![]() ![]() ![]() An enemy archer shoots an oil barrel sitting on the ledge where my archer and mage have just made their presence known, and then they light the oil on fire. This strategy almost immediately goes up in flames, literally. A classic two-pronged attack with the added benefit of two of my characters, my archer and mage, technically being “out of combat” until I have them break stealth, meaning that they both get free attacks, which are extremely precious in Original Sin 2. Then I decide that my main character, Fane, will charge in the front, along with my tank. I have my archer, Sibelle, and my mage, Lohse, sneak onto one the ledge of the ruined structure where the battle will take place, like so: I should’ve prepared better.” I decide to take advantage of the fact that I can split up my party members and control them individually, something I haven’t been doing much before this point in the game. Not even by Alexander, who I barely touch, but by a monstrous Sourcerer experiment-gone-wrong called a Shrieker. Having just finished wrecking everybody at Fort Joy, the prison island where the game’s first act takes place, I waltz in like I own the place-and I basically do, because everybody else is dead. It’s my third day with Divinity: Original Sin 2, and I’m battling the game’s first real boss: the nefarious Bishop Alexander, one of the top dogs in the “divine” order that’s been rounding up, imprisoning, and conducting demented experiments on Sourcerers like me. Or at lot different, depending on whose guts get torn out. Original Sin 2 is a story-driven RPG, but everybody’s story is a little bit different. He fought valiantly to keep a mystical lizard man safe, while I let my elf assassin, Sibelle, tear his freaking guts out. He brought a dwarf into his party who I never even found. He tried to kill a crime boss with whom I had parlayed for fear of aggroing an entire city. In the coming days, though, I check in with him and find out that he’s approached so many situations in ways I never even considered. Kirk gently implies that I should chill out and notes that he’s only played for a couple hours. It’s cool that Original Sin 2 allows that, but it can also be a huge bummer. I would not, however, recommend it for your first run through, as it tends to devolve into chaos-the kind that occasionally kills crucial characters. Oh, and there’s co-op multiplayer, which is seamlessly integrated and allows players to run around the game’s world as they please. It also tells a significantly more elaborate story in which you play as a Sourcerer, named after the “Source” magic you’re able to draw on, in a time when pretty much everybody fears and despises magic users because they believe they’re the reason monsters from The Void keep descending on the world and trying to usher in a gross, tentacle-ridden apocalypse. Original Sin 2 keeps those features, refines them, and dials many of its predecessor’s pros (and a few of its cons) up to 11. ![]() The game also allowed players to split up party members and send them wherever they pleased to create devious strategies (or just run errands), or let them splash the ground with elemental surfaces (water, fire, poison, etc.) that could cause huge chain reactions when paired with spells. Instead of the painterly but static portraits commonly used for backgrounds, it featured interactive sandboxes with countless movable objects that could be used in and out of battle. The original Original Sin, released in 2014, evolved the isometric RPG formula in myriad ways. While crowdfunded throwbacks like Pillars of Eternity have sought to recreate the designs of the ‘90s classics, Original Sin 2 feels like an answer to the question “What if people never stopped making this kind of RPG?” ![]() Divinity: Original Sin 2 is a role-playing game in the classic isometric PC style à la Baldur’s Gate. ![]()
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