In recent years, Western RPGs have seemed eager to embrace the action RPG format, favoring faster, mostly reflex-based, combat. Faced with this trend, Belgian developer Larian Studios’ Divinity: Original Sin II shows that modern RPGs don’t have to abandon their old-school roots. The latest installment in the long-running Divinity series, Original Sin II is a turn-based tactical RPG that supports local and online co-op for two to four players.

Characters

Players have the option to choose one of six Origin characters or create a new custom avatar. Each preset character comes with a short introductory cinematic that explains their backstory and sets up their own personal quest line. While Origin characters’ name, race, and gender are fixed, extensive customization options are available to the player. Players can also select different musical cues for each character. It’s a feature I didn’t know I wanted until I got it.

Divinity: Original Sin II Review |  Gammick

Origin characters have access to unique dialogue options in conversations. NPCs have different answers depending on the character speaking to them. Creating a custom character opens up some additional cosmetic options. However, as funny as it may seem to be an undead female lizard, it comes at the expense of the story’s content.

History

Speaking of history, the writing on display is solid. In tone it is somewhat reminiscent of Fable II, combining a serious story with witty and humorous lyrics and dialogue. The six protagonists are a mixed bag, and some lean more heavily on archetypes than is ideal. But all are reasonably well-rounded. I ended up choosing the possessed bard Lohse as my protagonist, a decision I keep an eye on. She and the undead scholar Fane have a habit of taking the scene and running with it.

Players take on the role of the magically gifted Godwoken adventurers in the land of Revellion. Hopefully, one of them will ascend to divinity and save the earth from the invading horde of the demonic Voidwoken.

This is ultimately the plot, however. The first act revolves around the escape from the island of Fort Joy, a prison colony run by the fanatical Magisters of the Divine Order. This creates a small pacing problem: the first 15-20 hours end up looking like a prologue to the main story. But, as far as the prologues are concerned, it’s good.

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Philip Owell

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