Of course, the party will all be led by the player character, which can be created from scratch in a detailed character creation mode. As mentioned, the character will have a personal arc that will evolve over the course of the game's narrative. Speaking to certain NPCs, answering questions off of branching dialogue choices, and deciding how to tackle dungeons will all factor into the main character's arc and help shape his biography. While Pillars of Eternity will revolve around a main narrative, the character's personal journey will also be one to keep an eye on and should lead to different experiences.
Pillars of Eternity will ship with five playable races, with eleven classes among them. There will also be a wild card "godlike" race, which will manifest itself through a divine apperance. Godlike characters will receive certain boosts, but will be ineligible to wear garments/armors or receive any of those stat buffs.
I only saw a fraction of what Pillars of Eternity has to offer, as Brennecke noted that the size of the game's world would fall somewhere between the first two Baldur's Gate games. The first world certainly appeared lush and detailed, but it remains to be seen whether the rest of the game's world can maintain that same sense of beauty. Likewise, it'll be interesting to see if character building and dungeons can maintain a sense of variety.
The long journey for Pillars of Eternity is on the verge of its conclusion. The long-awaited Kickstarter success story is aiming to release on PC by the end of 2014.
Dungeons look to be a major highlight of Pillars of Eternity