There are also the usual handful of unique weapons, smaller tasks, et cetera, though nothing quite as big as the raft of new features in Part One. A few pull double-duty-namely Stalwart and parts of Durgan’s Battery-but in general you’re exploring untouched areas of the White March region, from long-forgotten abbeys to military forts.Īs far as raw numbers, I count five or six major new areas and one new companion (Maneha, a barbarian). I half-expected to spend Part Two double-speeding through the same areas as last time, fighting new enemies on the same ol’ maps. Regardless, Obsidian should be commended for minimizing re-traversal in The White March. But…well, there’s an army encamped near Durgan’s Battery, called The Iron Flail. Seemingly everyone recognizes you-“The hero who re-lit the fires of Durgan’s Battery!” People are a lot friendlier. Returning to Stalwart, you’re hailed as a hero. Regardless of how long ago you were actually there, the game acts like it’s been a few months. So it’s off to the White March region again. And you think to yourself, “This seems bad.” You see the aforementioned army sweeping down from the mountains, eventually crushing your fortress of Caead Nua into dust and reducing the world to embers. You see hundreds of eyes, staring through you. If you’ve already finished the expansion’s first half, you’ll need to rest once in Dyrwood to trigger the second section.ĭo so and you’ll have a dream. 2, which once again brings you to the snowy mountains surrounding Stalwart and Durgan’s Battery. Apocalyptic-that’s the best way to describe The White March Pt.
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