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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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
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.