew exactly what they wanted to say and finally had the space to say it. Monika, Scout Team

Pillars of Eternity: The White March Part II (DLC)
RPG

Pillars of Eternity: The White March Part II (DLC)

Feb 16, 2016Obsidian EntertainmentParadox Interactive
GamerScout Says

The White March Part II wraps up Obsidian's frozen-north expansion with harder fights, denser lore, and a storyline that actually sticks the landing.

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About Pillars of Eternity: The White March Part II (DLC)

Pillars of Eternity: The White March Part II is the second half of Obsidian's major expansion to their isometric RPG, and it functions exactly as you'd expect a concluding chapter to function: it pays off threads left dangling in Part I, raises the combat difficulty, and pushes the worldbuilding into territory the base game only hinted at. If you played Part I and felt the story hit a frustrating mid-sentence stop, Part II is where the sentence finishes. That alone is reason enough to continue. The expansion picks up in the same frozen, myth-soaked region of the White March, and it leans hard into the mysteries established around the Durgan's Battery storyline. The writing here is characteristically Obsidian: dense with in-world theology, faction politics, and morally grey outcomes that refuse to hand you a clean heroic exit. Choices you made earlier, both in the base game and in Part I, do surface and carry weight. It is not a radical branching narrative, but it respects your history with the world more than most RPGs bother to. The companion interactions in this stretch also improve, with several characters getting moments that recontextualize their arcs in ways worth experiencing if you have grown attached to them. Combat in Part II steps up the pressure noticeably. Enemy compositions are more tactical, and the expansion introduces higher-tier challenges that reward players who have actually been building their party with intention rather than just auto-leveling through the base content. If your Cipher or Chanter builds have been coasting, they will be tested here. The new abilities and gear available in this chapter slot naturally into the existing system without feeling like bolted-on additions, which is a small thing but worth noting because expansion itemization in RPGs often feels disconnected from the main game's balance. The weaknesses are real but familiar. The White March as a whole is geographically constrained compared to the sprawl of the base game's Dyrwood, and Part II inherits that limitation. There are a handful of fetch-adjacent quests that exist mostly to pad out exploration time rather than reveal anything meaningful. The pacing in the mid-section drags slightly before the finale picks up momentum. None of this is damaging enough to undercut the experience, but players who found the slower stretches of Part I tedious should know Part II does not fully solve that problem. For anyone playing through the full Pillars of Eternity experience, skipping this expansion means leaving the story structurally incomplete. It is not optional in any meaningful sense if you care about narrative closure. For newcomers curious whether to buy the full package including both expansion parts: yes, the White March is where Obsidian had room to flex without the pressure of establishing an entire new IP, and the quality of the writing shows that freedom. Part II in particular feels like a team that knew exactly what they wanted to say and finally had the space to say it. Monika, Scout Team

Tags

steamIsometric RPGStory-Rich DLCParty-Based CombatHigh DifficultyExpansion ContentNarrative ChoicesFantasy LoreBuild-Dependent Combat

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Game Info

Developer
Obsidian Entertainment
Publisher
Paradox Interactive
Release Date
Feb 16, 2016

Features

Single-playerDownloadable ContentSteam AchievementsSteam Trading CardsSteam CloudCommentary availableFamily Sharing

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