Divinity: Original Sin 2 verdict – face-robbing, limb-chomping, heart-breaking

Divinity: Original Sin 2 [official site] is out of Early Access and fully released. Adam and John have both spent many, many hours with the alpha, and are now beginning to chew their way through the full version. That makes it an ideal time to get together to chat about their thoughts on the game so far, the experience of playing an RPG before it’s finished, and how to break the news of a death to a baby bear.

John: Adam – I just murdered a sad dog because he got cross when I fed him a human leg.

Adam: I hope you’re pleased with yourself. Last week, I found a shark that appeared to be stuck on a beach. I was going to return it to the sea but we had a bit of a chat and then I…well, I decided to sample some of the meat it had stuck between its teeth, John. I ate the meat from the shark’s mouth.

And that’s how I found out exactly who the shark had eaten and later that day, I broke the news to that person’s friends. The shark, as far as I know, is still rotting on the beach.

Divinity is quite odd, isn’t it?

John: It is. But somehow incredibly tightly choreographed for such a huge and adapting RPG.

Adam: It’s probably worth explaining how you knew the dog was cross and why we’re feeding legs to dogs and eating human remains in the first place. It’s because eating body parts gives elven characters access to the memories of the deceased and because there’s a talent called Pet Pal that lets you talk to animals.

As you say, it’s a game that adapts to the players’ actions and tries to accommodate every strange decision you make, and it does that by piling up all kinds of consequences for all kinds of actions. Essentially, Larian know you might decide to kill the person who gives you a vital quest so they figure they should ensure you can get the information you need by eating that person’s corpse, or talking to their ghost, or through some other means.

It’s a game that refuses to acknowledge the concept of ‘plot armour’, that pesky stuff that prevents Important People from dying, and so much of the strange rules of its world stem from that.

John: I could probably go back another step and ask, did you play the first Original Sin?

Adam: Think harder and you’ll remember my excellent and thorough review of it. I’m sure you said it deserved a Pulitzer at the time, or whatever award people hand out to the likes of us (it’s a Peperami and can of Tizer – ed).

It’s a very good game but Original Sin 2 is better in just about every way that matters. Part of that is budgetary, I think. Both were Kickstarted but that’s a fraction of the costs involved – with Original Sin 1 there are areas that feel undercooked, particularly toward the end. The sequel is much more confident. It seems strange to say given how successful it became, but the first was quite experimental. A big, systemic RPG that didn’t have much in common with either of the Bethesda or BioWare poles that loom over the landscape.

It’s a different beast to the Infinity Engine inspired games that have come along recently as well – the likes of Pillars of Eternity – and I wasn’t sure it’d find an audience. In the end it found a big enough audience for the sequel to have much more money behind it and I’m hoping that means it’s solid right through to the end. I still haven’t finished it though so I can’t say for sure just yet!

John: Adam! Adam, if you go into the cave with the Royal Fire Slug with Pet Pal as a skill, she starts barking on at you about her falling out with Braccus! They were going to get married! I mean, she wasn’t a fire slug then.

This really rather extraordinarily captures for me just how good this game is. I played it through before, and this cave offered me one of the toughest fights in the game (playing on Explorer mode in the alpha was considerably harder than it is in the released version – I’m about to raise the difficulty as the fights are a bit dull now). But this time it’s a gamble of wits as I try to bluff my way through a conversation with this monstrous creature, right now faced with a 50:50 guess over whether he was left or right handed. You don’t know if Braccus was left or right handed, do you? (It’s a trick question.)

Adam: The main thing I remember about Braccus is that you absolutely should freeze Braccus. Freeze him until he is so frozen that you might accidentally mistake him for a iced lolly and eat him on a hot day.

Let’s not get back to eating people though. Let’s just say that I agree with you about how great it is to compare notes with other people who are playing. You know that old Austin Powers gag, that’s probably been used in many other places, where the henchmen are shown to have their own live away from the evil headquarters? Original Sin 2 is full of moments like that – you clear out a dungeon and then talk to someone else who went through the same place and made friends with all the people in it. They were just faceless, voiceless minions to one player, but another one might know their entire backstory and their favourite colour and everything.

John: Talking of backstory, let me set this up for those who haven’t had the pleasure. At the start you pick a character, either pre-made, which strikes me as fairly essential what with all the background they all have, or your own custom build. You’re all Sourcerers, people with magic, and have been rounded up, collared with an anti-magic neckpiece, and are on a boat sailing to the island on which you’ll be imprisoned. Along with all the other pre-built characters you didn’t choose! So did you go pre-built?

Adam: Yeah. I am an aristrocatic lizard, which is just about as far from Actual Adam as it’s possible to get, me being a scruffy urchin of a primate. When I play RPGs I tend to play ‘as myself’, in that I’ll do what I think is right and always try to romance the strong, silent type rather than the quirky one. Divinity has been odd because I’m genuinely trying to roleplay as this snooty lizard prince and it’s kind of liberating. I’m being a bit of a dick, John, and it’s very entertaining.

John: Heh. Being an aristocratic lizard, this is too easy for me. So first time I was Sebille, the assassin elf, and this time (save games don’t transfer across, to my horror) I’ve gone with new character Fane, a skellington who wears ripped off faces to pass as not a walking skellington. He’s apparently a bit more challenging, as you’ll send the NPCs into panic if they ever accidentally see your bony visage.

Adam: I had a little go at being a skellywobble earlier and a man saw me and shouted, “THE DEAD ARE RISING”, so I killed him and was instantly annoyed that I’d sort of proved his point and probably made it much harder for every other undead person who wanted to integrated into society. I was part of the problem.

We should mention that we could be doing all of this together, in co-op. I talked about how much fun it is comparing notes with other players, but imagine if you had befriended a bunch of brigands who were more like Merry Men than pillagers and plunderers, and then I met up with you later that same day wearing the face of their leader and started bragging about how I’d wiped out “some real bad sorts”.

You’d be outraged!

John: Imagine knowing someone else and having enough overlapping time. Imagine such a world.

I need to share the strangeness of voices being added in this released version. The alpha had just text, which was odd at the very start, but then settled in to normality for me – indeed, even your Pillars and the like are only sporadically spoken. But now everything and everyone has a voice, and because I’ve already met them, THEY’VE ALL GOT THE WRONG VOICES. It’s such an odd experience, like watching a film of a book you read and their matching nothing of how you’d imagined it.

Adam: I’ll turn off the voices. I’ll take out my headphones and unplug the speakers if I have to. If voice acting isn’t absolutely top notch I’d rather go without it, and I have very exacting standards. And it’s not even just about quality, as you say, it’s that I already know a lot of these characters.

But there’s another level as well: the writing is brilliant. It’s witty and it’s clever and occasionally it’s even quite moving as you come to the end of some of the major plotlines that have their hooks deep into characters you’ve come to care about. But so much of that writing feels like it was constructed to be read from a page (or screen) rather than performed.

John: Yeah, it’s very pleasant to read, in a way RPGs really usually are not. It’s not turgid purple prose lore guff nonsense, but pleasing writing. I think it’s a bit less pleasing to listen to. Which isn’t a slight at (most of) the voice actors (the person who did the little girl elf’s voice can maybe not do that again please), but more that – I dunno – I don’t think I’d even consider switching it off if I hadn’t played the alpha. Still, clicking past it as I read right now.

Also, Adam, Sebille just learned first aid by eating a man’s head.

And oh no, I’m just remembering the time I broke it to a baby bear that his mummy was dead. I mean, this is a game in which I explained the concept of death to a dog, but the bear scene really stands out to me. Because it wasn’t part of something else. At one point I’d found a dead bear. At another, this cub. And I could choose to lie to the poor wee thing, or I could tell it the cold miserable truth. And you can’t lie to anyone about whether their mum’s dead or not. That’s just never ok. And this poor little creature. And that was that, the game didn’t refer to it again. It was just a deeply peculiar moment, not even accessible if you don’t have the right skill.

Adam: There’s an important lesson here. Sometimes a little tale to tell is its own reward. I don’t need every little thing to have consequences down the line or to be a Decision Moment that affects how people view my character or the ending that I get.

There’s also a lesson about the line between a white lie and a cold hard truth, but we won’t go into that. We should talk about combat instead. I love the combat but then I’m a sucker for almost anything turn-based, and all the elemental trickery delights me. You were finding it a bit cumbersome, I think?

John: Yeah, I’m not such a big fan. It’s better balanced now in this released version, but it still doesn’t have the right sweet spot between too easy, and just watching as the enemies get infinity turns in a row because all their attacks are disabling and it’s literally impossible to do anything other than sit there and watch as they murder you one by one. I think the game gives opponents way too many ways to steal turns, and it’s pretty boring when it does. So why do you lurrrrrve it?

Adam: I actually agree with you on the pacing. It can become a real pain when there are interrupts and steals all the time. It’s like a neat language with horrible grammar. But I like that there are so many possibilities, and that you can end up with a complete mess of a battleground because of all the different fluids that get spilled.

And as with the stories we’ve been telling, I like how daft it is. “Remember that time I made it rain knives and then electrified the blood of the people caught in the knife rain?” “Yes, and what about the time you blessed a fire so that it healed everyone and then somebody else made it rain actual water but the water was poison and we didn’t know what was hurting us or healing us anymore?”

Now that I’m thinking about it, I think all of the abilities – and there are so many, with craftable ones on top – might add a little too much noise and take away from the fun of the overlapping elements a bit. I’ll need to examine it all for another thirty hours to be sure.

John: It’s still far more interesting than the combat in the recent BioWare-alikes. And yes, it’s lots of fun to deliberate blow up a barrel of oil near where the enemy is standing, then set it on fire with your next character’s move. It feels much more involved, especially as those barrels never feel staged – they’re all over, and this is just where the fight’s happening. Although I do wish the otherwise amazing pathfinding (you can drop a marker the other side of the game map and have your crew make their way there on their own), during combat it’s a bit of a pain that they won’t run around oil or whatever, and so sacrifice action points to Slow, or get sick from Poison.

Adam: I should get back to playing the damn thing because apparently that is my job. It’s not a bad job, all told.

John: I’m playing it between typing sentences. I just chloroformed my own guy.

Adam: I’m so happy that you’re enjoying it. For a while back there I thought I was going to be levering it into our end of year calendar again, looking around for support and finding that NOBODY had time to play a sixty hour RPG. Outrageous.

And we’ll definitely have to play together at some point so that I can chloroform you and save you the effort of doing it to yourself.

John: Yes! Also, next week I’m going to explore the DM mode and try to make a little game for us all to play together.

Adam: Make sure there are plenty of woodland creatures and lovable pets for me to break bad news to. It’s the only way I can level up.

John: You will have to explain cancer to a kitten.

Divinity: Original Sin 2 is out now for Windows, and is available from gog and Steam for £29.99.


  1. congenetic says:

    So glad it turned out gangbusters. Now to spend five hours on the character creation screen.

    • LagTheKiller says:

      And this alone makes me harder than the Terminator armour.

  2. Someoldguy says:

    I avoided the alpha despite having access because I prefer to go into the game fresh once it’s considered fit for purpose. I’d agree with all of the above good points, but I did find the huge list of options at character creation, even for the premade characters who still have to chose a character class, a bit overwhelming. I played D:OS start to finish but have since overwritten that part of my memory.

    The huge number of boxes, crates, chests, desks and cupboards are also a bit overwhelming. I want to rifle them and move them to discover useful items and secrets, because some of them do contain genuinely useful goodies, but there’s no key to highlight them (unlike standard objects they expect you to pick up, which do.) That means I’m always spinning the view around and scanning for half concealed objects rather than mooching along at a reasonable pace. Frankly I wish the irrelevant 90% of them were not openable and the other 10% could be highlit.

    Still, the game is glorious even with its disturbing flesh eating elves, seafaring dwarves and skin dancer skeletons. I’m looking forward to getting the pet pal perk so I can talk to even more bizarre inhabitants.So, is it going to get a RPS recommended sticker?

    • HothMonster says:

      If you hold the loot button, A on xbox controller, it makes a circle around you and then shows you a list of all the items you can interact with in that circle. It isn’t a huge range but it keeps you from having to comb the screen like a 90s point-and-click. Been playing on the couch with my wife so not sure what the m&k equivalent button is. Are you saying some secret items don’t show up in that list?

      • Danarchist says:

        I actually dusted off a couple xbox controllers so I could play side-by-side with a visiting friend that wasn’t sure he wanted to buy it (he is now!). After using both interfaces, I hate to say it but the controller is a hell of allot easier to use. Being able to snap too enemies or allies on the screen using the bumper buttons leads to ALLOT fewer accidental friendly backstabs and enemy healing. (BTW did you know casting restoration on an enemy undead is a really effective DOT?)
        Whenever I find hidden things they almost always seem to be book that I just scrimped and saved up to buy before entering said dungeon/area. I am starting to think it is encoded into the game just to piss me off =P
        The coop tools are amazeballs.

    • MrStones says:

      Push in the right stick for a Diablo style item highlight. Haven’t played with the keyboard but it’s definitely there somewhere.

      Edit: Opps nevermind just reread your comment.

  3. Zenicetus says:

    I’ve been playing just a wee bit into it, to see if it’s stable and bug-free enough for a 2-player co-op run, and get a handle on what’s different from the last game.

    First impression is that combat feels harder (playing on Classic), but maybe that’s just the usual early game progression. Harder or not, it’s definitely more COMPLICATED now, with two different armor types — physical and magic — that have to be taken down before the corresponding damage or status effects will work.

    The combat feels a bit more “meta” because of all this. I’m constantly scanning both my party and the enemy status bars between turns, instead of just diving in and directly dealing damage with physical and magic attacks like a more standard D&D type RPG (or the last D:OS). Some people will love this extra tactical layer, but it does feel like just busy-work sometimes.

    Anyway, the writing is good (so far), the companions are interesting, so I’ll learn to like, if not love the combat system.

    • Cyber Ferret says:

      The combat difficulty on “classic” isn’t so much more difficult, as it has a really abrupt difficulty curve in the very beginning. There are certain milstones in acquiring quality gear and skills that make the game go from a daunting grind to something much more accessible even within the same level.

      For instance–having reasonable armor with magic armor scores in most slots. A level 3 party that has this is having a much easier time than a level 3 party that still has sparse or Physical defense-only armor. The difference being, your party no longer gets instantly affected by elemental/magic effects, which makes a *huge* difference when it first starts happening.

      Likewise, if you’ve managed to pick up some more quality skills than the starting skills for your characters, can make all the difference in the world in terms of character effectiveness.

      Until you hit some of those milestones, you’re mostly forced to just wander around Ft.Joy looking for easy experience until you can get enough gear/levels, to make it past some challenging fights.

      That said, tactician mode is *much* harder than Tactician mode in the last game, and not in a good way. Many people are disappointed with design decisions made there.

    • Cyber Ferret says:

      Honestly not a fan of the new armor system either. I find it has the opposite effect for me–it *removes* a lot of strategy from the game for me.

      To sum up, there’s a new ablative armor system that requires you to first destroy a characters physical and magical armor, before you can affect them very much with physical or magical effects. So much of those crowd control abilities are usless until you break their armor.

      The *problem* is, by the time you drop a character’s armor scores, theyre mostly dead and easy to kill anyway, so you end up just killing them, and a lot of the more “tactical” abilities end up seeing little use. Until their magic armor is gone, theres not much really keeping a character from running after you in a patch of flames, or being stunned by your stunning spells–and by the time it is you can usually kill them in one or two hits anyway.

      • Zenicetus says:

        That’s a good analysis of the problem. In the last game, Crowd Control and AOE damage spells were fun to figure out and use, but now enemies just ignore it until armor ablates. And by the time that happens, they’re too easy to kill with just the fastest method instead of using CC and AOE more tactically.

        • Danarchist says:

          Funny, I didnt realize that was annoying me until you said it. Damn you.
          The thing that makes me notice this most is the rogues ability to chloroform the biggest nasties early on is heavily inhibited. As the rogue usually has the first turn I end up wasting it on positioning and buffing so the other characters can strip the magic armor down on everyone. Once you have those layers down it seems almost trivial to kill them, so why not backstab instead of chloroform? You’re right, it removes allot of value from the tactical skills. It should be a percentage chance to resist, not a hard barrier.

  4. Tiax says:

    The first game could be played with 2 players in coop mode, with all the bells and whistles regarding dialog option and whatnot.

    For this new game I’ve read that they’ve upped to player count to 4, does that mean that 4 players can actively take part in the story, or is it two “real” players and two silent followers?

    • SadOldGuy says:

      I watched a stream last night with four people playing the same game, all on different PCs.

      • Tiax says:

        This I figured out, but could all 4 players participate equally in in-game dialogues ?

        • FredSaberhagen says:

          That would sound like an always sunny in Philadelphia scene

        • GepardenK says:

          Yes, all players can participate equally. There is no “leader” anymore like it was in DOS1 – the entire ‘antagonistic-coop’ concept depends on it since players are supposed to be able to play at different sides of the story if they disagree on something (so you can quest to save a person while your friend quest to kill him, etc etc)

    • empty_other says:

      Been playing it 2 player coop. Only one player at a time can be in a dialogue and the other player has to “listen in” to it. And if you play as one of the pre-made, you lose a lot of their voice acted dialogue. We restarted the game and selected the seemingly LEAST interesting pre-mades just to get the most out of the rest of them.

      There has so far not been any of those “discussions” that i loved from D:OS 1, but I’m still hoping.

  5. xsikal says:

    I’ve barely played at all so far (character creation and some of the ship-based tutorial), but the character models bug me, and I absolutely hate the way they did dialogue. (3rd party perspective choices)

    I’ve heard plenty of good stuff about the game otherwise, so I’m hoping it’ll click for me as I keep playing.

  6. parsley says:

    Should I play the first game before starting this one? I HAVE it, but I got nervous and ran away. (Controlling two people was scary! What if they didn’t like each other?)

    • Zenicetus says:

      As far as I can tell, you don’t need prior experience with the lore and events from the first game. There are some references, but nothing critical. It plays about the same, with better writing and a more complex combat system.

      You will still need to pay attention to how your party companions feel about each other, which is pretty standard for a good RPG like this. But you have a choice of six companions in a party of four (and you can play one of them), each with their own back story and quest line. So if one doesn’t work you can swap in another one.

  7. SaintAn says:

    I like it, but I’ve had to restart twice now because not enough information is given in the character creation options. Like I’m an Undead Human Witch and chose Outlaw as a personality thing thinking it would be a good choice for an outcast like that, but a lot of the dialogue choices for Outlaw are more for assassin/thief/rogue types and not a Necromancer type.

    I’m OCD when it comes to RP. So glad about all the extra flavor dialogue they put in for the undead.

    And the Witch starter spells are kinda crappy. You need blood to leech/heal from, and you only get a puddle of blood if you kill stuff as far as I’m aware (though I’ve seen spells in the trailers), and you need dead bodies to raise dead (which is awesome) but I have to do a lot of work to kill something and the zombie blob thing I raise is pretty weak and dies fast. So most of the time I’m just using weak magical missile attacks that come with my wand.

    I’m about to restart and hopefully I will get everything right this time since I’ve learned a lot playing so far.

    Another problem I have is that they added Workshop support which is cancer to modding. That means Steam gets exclusive mods forcing people to buy from Steam if they want modding, and it takes away from sites like Nexus and ModDB which aren’t in good shape right now. Mods are meant for everyone no matter what corporation you bought the game from.

    • Harvey says:

      Can you speak more about how Nexus and ModDB aren’t doing well? Your comment worried me so I did a quick search but I didn’t find anything pertinent. I too worry that the likes of Steam and Bethesda will ruin the modding ecosystem but hadn’t heard of any trouble brewing (other than brouhaha) with the mod sites yet.

      • modzero says:

        Can’t say much about ModDB, but as for Nexus, there are some rather bothersome things happening. Https setup on Nexus is horribly broken, but the really disturbing thing is that its developers deny having https enabled in the first place.

        Mind you, they’re apparently a small-ish team working on a big site, with plans to replace it altogether — been there, done that, got the scars, but came out the other side in a finite amount of parts. So I’m not writing them off yet. But I would be uneasy if I were them.

    • Solrax says:

      Thanks for the warning about Steam Workshop. I was going to buy from GOG. Not sure what I’ll do now…

  8. Carra says:

    Since I loved the first game I was very happy to support my fellow countrymen and kickstarted the sequel. Haven’t played it yet as I prefer playing the finished version (well, there might be a directors cut if it’s like the last game…).

    I know what I’ll be playing in the coming months.

  9. geldonyetich says:

    I’m finding the pace rather slow as well. Largely because progress is about slowly exploring the available area in hopes of finding appropriately leveled foes to slay which will not wipe the party. It’s even harder this time, at least so go my experiences in Fort Joy.

    I, too, chose Fane. I solved his charisma problem by choosing a piece of impromptu head gear that the original game is semi-infamous for.

  10. Artyparis says:

    What about Tactical mode ?
    I read comments about absolute chase for XP to reach lvl z before doing these missions…

    Do someone play Tactical and have fun?

    • Scraphound says:

      It’s very hard.

      If you’re the sort of person who won’t just walk away from a tough fight until you’re stronger, you’re going to hate it.

      You have to pick and choose your battles early on, and winnable fights can be hard to find. It’s doable, and I think it will get much easier after you’ve acquired more abilities and equipment.

    • Cyber Ferret says:

      A lot of people are disappointed with tactician mode right now. Whereas Tactician mode in the first game’s enhanced edition featured encounters that actually played out differently because of different enemy and ability mix, the challenge from the new game’s tactician mode seems to be relying mostly on highly inflated stat scores and bullet sponges. It is *much* tougher than the first game, and also classic mode in the new game, but not necessarily in a way that is very fun.

  11. jeremyalexander says:

    The best description I heard of this game and the worst condemnation of garbage like Pillar’s of Eternity was that POE was like going back in time to Baldur’s Gate 2 with none of the charm, skill, scope, or systems that made that game great. Divinity Original Sin was like living in an alternate universe where isometric rpg’s with complex systems never fell out of favor and continued to evolve over the next 20 years. DD is really a continuation of the innovation that Ultima 3-7 strove for, where every title adds more complex systems for you to play with and makes the game world feel more realistic and alive. Imagine the depth of gameplay and systems of Divine Divinity matched with the first/3rd person open worlds of Bethesda. One can dream.

  12. cairbre says:

    I found the first one hard as nails and stopped playing. I started to dig up the graves and this bastard baddy killed my squad. I’m not great at rpgs at the best of times but i just couldn’t figure it out. Maybe I should give it another chance.

    • Zenicetus says:

      I remember that grave surprise from the first game. A key thing to remember with this series, is that it’s almost always possible to just run away when you get one of those surprise encounters and your party isn’t strong enough yet. Then come back when you’ve leveled up, and with better gear.

    • cpt_freakout says:

      A friend and I had a very hard time just beginning the game (to be fair, we also started outright in Classic difficulty), until we figured out we had to be, well, creative when approaching combats. Use everything you have at hand. I’ll give you a couple of memorable examples: we got completely erased by the first fight outside the walls, with the zombies, like 3 times. What we ended up doing was pulling them towards the guards, who entered combat, killed the zombies, and allowed us to level up. We were able to take on the rest with a mixture of stealth and combining elemental stuff. I played a magical assassin so I’d stealth around and position explosive barrels strategically so my wizard friend could blast them, for example.

      The other example is one of those gaming memories I’ll have inscribed in my head forever: it’s the inside of a temple library, and you get attacked by a bunch of super hard, absolutely horrible demons. The thing is, there’s a very small chamber in the middle of the library. We tried running around, got destroyed, we tried piling on them inside the little chamber, got destroyed, we tried tackling them at the very entrance of the chamber, got destroyed, but got an idea. The library, you see, was full of chairs the NPCs can’t simply go through. So we took like 15 minutes building a Chair Fortress around the chamber in order to block the entrance to the small chamber so we could take them one by one since they couldn’t just all enter at the same time (yay collision detection). It was hilarious, and it worked. The battlefield at the end was a bunch of loot-corpses surrounded by our chair-ful trenches. It was amazing. So yeah, give it a shot, but don’t rely entirely on your characters’ abilities as in other RPGs – if there’s any wacky stuff you figure out you can do, just try it.

      • Hidoshi says:

        Wow you guys seem *really* creative! I agree that you can’t always fully rely on your abilities to win a battle.
        Me and my friend just had a battle with some golem that had a lot of armor (doing 15 damage instead of 150) and you could one-shot him with a wand (which we of course dropped on the ground, because it wasn’t worth a lot :D ), so my friend used his floating skill (for 5 turns) to float above the lava, but the golem was chasing me instead. I went invisible, the golem chased him, 2 turns before his floating skill ran out the golem touched the lava and instantly died.

        We also had a lot of fun with barrels, using line of sight, smoke grenades and corpses.
        We haven’t finished the first game yet, but I can’t wait for D:OS2, though I hope there will be more battle and less story hassle.

  13. mavrik says:

    Everyone just keeps talking about the 4-player coop but… is this game playable / good in single-player mode? I hugely enjoyed playing the first one, but for this one most articles just focus on the multiplayer.

    • Aldehyde says:

      Well… The two people talking about it in this very article are both playing it in single-player and seem to have a great time.

    • Zenicetus says:

      I’ve been doing a test run in solo mode before going co-op, and it’s absolutely do-able and fun in that mode. You just control every party member yourself. The game doesn’t feel designed to favor one mode over the other.

      I did enjoy the first game in co-op, but mostly that was for the laughs, like when you accidentally nuke your partner’s character with a fireball.

      • Danarchist says:

        Single player is fun, it just lacks the occasional miscommunications that lead to epic FUBAR’s. Mechanically though I find the game is much easier solo. I build my characters around initiative and complimentary skills. Toss a magic school on my undead rogue and I can guarantee that by my summoners turn (he goes last) there will be at least one useful element to summon out of on the ground.
        I have a three person group I am cooping with right now and we spent a solid half hour redoing a fight against an undead ambush because our undead poly kept using contamination which heals them

  14. Someoldguy says:

    I’ve been kicking around Fort Joy for a long time now and chose to take my collar off when given the opportunity. I don’t know if that’s the cause but I’m now getting periodic freezes as I walk around buying more skill books and contemplating who to get into a fight with or where to teleport someone next. Not game breaking but it’s starting to be annoying as they are getting longer. Fortunately they only seem to be happening on the overworld map so I may “solve” the problem by just choosing to move on now I know a couple of routes out of the zone.

  15. Ugubriat says:

    Apparently like many others, I’m getting a 0xc000007b error on launch. I have tried practically every solution I can see listed on discussion forums, to no avail.

    • Zerpherion says:

      Have you tried uninstalling Divinity? Or Verify Cache Files in Steam?

      From my googling this can be related to anything as .net Framework, Microsoft Visual C++, Direct X or running chkdsk command, updating your drivers (Chipset/Graphics/Sound/etc).

      It’s not necessarily related to the game itself, as others had issues with other games with same error.

  16. Mac says:

    Any reason why it isn’t available from the usual key sellers – seems to be GOG and Steam only?

  17. Danda says:

    “But there’s another level as well: the writing is brilliant. It’s witty and it’s clever and occasionally it’s even quite moving as you come to the end of some of the major plotlines that have their hooks deep into characters you’ve come to care about.”

    That’s the power of Chris Avellone.

  18. damnsalvation says:

    For any other American readers, “Peperami and can of Tizer” means, “Slim Jim and a can of Mountain Dew Code Red”