Your goal in Divinity II is to become a dragon
Your goal in Divinity II is to become a dragon
Preview - posted by DarkUnderlord on Tue 20 October 2009, 11:45:41
Tags: Divinity IISo say GameSpot:
That said, reading minds can be an effective tool, and a time-saver to boot. Consider one quest we saw in the demo--where the hero of the game was charged by another character to interrogate a prisoner about the whereabouts of a local bandit camp. Your commanding officer wants to know where the camp is so he can overrun it--and there are a couple of different ways to get this done. The long way involves heading to the prisoner's cell and striking up a conversation, gaining his trust, and eventually getting the information you need. The quick way, of course, is to read his mind, learn the location of the bandit camp and the password for entry, and then report back to your commanding officer.
It's up to you how you get this information, and it's up to you what you do with the information once you have it. One player might immediately take the location and password to the lieutenant, and another might keep it to himself and explore the bandit camp alone. Either decision has ramifications in the story: If you tell the lieutenant, you'll join in the invasion of the camp and bring the bandits to justice. If you keep the information from your lieutenant, you can check out the camp for yourself, which will open up an entire new set of available quests.January release expected.
Spotted @ RPGWatch
That said, reading minds can be an effective tool, and a time-saver to boot. Consider one quest we saw in the demo--where the hero of the game was charged by another character to interrogate a prisoner about the whereabouts of a local bandit camp. Your commanding officer wants to know where the camp is so he can overrun it--and there are a couple of different ways to get this done. The long way involves heading to the prisoner's cell and striking up a conversation, gaining his trust, and eventually getting the information you need. The quick way, of course, is to read his mind, learn the location of the bandit camp and the password for entry, and then report back to your commanding officer.
It's up to you how you get this information, and it's up to you what you do with the information once you have it. One player might immediately take the location and password to the lieutenant, and another might keep it to himself and explore the bandit camp alone. Either decision has ramifications in the story: If you tell the lieutenant, you'll join in the invasion of the camp and bring the bandits to justice. If you keep the information from your lieutenant, you can check out the camp for yourself, which will open up an entire new set of available quests.
Spotted @ RPGWatch
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