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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Recent info pages and articles
Larian Studios - New Malaysian Studio & BG3 Complexity
IGN interviewed Larian Studios about its new Malaysian Studio and asked about Baldur's Gate 3.
Have you asked the previous developers BioWare and Interplay about making Baldur's Gate 3?
Swen: Well, the team who made previous Baldur's Gate games have spread around but we talked to a whole lot of them. We chatted with them about how to do it. We also talked to the people of Wizards of the Coast obviously since they're the owner of Dungeons & Dragons. So we came up with something that I think it's good. We'll see.
I'm fascinated by how you're able to translate tabletop gameplay to video games. Tabletop games are quite complex already. Will Baldur's Gate 3 has the gameplay mechanics similar to Divinity: Original Sin?
Swen: No, it's not the same as Divinity: Original Sin. It's very different at its core. For me, the biggest difference is probably the class-based gameplay. The similarity, however, is that both Divinity: Original Sin and Baldur's Gate 3 will try to give you a lot of player agency. You decide to do something. The Dungeon Master thinks and says, "Sure, roll D20". They just check and we'll see if it goes or not. That's the fun of it.
We're trying to do the same but in a video game, the game itself becomes the Dungeon Master. So we have to figure out upfront on what you're going to be doing, for example, in terms of stupidity and have the game world reacts to you. That's what we want to try. I think we have cool stuff in there.
Larian Studios - Swen Vincke Talks The Long Road Of Larian Studios
GameInformer interviewed Swen Vincke about the long road of Larian Studios.
How were you even surviving at this point?
Work-for-hire allowed us to survive to the point to look for a publishing deal, but we hated it. We really didn’t like it because we were making really stupid things. Such as these things go, it’s a vicious spiral. We started doing work-for-hire again, and we were lucky. We convinced a major broadcaster in Belgium to give us a lot of money for what the broadcaster thought was going to be a website, but was actually going to be an online game for kids. It had a unique format, sort of like an American Idol for kids. Kids could make movies, animations, cartoons, and dances in the 3D world, send it to the broadcaster, and then the broadcaster showed it on TV. It was innovative back in the day, and we won awards for it, sold it to the BBC, and sold it to several other broadcasters.
We said, “Why don’t we do a big RPG, but this time we fund it ourselves or as much as we can so that we retain control of the IP?” We didn’t have enough money to do all of it. We needed a publisher. We entered into what is known as a cool publishing deal, except I was still naïve back then. We tried to make a game about a dragon that could fly anywhere and land anywhere. We struggled through that and we found another publisher to help us publish this game. We signed it in 2007. It was supposed to come out in 2008. And then the [financial] crisis hits. This publisher suddenly found itself in incredible financial stress, because they had to make all of their money with games like My Little Pony. All that stuff didn’t sell so they were taking tremendous financial hits. They did what a publisher does in those circumstances; they release a game too early. When [Divinity II: Ego Draconis] came to market it wasn’t ready. It got s--- reviews. Almost killed us. Really dark period for the studio.
Baldur's Gate 3 - New Image
IGN reports on a new publicity image for Baldur's Gate 3 which shows an Illithid in a Nautiloid ship.
Larian Studios, the developer behind the recently announced Baldur’s Gate 3, has revealed a new slice of fresh hell from the forthcoming roleplaying game, depicting one of the tentacle-faced, brain-eating psionicists from the race of interplanar slavers called Ilithids — more commonly known as mind flayers.
Though scant on details, the image below reveals an illithid psionically floating through the darkened hallway of a nautiloid ship.
Divinity: Fallen Heroes - Put On Hold
It doesn't look like Divinity: Fallen Heroes is going to be released, as all development on the game has ceased.
It is with a profound sense of regret that today we announce Divinity: Fallen Heroes has been put on hold, as we fondly celebrate the work done so far. We’ve been working with Logic Artists for over a year since before the announcement on March 27, 2019. Though enthused by the reception of the announcement and the energy of our fans, we have taken many things into consideration over the course of the last few months, and today we’re ready to talk about its future.
Originally scheduled for a November 2019 release, it has become clear to everyone involved that the game will need far greater development time and resources than are available now to bring it to fruition, in a fun and sustainable way.
Going forward, we at Larian will continue to work on Baldur’s Gate 3 with news coming soon, and Logic Artists will be focusing on their own Expeditions games. As an independent developer ourselves, we understand and value the importance of a developer investing into their own IPs, and their own future.
We’re sorry for the players excited for Fallen Heroes, who will have to wait an unspecified period of time, but we strongly believe that bringing Fallen Heroes to fans should be done in a timeline that allows it to be developed soundly.
We value the work that everyone has put in to Fallen Heroes, and though we lament its status as of now, we all agree that there’s a great game in there that will sometime reach the players who await it.
Logic Artists shared the following statement: “It's always sad to put an exciting project on hold, but sometimes the realities of development and release schedules simply assert themselves in ways that are outside anyone's control. It's been an incredible honour to work with Larian on their Divinity IP, and everyone at Logic Artists has been blown away by how helpful and welcoming Larian has been throughout the project.
There's no doubt we've learned much that will benefit our own projects in the future, and we'll always be grateful for that experience. As our own team pivots to focus fully on the third installment of the Expeditions series and a new IP of our very own, we wish Larian the best of luck with Baldur's Gate 3. We can't wait to play it!”
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!