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- Jun 18, 2002
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- 28,547
Tags: Divinity 2
Continuing the European review theme, <a href="http://www.jeuxvideopc.com/articles/2053-presentation-divinity-2-ego-draconis/">here's a French one of Divinity 2</a>. Here's a <a href="http://translate.google.com/translate?u=http%3A%2F%2Fwww.jeuxvideopc.com%2Farticles%2F2053-presentation-divinity-2-ego-draconis%2F&hl=en&ie=UTF8&sl=fr&tl=en">random paragraph I translated</a>:
<br>
<blockquote>What has most attracted our attention, and which had attracted the greatest players of previous opus, is humour, structure and freedom of choice quests. These could generate enormous opportunities for re-playability. Larian has indeed placed great emphasis on this point: the free will. Each NPC you meet offers own quests and sub-quests that the player can accept or reject freely, without the involvement "good" / "evil"-more and more fashionable-but that open on many scénaristiques different branches. The developers want the players do not regret once a choice made, such as those which often require recharging the party, always accept quests or still act as a flawless hero. They want the players act as they would if they were actually confronted with this or that situation and especially as they desire. Choose the most honest will also not necessarily the best or most fun. The dialogues and opportunities are very funny and demonstration which we offered was very conclusive these different aspects.</blockquote>
<br>
Most awesome.
<br>
<br>
Spotted @ <a href="http://www.gamebanshee.com">an amusement or pastime spirit in the form of a wailing woman</a>
Continuing the European review theme, <a href="http://www.jeuxvideopc.com/articles/2053-presentation-divinity-2-ego-draconis/">here's a French one of Divinity 2</a>. Here's a <a href="http://translate.google.com/translate?u=http%3A%2F%2Fwww.jeuxvideopc.com%2Farticles%2F2053-presentation-divinity-2-ego-draconis%2F&hl=en&ie=UTF8&sl=fr&tl=en">random paragraph I translated</a>:
<br>
<blockquote>What has most attracted our attention, and which had attracted the greatest players of previous opus, is humour, structure and freedom of choice quests. These could generate enormous opportunities for re-playability. Larian has indeed placed great emphasis on this point: the free will. Each NPC you meet offers own quests and sub-quests that the player can accept or reject freely, without the involvement "good" / "evil"-more and more fashionable-but that open on many scénaristiques different branches. The developers want the players do not regret once a choice made, such as those which often require recharging the party, always accept quests or still act as a flawless hero. They want the players act as they would if they were actually confronted with this or that situation and especially as they desire. Choose the most honest will also not necessarily the best or most fun. The dialogues and opportunities are very funny and demonstration which we offered was very conclusive these different aspects.</blockquote>
<br>
Most awesome.
<br>
<br>
Spotted @ <a href="http://www.gamebanshee.com">an amusement or pastime spirit in the form of a wailing woman</a>