Divinity: Original Sin Ii


Divinity: Original Sin 2 is rich with possibilities. There are countless interactions to consider, to exploit, or lớn stumble inlớn, & so far that’s been as exciting as it’s been exhausting.

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I often find myself thinking about the limits of the games I play. When a game offers me three paths & I’m keening for some igiảm giá fourth, I tell myself that developers can only anticipate and trương mục for so much. When an object or an NPC behaves unrealistically, I remind myself that not every potential circumstance can be accounted for.

But I’m over 18 hours into lớn Divinity: Original Sin 2, & in that time I can’t say that I’ve thought about its limits once. Of course it has them, as every game does, but they just haven’t leapt out at me the way I’m used to.

Larian Studios

September 15, 2017 - the first trăng tròn hours

From the very beginning Original Sin 2 feels wonderfully flexible. Players can customize their own characters (down to lớn picking an instrument to highlight their personal soundtrack) or choose from several pre-made origins. Choosing an origin character doesn’t mean sacrificing any chance at customization, though. Players still have complete control over the origin character’s class, abilities and appearance, so there’s wiggle room even if you love sầu a character concept but hate their weapon/hair/cannibalism-related clairvoyance.

Origin characters will become companions if they aren’t picked as the player character, meaning that their stories & the quality interactions they can have sầu aren’t completely locked off. Better still, they offer players the option lớn influence their class when they vày join up, so a buổi tiệc ngọt that’s already brimming with magic users can nudge a new companion in a different direction khổng lồ fill a skill gap. It’s a good idea khổng lồ take advantage of this, since a more diverse mix of skills can ensure a buổi tiệc ngọt is ready to giảm giá khuyến mãi with anything.

It’s an RPG that is overwhelmingly about planning ahead yet still being completely taken by surprise

And that’s incredibly valuable. A lot of different things can happen in Divinity: Original Sin 2; it’s an RPG that is overwhelmingly about planning ahead yet still being completely taken by surprise. A seemingly inconsequential conversation with someone can lead to lớn them dropping dead from some unholy và unknown force. An arrow shot astray in a fight can cause an unrelated and cascading loop of fire, poison and electricity to lớn render a nearby area completely impassable. A teleportation glove can lead someone too clever for their own good somewhere they’re absolutely not prepared lớn be.

Isolated into lớn their most basic elements there’s a predictability khổng lồ everything, a logic that can be employed in some situations (particularly combat) for perfectly unsurprising outcomes. Conversations, battles, and quests are all scenargame ios lớn be solved, one way or another. Of course murder’s always on the table, but maybe the real key is in an innocent red ball looted from a previous encounter (which hopefully no one traded for a lockpick). Maybe it’s in a healing spell cast over the wounded. Maybe it’s in the character themselves. Origins as well as tags (some of which are mix at character creation, while others can be acquired) can impact a character’s options in many different situations. There’s a lot khổng lồ be said for knowing who an NPC may or may not want to lớn giảm giá khuyến mãi with.

But that density and complexity can have sầu its costs, too. There are just so many pieces in play, so many potential points of failure or at least complication, that it’s an impossible feat lớn try và stay on top of them all. Even rolling back to older saves hasn’t been enough for me lớn unvày some of my more disastrous accidents. It’s lượt thích standing in the middle of a sea of dominos, but only actually knowing where half of the lines start. Inevitably, someone’s going to lớn make a mess.

Learning to accept that mess has been my biggest challenge

Learning khổng lồ accept that mess has been my biggest challenge. I’m absolutely the player who needs to lớn fill in every area of the bản đồ. I need lớn open every crate, talk lớn every NPC & solve every problem before I feel ready khổng lồ move on from an area. I want clean edges & perfect solutions. And in that way, Divinity: Original Sin 2 has been somewhat suffocating for me, in spite of how much fun it is to lớn poke & prod at all of its moving parts.

It wouldn’t be fair to Gọi its world mean, because it’s not malice that’s standing between me và that perfect, clean save sầu. It’s more accurate to lớn say that the world is indifferent khổng lồ player intent. It doesn’t necessarily matter if I want to be the anh hùng, or if I want to lớn bởi everything right. It doesn’t matter if I want to lớn save sầu the dying man surrounded by enemies. The second one of them ignites the oil around hyên ổn, intention goes up in smoke just like the rest. Fire doesn’t care who or what it burns, & neither does Divinity. That degree of neutrality is uncommon in an RPG & I can appreciate that, even if it is simultaneously very stressful.

Grid View
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This feeling was at its peak while the freedoms my created main character enjoyed were extremely limited. She và the rest of my các buổi party were prisoners, each one outfitted with a glowing collar that cut them off from the full breadth of their abilities. As members of an apparently dangerous subsection of the population of Rivellon capable of harnessing Source energy, they had been shipped off to lớn the deceptively named Fort Joy in the hopes of containing — if not eventually curing — them of this ability. Source magic, we’re told, has the unpleasant side-effect of attracting wicked monsters from the depths of the Void into the mortal realm, và therefore must be excised from society for the well-being of all.

If that seems simple, I assure you it doesn’t stay that way. Set over a thousvà years after the first Original Sin, sandwiched between Divine Divinity and Beyond Divinity, Original Sin 2 has hooks all through the series’ lore. Things get complicated fast, but players aren’t likely to suffer for any unfamiliarity with the older games. Every opportunity to lớn mô tả lore is taken through dialogue as well as the copious number of books scattered around the world, usually free for the taking. Players aren’t force-fed any more backstory than they want khổng lồ consume, but there is an expansive Búp Phê available for those that would.

Multiplayer modes

The experience of playing Divinity: Original Sin 2 can feel a lot like playing a tabletop roleplaying game, and not just because of the wizened narrator. In multiplayer, attentiveness & cooperation between các buổi party members are vital to both following the story and staying alive sầu.

Given Original Sin 2’s devotion to lớn open-endedness và how its design pushes players lớn work together, the “trò chơi Master” mode feels lượt thích a natural addition. It provides all the bits và pieces needed to lớn cross to lớn the other side of the table & build a chiến dịch for others to lớn play, using maps and models from the game itself. While prospective GMs can’t create massive sầu open spaces khổng lồ the same scale as Original Sin 2’s main campaign, they can build up a series of smaller pocket areas situated on a world map, the ultimate effect of which reminded me a lot of Dragon Age: Origins.

This mode also gives GMs the flexibility lớn adapt their constructs on the fly, so rather than being boxed inlớn a completely linear chiến dịch, they can respond to their players’ actions & decisions in the moment. I tinkered with the system lightly on my own, và (as someone who plays tabletop roleplaying games regularly) it looks pretty promising. 

And like the lore, the world itself is densely packed with secrets & surprises. Even deceptively small areas of the bản đồ tkết thúc lớn twist in on themselves in tantalizing ways, letting players decide just how deep they want khổng lồ follow every little rabbit hole on their path. Engaging with NPCs, particularly rats & other animals, also feels more valuable than it did in the previous game. Every line of animal dialogue is unique and, for the most part, useful or illuminating in some way, making my compulsion lớn chase down every last squirrel feel far more justified than before.

This kind of enthusiastic exploration is usually rewarded. Sometimes that reward is a few coins and the feeling of triumph that comes with using a teleportation ability to lớn craft a smart little shortcut, but often it’s more tangible. A new quest, a new character, a bit of lore about an incredibly powerful crab wizard; whatever it was, I rarely if ever regretted these detours.

But there’s a problem with all the mật độ trùng lặp từ khóa and mutability the world displays. Because for all that players can bởi in Original Sin 2, for all that they can affect, there are infinite things just waiting lớn break.

It’s inescapable to some degree. Games that traffic in open-ended possibility typically have many more moving pieces khổng lồ trương mục for, and the more pieces in play, the more likely conflict becomes.

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Sometimes these broken pieces are the player’s own fault, & sometimes they are just circumstance. For instance, it’s entirely possible khổng lồ kill critical NPCs, or for critical NPCs khổng lồ get themselves killed in Original Sin 2. When I decided to show the dwarven queen mercy, only for her lớn run away from me and directly inlớn a cloud of noxious (và lethal) gas, I accepted it. It was a funny little twist of fate; unfortunate, yes, but more a result of all these moving parts working mostly as intended than a sign of anything out of place.

But then there were the things that were just outright broken: dialogue that ignored major story-based changes khổng lồ the state of the world, & quests that wouldn’t recognize I’d satisfied all their required steps or even tell me where I’d gone wrong, presumably because I’d stumbled inkhổng lồ some aspect of it out of order over the course of exploring.

In one case, I was arrested for having a “stolen” necklace in my possession even though I had long since disposed of it. In another, I discovered that my ability lớn không tính phí allies who had been charmed … couldn’t actually target charmed allies. Whoops.

My favorite example of Divinity: Original Sin 2’s sometimes frustrating jagged edges is the companion story trùm I fought near the end of the game. This was an incredibly powerful detháng who initially had a massive sầu character model as well as an absurd amount of armor. Unfortunately, when I quick-saved và quick-loaded khổng lồ unbởi vì a misstep during the fight, he shrank to lớn half his original kích thước, moved to another area of the bản đồ entirely, & was abruptly and miraculously armorless with a fraction of his original HP.. At that point, I killed hyên ổn with just two completely plain arrows fired in his direction.

Normally this game’s combat is high-risk and incredibly ponderous, in a good way. When everything’s working as intended, it feels as thoughtful & satisfying as solving a good puzzle, albeit with a lot more blood spilled.

But when it’s not working? One major boss, two minor arrows. Fwip fwip.

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I could easily các mục off dozens more examples of all the times I felt utterly robbed by some moving part or another slipping out of place in Original Sin 2. If I had to hazard a guess, I would say at least a quarter of the sidequests I came across broke in some manner while I was earnestly and carefully trying lớn advance them. I was only trying khổng lồ vì chưng exactly what the game bills itself on — following interesting-if-roundabout paths lớn goals of my choosing — only to find that, in so doing, some invisible element had gotten caught in the clockwork.

As the game went on, the kind of problem-solving I had initially reveled in also stopped producing results. While I’d enjoyed using healing & blessing skills khổng lồ help certain ailing NPCs early on, for example, eventually those skills would work for a moment or two before the character would snap bachồng khổng lồ their previous state with no explanations given, no further clues differentiating their state as special or unique. The more I played và the more tools I had at my disposal, the more often that Original Sin 2 seemed to lớn ignore its own playbook, closing off the creative sầu paths that initially had me loving the game.

Combined with the sheer volume of bugs & busted elements I found as I explored, I eventually felt deeply apathetic about the outcome of everything I was doing. My investment in the world waned dramatically because my effort was so often rewarded with nothing more than a limbo state. I would tichồng all the boxes and get nothing for it & when I eventually had khổng lồ move on khổng lồ the next area, a generic line of text in my over-cluttered journal implied I’d abandoned the quest by choice.

As I said, I’m under no illusions that Original Sin 2 should be technically seamless. However, it should absolutely be better at getting this right. This is its entire wheelhouse. It’s sold on its openness, its mutability, all those moving pieces & all those creative sầu solutions. This is what the game is, and it should be able to lớn bear that weight far better than it does.

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If all these components interacted more smoothly, it would be so much easier to ignore its less glaring shortcomings. An occasional bit of placeholder text left in an công trình would seem completely petty. The numerous NPCs who can’t seem lớn get each others’ pronouns right, an honest editing oversight. The berry pie I crafted but for some reason was unable to ever sell to lớn vendors, a quirky but harmless bug. And the awkward pulp novel romance scenes (which I mention as someone who is normally a tín đồ of romance in RPGs) that blossom from incredibly underdeveloped relationships between characters? The other sex scene where I listened khổng lồ the narrator intoning dryly about “two heats hot against one another” with anything but a straight face? They’d be funny but largely unimportant aspects of the overall experience.

These are all things I was completely happy to handwave sầu at that halcyon 20-hour mark. I was still caught up in all the new toys I had lớn play with and, more importantly, all the little cracks in the game’s continuity still felt lượt thích just that: little cracks. But those fractures deepened over time until, inevitably, the whole experience began falling apart.


Divinity: Original Sin 2 has an abundance of things lớn see và vì chưng, a staggering amount of secrets to lớn unearth và plenty of tricks up its sleeve. Yet almost every cool moment I experienced sits shoulder-to-shoulder with an equally weighted disappointment. Ambitious và impressive sầu as it often is, it’s ultimately a collection of incredibly pretty beads that just don’t string together as well as they should.

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Divinity: Original Sin 2 was reviewed using a final “retail” Steam tải về code provided by Larian Studgame ios. You can find additional information about onaga.vn’s ethics policy here.