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
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
Baldur's Gate 3SP/MP: Single + MP
Release: In development
Original Sin - Documentary @Gameumentary
Gameumentary have produced a documentary about the journey towards independence and eventually Divinity: Original Sin.
Explore the very beginnings of Larian Studios and the Divinity franchise in our feature-length documentary. Discover the struggles the studio faced on their journey to becoming an independent studio, and how each game in the Divinity franchise laid the foundation for what would become, Original Sin.
Original Sin - Documentary Trailer
Divinity: Original Sin Documentary Trailer from Gameumentary.
In our latest feature length documentary we explore the turbulent 20 year story of Larian Studios and how each game in the Divinity series laid the foundation for Original Sin, and their newfound success as an independent studio.
Larian Studios - How Divinity Almost Didn't Happen
Gamespot interviewed Swen Vincke about how the Divinity games almost didn't happen.
Leading up to the release of Divinity Original Sin 2: Definitive Edition, we visited Larian Studios to speak to CEO and designer Swen Vincke about the rough start the series had, their brushes with bankruptcy, and the risks the studio had to take to release Divinity Original Sin.
Larian Studios - Interview @Invision Community
Invision Community has an exclusive interview with Larian Studios Kieron Kelly, product manager at Larian Studios and Edouard, Senior game designer.
On a personal level, I love Divinity: Original Sin 1 / 2, I also love Divinity 2, I played it loads and loved the action-packed game and story, will you ever come back to that genre? Or it too much of a risk?
We’re glad you loved it! I wouldn’t say its too much of a risk, but we’re enjoying making these types of rpgs right now. And the success of Divinity: Original Sin 2 is just showing more and more people that they like this type of game too. SO while we won’t rule anything out for the future, we think its fair to say that this type of RPG is growing its audience, and we’re not done with it yet.
Divinity: Original Sin II - The Zelda of Roleplaying Games
Techquila is stating that Divinity: Original Sin II is to Western RPGs what Zelda is to JRPGs and then describes why the author feels it is one of the best RPGs.
The Legend of Zelda is often hailed as one of the best Japanese games (if not the best game) of this generation. While it may be one of the finest Eastern adventure games, I don’t quite believe that there aren’t any Western RPGs out there that don’t have anything better to offer. In my opinion, one such game is Larian studios’ Divinity Original Sin II.
JRPGs have a niche but vocal audience, many of whom tend to be reviewers and critics. The reason for the relatively smaller fan-base of JRPGs can be attributed to multiple reasons. Firstly, being limited to only one or two consoles (for Zelda that would be the Nintendos). Secondly, having childish, cliched settings and lastly, the absence of a localized English version for some.
Gamers tend to have varied tastes which makes it even harder to rate games. Most RPG fans prefer games with darker themes like Dragon Age and The Witcher 3, while the rest opt for JRPGs having colorful visuals and light-hearted stories. In this post, seeing as it’s coming to current-gen consoles in the coming days, I would like to discuss Divinity Original Sin II and why it’s one of the best RPGs ever.
Divinity: Original Sin II - Interview with Michael Douse
Metro interviewed Larian's director of publishing Michael Douse about Divinity: Original Sin II and the marketing angle is explored also.
GC: It is always about the marketing. I’m a big fan of turn-based strategy games, especially XCOM – which your combat has something in common with, and I foolishly imagined it was going to be a big mainstream hit when they got it working so well on consoles. But of course it was a mild hit at best. But it seems with your games they should be much more successful than they are too, much better known…
MD: We’ve done a lot of data crunching, so we know what our market cap is on each console and PC. I think we’re about halfway through our market cap on PC, we can get another one-and-a-half to two-and-a-half million players I think on PC. But it’s true. And these kind of challenges, on how to communicate the game on many, many different levels, and dealing with the fact that people think it’s a CRPG when it’s really a co-op board game. All of these kind of things are a challenge.
And we’re growing, we’re successful, we’re not desperate. So working these things out with this kind of safe level of iteration, and growing as a publishing team and growing as a developer, it’s really a privileged place to be in. Because we’re not scrambling, we’re just listening and we’re watching and sort of growing. So I completely agree.
An interesting point about XCOM compared to CRPGs is we actually have more people who are XCOM players than we do that are Pillars Of Eternity players. So those parallels are really there, the data shows us that those parallels are there. But the most difficult thing, and I’ll tell you this, is trying to explain to publishing people why the game is such a success. It’s not the players.
The players, if you put it in their hands they have a great time, but people who look at this and go, ‘Well, why is this a success?’ They can’t work it out, and they don’t realise that it’s closer to a game like XCOM than it is Pillars and all of these kinds of things. So these are the greatest challenges. It’s more on the business side than it is on the community side.
The community really have our back. It’s really, really fun to work with everyone on that.
Divinity: Original Sin II - Sir Lora & Quercus Video
A new video that introduces Sir Lora and Quercus which will feature in Divinity: Original Sin II: Definitive Edition.
Meet Sir Lora, a squirrel fleeing the Knights of Drey - an apocalyptic order of furry knights who believe in the coming of the Great Acorn. He’ll join you in Fort Joy (along with Quercus - his undead cat mount) and follow you through your adventure, sharing his wit, wisdom, apocalyptic warnings, and even some skill-crafting secrets.