Divinity: Original Sin Ii


Divinity: Original Sin 2 is rich with possibilities. There are countless interactions to consider, lớn exploit, or to stumble inkhổng lồ, & 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 and I’m keening for some ikhuyến mãi fourth, I tell myself that developers can only anticipate và tài khoản 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 inlớn Divinity: Original Sin 2, và in that time I can’t say that I’ve sầu 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 lớn.

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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 picking an instrument khổng lồ 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 sầu complete control over the origin character’s class, abilities & 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 do join up, so a các buổi party 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 to lớn take advantage of this, since a more diverse mix of skills can ensure a buổi tiệc ngọt is ready khổng lồ 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 them dropping dead from some unholy và unknown force. An arrow shot astray in a fight can cause an unrelated và cascading loop of fire, poison & electrithành phố khổng lồ render a nearby area completely impassable. A teleportation glove can lead someone too clever for their own good somewhere they’re absolutely not prepared to be.

Isolated inlớn their most basic elements there’s a predictability lớn everything, a xúc tích và ngắn gọn that can be employed in some situations (particularly combat) for perfectly unsurprising outcomes. Conversations, battles, và quests are all scenartiện ích 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 phối at character creation, while others can be acquired) can impact a character’s options in many different situations. There’s a lot to be said for knowing who an NPC may or may not want khổng lồ giảm giá khuyến mãi with.

But that mật độ trùng lặp từ khóa & 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 khổng lồ try & stay on top of them all. Even rolling baông xã khổng lồ older saves hasn’t been enough for me lớn unvì some of my more disastrous accidents. It’s like 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 khổng lồ accept that mess has been my biggest challenge

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

It wouldn’t be fair to lớn 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 say that the world is indifferent to lớn player intent. It doesn’t necessarily matter if I want to be the hero, or if I want to vì everything right. It doesn’t matter if I want khổng lồ save the dying man surrounded by enemies. The second one of them ignites the oil around him, intention goes up in smoke just lượt thích the rest. Fire doesn’t care who or what it burns, & neither does Divinity. That degree of neutrality is uncomtháng in an RPG and I can appreciate that, even if it is simultaneously very stressful.

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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 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 lớn 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 DivinityBeyond 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 khổng lồ chia sẻ lore is taken through dialogue as well as the copious number of books scattered around the world, usually không lấy phí for the taking. Players aren’t force-fed any more backstory than they want to lớn consume, but there is an expansive buffet available for those that would.

Multiplayer modes

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

Given Original Sin 2’s devotion lớn open-endedness & how its thiết kế pushes players lớn work together, the “Game Master” mode feels lượt thích a natural addition. It provides all the bits & pieces needed lớn cross khổng lồ the other side of the table và build a campaign for others to lớn play, using maps và 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 maps, the ultimate effect of which reminded me a lot of Dragon Age: Origins.

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

And like the lore, the world itself is densely packed with secrets and surprises. Even deceptively small areas of the bản đồ tkết thúc khổng lồ twist in on themselves in tantalizing ways, letting players decide just how deep they want to lớn 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 to 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 & 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 to lớn break.

It’s inescapable to lớn some degree. Games that traffic in open-ended possibility typically have sầu many more moving pieces to lớn account for, và the more pieces in play, the more likely conflict becomes.

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Sometimes these broken pieces are the player’s own fault, và sometimes they are just circumstance. For instance, it’s entirely possible khổng lồ kill critical NPCs, or for critical NPCs to get themselves killed in Original Sin 2. When I decided khổng lồ show the dwarven queen mercy, only for her khổng lồ run away from me và directly into lớn a cloud of noxious (and 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, và 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 to lớn miễn 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 character Model as well as an absurd amount of armor. Unfortunately, when I quick-saved and quick-loaded lớn unbởi a misstep during the fight, he shrank khổng lồ half his original kích thước, moved khổng lồ another area of the bản đồ entirely, và was abruptly & miraculously armorless with a fraction of his original HPhường. 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 và incredibly ponderous, in a good way. When everything’s working as intended, it feels as thoughtful and 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 list 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 và carefully trying to lớn advance them. I was only trying to lớn vày exactly what the game bills itself on — following interesting-if-roundabout paths to lớn goals of my choosing — only khổng lồ 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 and blessing skills to help certain ailing NPCs early on, for example, eventually those skills would work for a moment or two before the character would snap bachồng to their previous state with no explanations given, no further clues differentiating their state as special or chất lượng. The more I played và the more tools I had at my disposal, the more often that Original Sin 2 seemed lớn ignore its own playbook, closing off the creative 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 tiông chồng all the boxes and get nothing for it & when I eventually had khổng lồ move sầu on lớn 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 solutions. This is what the game is, và it should be able khổng lồ 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 khổng lồ ignore its less glaring shortcomings. An occasional bit of placeholder text left in an cửa nhà would seem completely petty. The numerous NPCs who can’t seem khổng lồ get each others’ pronouns right, an honest editing oversight. The berry pie I crafted but for some reason was unable lớn 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 lớn handwave sầu at that halcyon 20-hour mark. I was still caught up in all the new toys I had to play with &, more importantly, all the little cracks in the game’s continuity still felt like 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 to lớn see và do, a staggering amount of secrets to unearth & plenty of tricks up its sleeve sầu. Yet almost every cool moment I experienced sits shoulder-to-shoulder with an equally weighted disappointment. Ambitious and 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.

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