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amazon Divinity Original Sin 2 reviews
Divinity: Original Sin 2 – “What do the gods mean to the unbelievers?”
The greater the power, the heavier the responsibility is on the shoulders – that statement is ironically true for the magicians who carry the energy of Source in Rivellion, as well as the responsibility of the “fit” guys water” Larian Studios with Belgian “dark magic.”
They launched the CRPG renaissance three years ago. Since then, not a few names, big and small, have followed in the footsteps of Divinity: Original Sin to continue to breathe life into the classic sound into a new generation, no matter how resoundingly successful or miserably they fail.
It’s no exaggeration to say that Larian Studios are the “supreme lords” of the modern Western classic RPG, as they single-handedly resurrected a genre that once stood on the edge of oblivion.
Divinity: Original Sin 2 is not exactly an “ascension” step compared to its predecessor, but what the Belgian wizards do in episode two of the journey to the origin of sin still shows that they are still independent honor in his path.
In Divinity: Original Sin 2, after removing the necklace that restrains the Source’s power. You (and your companions) will receive the ability “Spirit Vision,” which causes the souls of the dead to rise, lamenting as he looked down at his lifeless body, dreading being “purified” and lying neatly in your arms.
The ghosts paint a dreary picture of the writer is joking!
That is Divinity; 95% bet the soul of the Dwarf you encounter under a stone bridge will ask you to “kill” the disloyal student lying in an inn in Driftwood.
If the ability to talk to animals – Pet Pal – opens up a bizarre “treasure of information” when faced with countless situations in Divinity: Original Sin, then Spirit Vision in Divinity: Original Sin 2 emphasizes more. The uniqueness of the whole series: what you see before your eyes may not be as stark black and white.
The story of Divinity: Original Sin 2 begins with the rise of the Voidwoken entity awakened by the use of Source, raging throughout Rivellon, causing most of the Sourcerers to be exiled, isolated, and “extracted.” Source by Magister, turning them into soulless Silent Monks.
Your destination is Fort Joy prison, and the coincidences that follow one another cause the gods (each race to worship a separate god) to make you the “chosen one,” the final decision on power. The Source is in your hands, and a lot of information cliché. After that, the writer doesn’t care about what happens.
What deserves more attention in Divinity: Original Sin 2 is the conflict of both interests and purposes of humanity and evil at Rivellion, which the game does far beyond the writer’s expectations.
To eliminate the threat posed by the Voidwoken, a Sourcerer must “ascend” and claim the title of god first from the hands of the Lucian entity.
The point is, you’re not the only Sourcerer aiming for that “great” goal, and those with the same goals are no strangers: they’re standing right next to you (unless you play style Lone Wolf), has been with you since you set foot on Fort Joy, and you and one of them even shared a pillow.
The conflict motif is even more evident in the race of forces with the same goals as you: from the Black Ring spirit cult worshiping the Lord of Chaos waiting for a new war annexation and obliteration of Rivellion, to the legion of Magister led by bishop Alexander – son of Lucian, also one of the pawns in the game of divine manipulation.
Because our seven gods refused to give in to each other, and so the invisible “Battle Royale” race of the chosen took place.
The gods indirectly mess things up, just like orthodox mythology!
The fight against the Voidwoken forces was supposed to be as straightforward as possible until Divinity: Original Sin 2 lets players enjoy “50 Shades of Rivellion” set at the root of the created relationships. You will experience during the journey of more than 60 hours. The game gives you many reasons to hate Magister until you realize that perhaps one of them is just following orders. It would also be hypocritical to deny that you are a part of the origin of the chaos brought about by the Voidwoken. Alexander’s fate also depends on your benevolence (or forgetfulness) or whether you put all your trust in a mysterious name like The Sallow Man.
Poison the ancient tree of the Elves on the Nameless Isle or execute The Shadow Prince because of hatreds closely related to the origins of the two factions? Your curiosity to know more about the Source of all your conflicts is directly proportional to the number of boundaries you have to cross, and rest assured that the characters you meet have plenty of excuses ready for your request. It’s up to you to judge which is the right decision, and there are plenty of reasons and excuses for any black/white you cross in Divinity: Original Sin 2.
Except for Deathfog. The Rivellion-style nuclear-weapon drop in Divinity: Original Sin 2 is an unforgivable crime, second only to the accidental hit of D-Dog in Metal Gear Solid V: The Phantom Pain only.
Put aside all those tedious plots and “big” plans because the world of Divinity: Original Sin 2 has more to say than the story of becoming a god full of cliched and familiar, especially when everyone is the main character in their drama.
Although the relationship of the companion characters in Divinity: Original Sin 2 doesn’t feel like a “Bioware style,” especially with the absence of random conversations along the way, the cam writer Guarantee that you won’t want to miss their storylines with many highlights. The collapse of Eternal and the Undead race. In particular, makes the story of Fane – the wise skeleton with a huge ego, actually carrying the piece of the most unexpected twist in the entire game; with Red Prince, the prince of the reptilian kingdom House of War. It was a noble cause for his family, a ridiculously blind belief in a firm prophecy of fate, and a charming personality that toppled the writer not once but twice.
The world in Divinity: Original Sin 2 does not receive players in such a “welcome” way. The line between a poetic Driftwood in pure ancient style and a Bloodmoon Island covered in blood is just a broken bridge. The changing landscape in the blink of an eye continues at Nameless Isle, making the order of the world of Divinity: Original Sin 2 a frivolous and bold definition in tone and “fictional” visuals.
Dotted with Terry Pratchett’s engaging narration and Discworld-inspired Larian style is an indirect dialogue system, perhaps for many people, one of the most controversial changes. In Divinity: Original Sin 2, the re-writer is the most brilliant innovation Larian Studios has used.
One of the weaknesses of classic RPG games that use an isometric perspective is the lack of representation of the characters’ reactions involved in the visual dialogue due to its close-up unfocused viewing angle. With Star Wars: Knights of the Old Republic becoming Bioware’s first game to use a close-up of dialogue characters, there aren’t a few modern Western RPGs that use it as a design standard. So the dialogue system is accessible to the contemporary public, and “cinema” is a game. One of the words that people often use when praising The Witcher 3: Wild Hunt is “immersive,” which refers to the level of realism that is “excessive” in the game atmosphere. The main actor brings that sense of authenticity, largely from the movements and body language of the characters participating in the extremely detailed and rich dialogue.
With Divinity: Original Sin 2, you don’t choose what you say in the dialogue segments, but you decide how to react to each situation. Of course, there’s always at least one statement that fits your grievances against a Magister, but I don’t think those statements carry the same weight as rolling your eyes disdainfully and walking away.
Small actions expressed in a few words open up a whole new horizon for the classic dialogue system. Especially when the role-playing in a game with a flexible level of reactivity “touches roof” like Divinity: Original Sin 2 stops at the way to build the character through equipment and the personality and method of expressing his behavior and words. Even though a sentence can be said in many different tones depending on the speaker’s purpose, it is not enough to allow the player to fill in the blanks in the dialogue choice with the sentence given by the player. Is inventing a satisfactory answer to the freedom of dialogue’s role-playing?
Many familiar elements are worth “getting used to again” and new question marks worth answering in the core gameplay of Divinity: Original Sin 2, many positives and a lot of negatives. On the plus side, the “Jack of All Trades” Polymorph skill branch is useful for providing many offensives, defensive, and utility skills to a character. Consuming a very modest amount of AP points compared to the benefit of switching between the ability to move flexibly by literally “flying” method, stealth, physical damage and create Atrophy effects on enemies, restore physical armor to allies for three turns… Polymorph is a diverse and rich skill branch and extremely useful compared to the number of resources players spend to use.
Limiting the maximum number of AP points to 6 reduces the ability to store AP to “kill the limit” in a single turn and a pretty bold balancing change. “Multi-functional” is considered the new standard in character building in Divinity: Original Sin 2. The writer’s main character is a two-handed, two-armed Battlemage that supports teammates through the healing and magical armor method through the branch of Hydrosophist, suppressing enemies with some of the moves of Aerotheurge, the Main Source of damage based on Incarnate summoned through Summoning. At first glance, it sounds like the “character specialization” stage is messy and silly. Still, for some mysterious reason, the writer finished the game with very few scratches with a party with no ranged damage, led by a leader who “knows everything but is not excellent in any way” as above. It is an example of the encouraging flexibility of the Multi-Class system in Divinity: Original Sin 2.
The involvement of so many chaotic factors on the battlefield makes the confrontations in Divinity: Original Sin 2 take place with a high level of challenge. One of the most “classic” battles happened at Blackpits, which filled the screen with cursed flames (Necrofires) that couldn’t be extinguished by water and a “wet” effect, making all parties and card graphics become smoked meat. “Shadow over Driftwood” can be considered the most memorable mission with its skillful arrangement, ending with a battle that causes the player to redirect the focus of fire on the target that needs “special attention,” clearly demonstrating the variety in the game’s encounters.
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Divinity: Original Sin 2 – PlayStation 4 Definitive Edition: Buy it now
Divinity: Original Sin 2 – Definitive Edition – [Switch Digital Code]: Buy it now
Divinity Original Sin 2 Definitive Edition (Xbox One): Buy it now
Divinity Original Sin II Definitive Edition – Nintendo Switch: Buy it now
Divinity: Original Sin 2 equips players with many strange but equally ingenious ways of thinking outside the box for those who own a slightly “weird” head. Divinity: Original Sin 2 retains an enchanting level of interactivity outside of combat that very few games of the same genre can match. As mentioned in the previous section, Pet Pal and Spirit Vision open up new ways to solve quests and hints that you may not be able to detect with the naked eye. Some of the different quests will probably link together by accident, but that doesn’t mean you’ll have to follow indicated instructions in most of them and even the same characters. Your actions can trigger new events closely related to their storylines in quests that seem to have nothing in common.
On a smaller scale, we still have the “fun” popularized in the first game and recreated in Divinity: Original Sin 2. Pickpocketing NPC is no longer as easy as before; the pickpocketed person could question and question you, and you can choose or hide your loot in some random chest and let them search, “fight,” be thrown in jail, or die. A little more extreme is to treat the owner well because, of course, no one will accuse you of stealing if they are still alive. Are you doing something shady, like unlocking the door or rummaging through your belongings during a “curfew” state? A large crate or any similar-sized object is great for blocking the NPC’s line of sight, giving you freedom of action. Need to escort an NPC out of danger but don’t want bloodshed? A character with the ability to move stealthily with a teleport pyramid (famous for its game-breaking level from the first version) will be a very effective solution in that case.
Although the writer does not want to mention the “sin” of Divinity: Original Sin 2, it would be dishonest to ignore the setbacks and the changes. Those are somewhat less positive of the game than the first part, along with some strange design ways that the writer is unsure if it is a game error or intentional Larian Studios.
First, the journey log system (Journal) works similar to the first part, recording what you have done in each mission. It does not specifically prompt the next step in the mission except for a few key details, nor does it lead the player’s hand like modern RPG titles. It would not be worth mentioning if the required steps of some quests deviated from the original goal, causing the writer to accidentally skip and ruin some of the tasks in the first part of Divinity: Original Sin 2.
For example (with a few minor details revealed later), in the quest to free the soul of lord Withermoore. The writer took every step he asked; all the dialogues were about Step-by-step instructions on storing the soul vessel you need, ending with a promise to help you in an emergency. The writer did as instructed, receiving the belt “seems to be a reward,” but the mission is not closed in the diary even though the records show that you released Withermoore as promised. It wasn’t until much later that the writer learned that the mission was officially completed when he appeared in a labyrinthine area in Fort Joy. This point is very odd because this event has nothing to do with paying free Withermoore in the previous mission?
In another quest involve the dragon Slane imprisoned by magical chains. It asks the player to find a Purging Wand capable of breaking chains (this wand can also destroy Shreikers that block your path. The final boss area in the first chapter). The writer does as requested, Slane is freed and rewarded, and according to the scenario, Slane will destroy the Shreikers to pave the way for the player. The problem is that the writer used another wand to kill them, causing the above event to be triggered; Slane’s mission was not completed and counted as a failure, the log records that Slane must save himself???
The physical armor and magic mechanics in Divinity: Original Sin 2 are a pretty good idea for preventing cheap tactics like dropping many countering effects on enemies’ initial defense, then “faceroll” with pure damage afterward. As the name suggests, physical armor fends off direct attacks with weapons, and magical armor “sucks” the damage and effects of magic moves.
The problem with this mechanism is that they act so clearly as two extra health bars. Because of the nature of blocking all counter effects until the participating character completely breaks armor, making confrontation a damage phase, especially against heroes melee object in a one-on-one case. You can take out enemies within one or two basic hits after consuming all of your armor, so why use counters then? The armor system renders many tactical setups worthless with its overly rigid way of working. The armor-piercing effects on most weapons and abilities aren’t enough to make the mechanics worse. That is less annoying. That’s not to mention why some types of “junk” enemies like Source Hound have both types of armor?
The Initiative system (order of action) using the method of rotation (Round Robin) running zigzag in the sequence 1-2-1-2-1-2 is also quite a change. Only the person who owns the highest Initiative among all the characters participating in the match will have an advantage; the rest, no matter how high you put Wits in the remaining three characters, are still forced to Wait for your opponent’s turn first.
This system, similar to armor, makes many tactical arrangements almost lose the upper hand, further reducing the skill coordination roles of characters on the same team and making half of the job roles worse. Wits stat is useless. The new Initiative mechanism is also slightly biased towards armor/heal/”buff” allies or summoning characters since the Incarnate is created to act immediately after the Summoning. Finally, the “biggest” defect in Divinity: Original Sin 2 is the MMO-style itemization system, making the player no different from the Amazon shopping machine after each level up. The “Unique” equipment was completely inferior to the “Uncommon” type goods that exceeded at least two levels, the amount of “Legendary” equipment was so littered that it was difficult to find fake goods, and the funniest thing was At the end of the game. The writer realizes that very ordinary merchants in Arx can sell “Divine,” which is also the highest level equipment that the player can use. It’s the “god” stuff; who are you to sell them like market goods?
The difference in the stats of the equipment at least two levels apart in Divinity: Original Sin 2 is so great that if the item you’re wearing doesn’t have at least two Rune slots to support stats and impacts, they’re worth throwing away. The level of “junk” in the item system is a mechanism that should only be stopped in ARPG or MMORPG games; it has no place in Divinity: Original Sin 2 at all.