Divinity: Original Sin II
Divinity: Original Sin II Review
Maylander played through Divinity: Original Sin 2 twice, before penning down his findings
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Divinity: Original Sin II
Divinity: Original Sin II Preview
Finally at Gamescom we were shown the Undead.
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Divinity: Fallen Heroes - Preview @ Gamesradar
Gamesradar checked out the tactical RPG Divinity: Fallen Heroes:
Divinity: Fallen Heroes is a tactical RPG that blends the world of Divinity: Original Sin 2 with the action of XCOM
Larian Studios' follow-up to Original Sin 2 aims to carve out a space between two established genres
Larian Studios has been making Divinity RPGs for nearly two decades, since the tautologically titled Divine Divinity in 2002 up to its most recent instalment, the celebrated Divinity: Original Sin 2. With Fallen Heroes, though, it's hopping the fence into tactics games. But as producer Kieron Kelly points out, "the crossover of RPG, strategy and tactics is actually quite high". He’s talking specifically about the games that Larian's team like to play – alongside the RPGs you'd expect, he rattles off a list of tactics and strategy games:
XCOM, Into the Breach, Darkest Dungeon, Heroes of Might & Magic – but it applies to the building blocks of those genres. Turn-based combat, squad selection and skill trees are common refrains, they're just turned higher or lower in the mix depending on the genre.
Baldur's Gate 3 - Interview @Metro
Swen Vincke and Mike Mearls were interviewed by Metro about Baldur's Gate III.
GC: [laughs] I really enjoyed the combat in Divinity: Original Sin because of the obvious XCOM influence, but because it’s an adaptation of existing rules does that mean it’ll be very different in Baldur’s Gate III?
SV: Yeah, that’s the one that I’m not answering. [laughs] I will tell you what the idea is though. So, the reason why I’m not saying anything is because combat is something that is so sacred in this, when it comes to Baldur’s Gate, so we want to show it to people rather than just talk about it. However, I can tell you what the idea is. When you play D&D you get thrown challenges that you need to overcome. Some of these challenges require you to go into combat. And to ensure player agency you have to give the player a whole bunch of systems so that they can use them in any way they want to overcome the challenges that are thrown at them. That’s what we did in DOS2 because in DOS2 people come up with craziest ways of winning, unwinnable combat. That’s also what we’ll do in Baldur’s Gate III. You’re going to see combat that is very easy and you’re going to see combat that is hard. You have an entire toolbox at your disposal, which goes beyond just a rule set. It also depends on your imagination, so that you will overcome situations in a variety of ways.
GC: There’s always a sort of rule of thumb for me, for a good RPG, and it’s whether you can resolve a conflict – a major story set piece, not necessarily fighting with grunts – outside of combat.
Baldur's Gate 3 - Rewriting of the Rules
PC Gamer reports how RPGs have to be changed from tabletop to PC games:
How Baldur's Gate 3 and Bloodlines 2 are rewriting the rules of the tabletop games they're adapting
What works for a pen-and-paper campaign doesn't always work for a videogame.
You can tell tabletop roleplaying games are in the midst of a renaissance because suddenly everyone is making videogame adaptations of them again. Some of this year and next year's biggest projects are based on tabletop games: Dungeons & Dragons, Cyberpunk 2020, Pathfinder, Vampire: The Masquerade, and the list goes on.
But converting tabletop rules to digital form obviously isn't as simple as translating every page of the Player's Handbook into code. Combat and stats, the bits rooted in numbers, are often easy enough to reproduce, but they're only a small component of tabletop role-playing—and for many, not even the important part. I recently sat down with developers behind Baldur's Gate 3, Bloodlines 2, and Pathfinder: Kingmaker to discuss staying faithful to the source material, where it made sense for them to diverge, and—perhaps most surprising—what happens when their experiments are so successful they end up back in the tabletop version.
Baldur's Gate 3 - Will the Ranger Class be changed?
TheGamer thinks that the Ranger Class will be enhanced in Baldur's Gate 3:
Baldur's Gate 3 And Dungeons & Dragons Will Be Changing The Ranger Class In The Future
The ranger is one of the weaker classes in the current edition of Dungeons & Dragons, but that will be changing soon, as the class will be different in both Baldur's Gate III and in some new updates for Dungeons & Dragons in the future.
The future of the ranger class was discussed by Mike Mearls, who is the creative director for Dungeons & Dragons, and Swen Vincke of Larian Studios, which is the development studio that is currently working on Baldur's Gate III. The two appeared on an episode of Kotaku Splitscreen, where they talked about both Baldur's Gate III and Dungeons & Dragons.
Baldur's Gate 3 - Interview and Gameplay Info
@Fextralife An interview with Swen Vincke about Baldur's Gate 3 which reveals some gameplay details.
Baldur's Gate 3 Gameplay details! In this video we show you our interview with Larian Studios Founder Sven Vincke and Mike Mearls of Wizards of the Coast and Creative Director of Dungeons & Dragons that took place at E3 2019. https://baldursgate3.wiki.fextralife.com/Baldur%27s+Gate+3+Wiki
Baldur's Gate 3 - Community Update #1
Larian is bringing us the first edition of their Baldur's Gate 3 Community Update as part of the Larian Gazette.
Welcome to the first edition of the Larian Gazette!
The Gazette prides itself on bringing you the latest and greatest breaking news about all things Larian, and the insider stories that go with it.Yesterday's headline was the show-stopping, heart-pounding revelation that "LARIAN STUDIOS IS MAKING BALDUR'S GATE 3!" A teaser trailer of our new role-playing game was unveiled yesterday, and it was so spectacularly intense that the internet went into auto-censorship mode.
The Gazette was more than a little intrigued by the mind flayer invasion of Baldur's Gate. Our best reporter pursued their slimy trail to discover how Larian convinced Wizards of the Coast to let them unleash their madness on the crown jewel of the Sword Coast.
The brave reporter went deep undercover and resurfaced with a harrowing tale involving no less than the brutal abduction of Wizards' own Mike Mearls! Interpol has been alerted of the situation, and you, dear reader, may rest assured that the Gazette is monitoring the situation closely! In the meantime, please enjoy our full video report:
Baldur's Gate 3 - Preview @RockPaperShotgun
Baldur's Gate 3 has been previewed by RockPaperShotgun.
They call it Ceremorphosis. The excruciating seven day process by which a humanoid might transform into a Mind Flayer. Stick one illithid tadpole in the brain and one week later you’ve got an octopus for a head and a craving for more grey matter. And what better visual metaphor for the return of Baldur’s Gate: the adventure that lodged in the hearts and minds of every RPG fan of a certain age, until it could find a host capable of doing it justice. The search took 20 years. That body belongs to Larian Studios. The game is Baldur’s Gate 3.
And all this is true of Baldur’s Gate 3? “Yeah. The party’s going to be big, exploration’s going to be big, player agency is going to be big, decisions are going to be big, multiplayer is going to be big – and single player, obviously. The originals were also tough games, so challenges are going to be big.”
If you’ve played Larian’s Divinity: Original Sin you’ll know all this can be said of those games, too. Baldur’s Gate was based on a modified version of the Advanced Dungeons & Dragons rulebook, and Larian is a studio partially born from a passion for D&D. Several campaigns run continuously in the office, and Vincke has long turned to the player handbooks and monster manuals for inspiration. “The thing Wizards Of The Coast is incredibly good at is making idea generators,” he says. “When you read a campaign, you get plenty of ideas that you roll with and create your own adventures.”
Larian Studios - Love Players Breaking the Game
In an interview with PCGamesN Larian talk about how they love players to break their Divinity: Original Sin games.
“We factor in some amount of exploitation on the player’s part into the core balancing formulas,” Pechenin says. It’s almost as if they expect us to try and break the game. Many people manage to, of course, one infamous instance of which is the Divinity: Original Sin speedrunning technique which involves filling a chest with items and then lobbing it at the final boss for an insta-kill. This discovery shocked the team at Larian as much as it did the game’s community.
Divinity: Fallen Heroes - Preview @ IGN
IGN has taken a look at Divinity: Fallen Heroes and the author of the article looks at it as a spiritual successor to Dragon Commander.
In Divinity: Original Sin 2, combat is one of many components that make up a sprawling role-playing epic. But in Divinity: Fallen Heroes, that very same combat system is firmly in the spotlight; the game, like XCOM, is a series of challenging combat missions featuring tactical objectives that must be achieved using the abilities and spells of a crack team of god-like heroes, amusingly known as the Apocalypse Squad (Divinity’s Terry Pratchett-like edge is definitely still here).
It’s a design that makes perfect sense; Original Sin 2 has the most intricate and ambitious combat system of any RPG you could care to name, and so to build a new game upon it seems only natural. If you’re unfamiliar with Divinity’s turn-based combat engine, it’s a complex, unforgiving tinder box of elements that are in constant war with each other. If you stab a soldier they’ll bleed, and that pool of blood can then be frozen into a slippery trap that’ll trip over anyone who steps across it, knocking them out cold. Amazingly, that’s just a simple example.
Larian Studios - Interview @Sinitar Gaming
Sinitar Gaming interviewed David Walgrave about the Divinity Series, Larian, and future plans.
Welcome to GameInView (and, ModInView respectively) series! Here you can meet the people behind your favourite projects - both great mods and games. Watch a live conversation and learn about teams history, their members, history of the mods and games, and of course, fun moments and fresh news about them. In this special episode, we're opening the series with David Walgrave, executive producer at Larian Studios, a team behind Divinity series and the award winning, Divinity: Original Sin 2 - one of the best RPGs released during last decade. We'll talk about history of Larian studios, discuss the details behind the development, learn about Larian team "special juice", as well as team plans for future. Enjoy!
Divinity: Fallen Heroes - Previews
Twinfinite and GameReactor have previewed Divinity: Fallen Heroes.
Is the X-COM-style gameplay loop going to hold up over 60 missions? Or perhaps a better question is whether it will compare favorably to the Divinity games fans are used to?
That probably depends on how involved the story, characters, and decision-making is in the finished game. I wouldn’t bet against Larian Studios getting the balance right, as I’m certain they know just how important storytelling and role-playing agency is to the Divinity franchise.
Still, this has been designed as a combat-heavy Divinity experience targeted at those who relish strategic turn-based battles, and in that department, it looks like a real winner.
Quite how deep the story goes remains to be seen, and we'll need to see careful use of the characters if they're going to remain as relevant in Fallen Heroes as they were in Original Sin II. That said, all of the characters we know and love are still very much present so prepare to fight alongside Fane, The Red Prince, Lohse, Sebille, Ifan Ben-Mezd, and Beast in this tactical twist on the series. There's huge potential for this one given its rock-solid origins, although there's a way to go if it's going to live up to the standards set by Original Sin II.
Divinity: Fallen Heroes - Preview
Fansided has previewed Divinity: Fallen Heroes.
The game is certainly challenging, and if past experiences are anything to go on, Divinity: Fallen Heroes will likely include a number of different difficulty options. There is definite potential for replayability as well. I was told the final version of the game would include over 60 missions. Considering I couldn’t complete one mission in half an hour, Fallen Heroes is shaping up to still be quite a time sink. Not to mention the added optional objectives and challenges that will be included in the final version of the game.
Divinity: Fallen Heroes - Has Rocket Jumping
PC Gamer reports that Divinity: Fallen Heroes will have rocket jumping due to its new surface.
Sulphurium is a volatile, explosive resource that, when spilled on the battlefield, presents both a deadly obstacle and a very handy tool.
"It's triggered by kinetic energy, and it causes an explosion with a shockwave," Larian's Swen Vincke explains. "So if you shoot a crossbow at it while you're on top of it, you can rocket jump. And if you time it right you can jump across multiple surfaces. If an enemy is nearby they'll be thrown back by the impact as you jump. It's a really cool systemic addition to the combat."
Divinity: Fallen Heroes - Sort of XCOM
Rock Paper Shotgun thinks Divinty: Fallen Heroes is a sort of XCOM for the series:
Divinity: Fallen Heroes is sort of XCOM for Divinity: Original Sin 2, but doesn't have its guns yet
“Hot diggity daffodil,” says I, reading a GDC email two weeks ago. “A ‘new and unannounced Divinity: Original Sin 2 title’, what a day!” Eagle eyed readers will have already spotted that the email did not in fact say ‘hot new in-depth RPG Divinity: Original Sin 3 revealed’, and Divinity: Fallen Heroes is indeed not that.
I got a hands on with an early alpha build, and what it is, is sort of XCOM but for Divinity. Or, to put it another way: did you like the combat from Divinity: Original Sin 2?
The combat in OS2 wasn’t my favourite part, because as you probably know I lean towards story and elf-bothering, but it’s good, and was highly praised. Making a standalone game about it seems like a good move. There’s a bit more to it than that, but that’s the main cut, thrust, stab, explosion, knockback, poison-applied of it. Fallen Heroes is set post OS2, but there is still adventuring to be done and a world to save. You become the captain of the flying battleship Lady Vengeance, and from there send a squad of four (three basic types e.g. archer or healer, and one familiar heroic face from OS2), out on various missions for complex turn-based murder.
Divinity: Fallen Heroes - Announcement Trailer
A new game collaboration between Logic Artists and Larian has produced a new tactical game Divinity: Fallen Heroes which is set after Divinity: Original Sin 2.
We’re so happy to announce this one.
Divinity: Fallen Heroes is a game we’ve wanted to make for a long time. Ever since Dragon Commander, we toyed with the idea of mixing D:OS tactical turn-based combat with Dragon Commander’s decision-making elements. We thought there was a very cool game hiding in there, but we never had the resources to make it. Since then, the idea remained unexplored.
Last year, we gave the D:OS2 engine to Danish studio Logic Artists and asked them to see where it’d take them. Their brief was to develop a game in which your narrative choices affect which missions you can play-- and where your performance during these missions would affect subsequent narrative options.
The result was truly awesome. Thus, some time later this year, there will be a new stand-alone Divinity game featuring all our favourite characters, tactical turn-based combat, and plenty of difficult decisions to make. There’s tons of new combos to discover, tons of combat enhancements and… you can play with a friend in co-op!
The story will see you take on the role of commanders in the Divine Order, charged with arresting the half-demon Malady for stealing the Order's doomsday weapons. Before you know it, you’ll be engaged in a high-stakes play for global domination against none other than the Lord of Chaos himself. Together with the former Godwoken and the unreliable half-demon, you’ll engage in a grand adventure that’ll see you become the last hope of the free world.
To get a first taste of Divinity: Fallen Heroes, check out our brand new shiny trailer. And if you’re lucky enough to attend PAX East, come to our booth and try out the game yourself. We’re demoing an early build to collect feedback.
It’s still early days and we have plenty of work left to do, but do let us know your thoughts and what you would hope to see in Divinity: Fallen Heroes. We’re listening, and as always, your feedback will help us make the game better.
Oh! And check out the game's brand new site: www.divinityfallenheroes.com
Planescape: Torment - Philosophy Explored
Strat-Edgy Productions looked at Planescape: Torment's philosophy in depth.
Planescape: Torment is all about choices. Not necessarily choices in the game, though there is some of that, but the choices we have made in the past that send ripples throughout time. It plays with many ideas, but what it plays with the most is the idea of death and rebirth and how with each new life, we become a different person based on the circumstances of our rebirth.
You can even see this theme in the main menu of the game where most games would have the option for you to start a new game, Planescape asks you if you would like to start a new life or resume an old life. It’s one in a number of ways the game makes you consider the consequences of your choices and the insignificance of a single life when it comes to the nameless one.
But The nameless one is unreliable. His memories are fractured and missing. We cannot rely upon him to give a faithful recollection of his actions, and since I believe that intent does not matter and instead, what matters most is how your intentions are experienced by others, let’s explore the Nameless one through the eyes of the people who knew him and who have met him for the first time.
Planescape: TormentSP/MP: Single-player