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Daedalos

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So backers get access to the "early access" i pressume
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.gamespot.com/articles/divinity-original-sin-2s-new-features-deepen-playe/1100-6442634/

Divinity: Original Sin 2's New Features Deepen Player Choice in Narrative

There are a handful of new features and tweaks introduced in Divinity: Original Sin II that expound upon what its predecessor did so well: unfurl a sprawling, intricate narrative in a richly built world. In addition to a new Arena mode and dungeon-crawling option the developers are currently calling "Game Monster Mode," players will be treated to deeper dialogue trees that are entirely dependent on the race--and sometimes gender and class--of your character.

This feature is linked to the character creation system, which has been given an added layer of development and depth. You can play as a number of different races, including Human, Dwarf, Elf, the shiny-scaled Lizards and one ominously called the Undead. Each race has its own unique abilities and skills; for example, Elves have a skill called Corpse Eating, which allows them to gain the memories and skills of a corpse by eating it. And Lizards have a trait called Spellsong, which increases their Persuasion stat through singing.

Additionally, your race will determine how NPCs react to you. A crying human child may recoil in horror and refuse to speak to a Lizard, while an Elf can coax her to speak and dry her tears. You'll meet that resistance in the people you come across. This mechanic holds true both in single player and in Divinity II's multiplayer mode, in which up to four players can collaborate or be competitive as they navigate the world.


Also attached to character creation is a new adaptive music system. When you create a character you pick one of four instruments, such as a cello or bansui. When your character lands a critical hit or a moment in the story critical to your character's origins occurs, you will hear the instrument play. You can also use tags that apply to your character's personality, such as "jester" or "barbarian," that will also affect how NPCs react to you. And if you accomplish something, such as being a prolific arena fighter, you will earn a Champion tag. These tags will open up certain quests to certain characters, and many are locked to a specific race or gender, opening up different dialogue options and further customizing the character you create.

Origin stories and traits you don't pick during your initial character customization will appear in Divinity II as other characters. These others you can recruit into your party, and doing so will unlock their specific origin quests--you just have to make sure that character is taking the lead on them. There is also unique dialogue between these special characters--for example, if you have a Sibele (a murderous Elf) and Red Prince (a lizard warrior) in your party, they will have their own unique interactions.

In multiplayer these branching paths can intertwine in ways that make the game competitive. Sibele, for example, has a long list of Lizards she wants to kill. If she is in a multiplayer party with Red Prince, she'll be in trouble, as he also has a long list of the same Lizards that he wants to recruit as he allies. This is sure to cause tension, and adds another layer of Divinity II's story for players to tailor themselves.

In addition to adding depth to the story and dialogue systems, Larian Studios has also added a bunch of minor tweaks based on feedback from the first Divinity. The bartering system UI has been cleaned up, the persuasion ability has been changed to be more closely tied to your character stats, and the camera can now rotate 360 degrees. There is also an arena mode where players can build teams of characters and face off with weapons and spells in a smaller enclosed environment. All this will be available to players when Divinity: Original Sin II launches for Steam Early Access on September 15.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.videogamer.com/pc/divinity_original_sin_2/preview-4022.html



Divinity: Original Sin 2 puts the RP back into RPG
Hands-on with Larian Studios' ode to player freedom.

Divinity: Original Sin 2 starts off bleakly. Set centuries after the first game, and depicting a society where magic folk are feared, loathed and locked away on island prisons, the first thing it does is shipwreck the player near Fort Joy, a sort of ironically named Alcatraz Hogwarts. 'But that would be Azkaban', I hear you cry. Look, shut up.


Larian are rightly very proud of the first game, which I described at the time as “a triumph of the crowdfunding model”. The sequel looks set to repeat that triumph, by refining the first game’s systems, combat, and by expanding the already labyrinthian lore. It too was funded at least in part by a successful Kickstarter campaign, which raised more than twice as much money as the original did.


Before giving an extensive 50-minute demo of the game, Larian asked me what it is I like about RPGs. The RPG audience is a broad church, and no two fans of the genre will agree on what makes them good. It seems to me like a brave question to ask, and a hard one to answer. 'The story', though, is the meat of it – a broad term encompassing not just narrative and characters, but the societies these games depict, how they’re built, and how it feels to be an active participant in them. I explain this, and the Larian reps light up, jumping at the chance to tell me that Original Sin 2 has nine writers. Nine times more than the first game had.

Playing the game, it’s not hard to see why so many cooks are needed for the broth. Every interaction, however minor, takes into account your character’s race, demeanour, origin story, things which are chosen by the player at the start. There are five races to choose from, a number of stock characters with detailed background stories, a 'tag' system which determines a character’s traits, and how the world perceives them.

It’s a lot to take into account, and Larian seem determined to have every conversation reflect these choices. The demonstration reflects this, showing the same encounters with different parties and player characters. Depending on how you’ve set up your avatar, different conversation options are available, even the tone of NPC responses is noticeably altered from one situation to the next. Just imagining the flow charts required induce a migraine.


There are entire questlines that are specific to certain origin stories, and while they will potentially occur no matter what you choose at the start, they will play out differently. They also intertwine, introducing the possibility that two characters in your party will have conflicting goals – an interesting prospect for a single-player campaign, and doubly so when playing in co-op. Playing in tandem with friends with whom your motives do not align sounds fun as hell, if you’re into backstabbing.

The Fort Joy map is enormous, surprisingly so given its effective role as the starting village. As a staging ground for exposition, and a holding pen for party recruitable characters, it feels almost excessive – one wonders how many players will ever see the other parts of the game. (Anecdotally, I know people who played Original Sin for dozens of hours without ever seeing past the first area.)

So, it’s big. There’s a lot of content here that most players will never see, even if they play through the game more than once. Perhaps it’s too big; the prospect of having so much quest content to mine can be intimidating.

“More stuff” isn’t the only change. The turn-based combat system has been rebalanced, with the distribution of action points to expenditure being dramatically altered. The practical result of this is being able to do more per turn. It’s a lot more dynamic than the first game’s stop and start combat, and the system now takes terrain into account, meaning that gaining a height advantage over your enemies is possible. The elemental, er, element is preserved, with cold, heat, electrical and poison spells being able to interact, often with spectacular results.


It looks and plays a lot like the first game, but it doesn’t take long to realise that the tenor has changed. There is much more emphasis on player freedom now – not just in the minute to minute gameplay, but in how the player can choose to express themselves and have the world reflect that expression. One stated directive of the design is that if the player doesn’t have a key, they can kick the door in; Larian wants you to solve Original Sin’s 2 problems your way. A tall order, one with a mind-boggling number of permutations.

I hope they pull it off. So far, the results are exciting – the “roleplaying” aspect of RPGs is absurdly neglected in the modern era, so much so that Larian are able to pitch it as their game’s USP in what is a crowded and often misappropriated genre. For that reason alone, Original Sin 2 is well worth keeping an eye on.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Nice preview from PCGamesN: http://www.pcgamesn.com/divinity-or...-original-sin-2-origin-story-pvp-arena-combat

Origin stories, the new ability system, and arena chaos: everything we learned playing 6 hours of Divinity: Original Sin 2

Divinity%20Original%20Sin%202_1.jpg



When you’ve made one of the most critically revered RPGs in recent memory, what do you do to follow it up? Bigger and better may seem the obvious answer, but when you take into consideration how expansive Divinity: Original Sin was, it’s no small challenge trying to exceed those levels of ambition. But that’s exactly what small Belgian indie Larian Studios have done with Original Sin 2.

Recently I visited the studio to spend six hours playing the game across all its different modes - single-player, co-op, and PvP multiplayer - and get a real taste of the game. Upon my return I asked you guys what you’d like to know about. I’ll answer specifics in detail in just a moment, but let’s start with all the new details I brought back from Belgium.

  • You can create a character with distinct personality ‘tags’ that affect how NPCs see you
  • Or you can use a character with a pre-made ‘origin story’, each of whom have their own agenda
  • Characters in your party have their own goals, which can can conflict with the aims of other heroes and lead to arguments, fights, and even death
  • The game’s starting zone is Fort Joy, an island fortress with a huge collection of things to discover
  • Your abilities are governed by ‘memory’, a new stat that dictates how many skills you can have equipped
  • There’s a new armour system, which works like a second health bar to absorb either physical or magic damage
  • Element mixing is back, and the combinations are more inventive than ever
  • PvP arena mode is a battle between teams of high-level characters equipped with devastating skills, but you’ll need to collect a special resource to use them




What’s character creation like? Is it Roderick and Scarlett again?
Not quite. For one, you’ll only be creating a single character, although they do default to Roderick or Scarlett depending on your gender. But there’s so much more to creating a hero this time. You can choose a race - human, dwarf, elf, or lizard - and a class from a huge selection including battlemages, witches, shadowblades, and clerics. You can even pick an instrument that will play a little melody when your character achieves something. The points and talents-based RPG system makes a return in a familiar but improved guise, and you have a strong level of control over this when building your character.

The biggest addition though is tags, which are really what make your character unique.

I’ve heard of these tags before. They’re to do with dialogue, right?
Yeah, they dictate how you interact with the world. ‘Nature’ tags, based on your gender and race, dictate how NPCs react to you (for example, lizards don’t much enjoy the company of elves), while ‘aspiration’ tags take this to a more personal level. When creating your character you can pick two aspiration tags, such as ‘scholar’ and ‘villain’, and these unlock relevant options during conversation. If you take the ‘jester’ tag, for instance, you’ll be able to select unique dialogue that’s based around practical jokes or being a bit daft. There are ten tags, and they really help you build a character that’s unique to the personality you want to role-play.

There are also special tags that are only available for pre-built characters, too.

Pre-built characters? What do you mean? Like Geralt in The Witcher?
Divinity%20Original%20Sin%202%20character%20creator_0.jpg


Almost. While you are free to create any character you want in Original Sin 2, you can select from a set of pre-built heroes, too. During our hands-on there were four to choose from, and Larian promise there will be more to come, too.

Pre-built characters are really interesting. You still have a great deal of choice - their appearance and class are entirely up to you - but they have pre-defined personalities for you to role-play. Each has a special tag which provides them with unique dialogue options, and these help build the character’s personal quirks through some really great writing.

The biggest element they add, though, are origin stories.

Origin stories? Like getting bitten by a radioactive spider?
Kinda, but with less spandex. Each hero has a history that affects them during the game. This comes in the form of a unique mission path to follow in addition to the main and side quests within the world.

Let’s take Sebille as an example. She’s an elf who has escaped from slavery, and is now looking for violent vengeance. On her arm is a tattooed list of targets, and throughout the game you’ll be hunting these people down. With each kill you can cross off a name using your ink needle. Basically, she’s Arya Stark.

Each character is radically different thanks to their origin. Sebille, despite her hard life, is also a bit of a prankster (when playing as her, the first thing I had her do was try and push a character off a dock into the sea). This is a huge contrast to The Red Prince, a crimson-skinned lizard who has been exiled from a life of nobility. He’s pretty pissed about this, naturally. But that’s small-fry compared to Lohse, a human who’s struggling with the fact that she’s possessed by a demon. When playing as her, occasionally the demon will take over and replace all your dialogue options with delightful things like “Kill them! Kill them! Kill them!” It can lead to some very tense, sometimes bloody situations.

These origins make pre-built heroes significantly more interesting than the create-you-own ‘generic’ characters. As a generic you miss out on both unique personality-based dialogue and special origin quests. However, you don’t have to go without on these characters entirely. The pre-built heroes you don’t choose are placed into the game as NPCs, and they can be recruited into your party should you find them. As with the last game, you have complete control over all party members, so you’ll be able to play with every hero even if you don’t choose them as your main.

What happens when characters with conflicting goals get into arguments? Is that rock, paper, scissors thing back?
Divinity%20Original%20Sin%202%20dialogue.jpg


Naturally with a cast of characters so diverse, there are going to be disagreements. Original Sin 2 is designed for up to four players though, so rock, paper, scissors wouldn’t make much sense. Instead, dialogue options are used far more extensively, as we discussed with studio head Swen Vinckie earlier this year. Or, if chatting fails, swords work too.

See, sometimes talking it out just won’t be enough. Some characters have goals that clash like titans. For example, one of Sebille’s first targets for her personal quest is also a contact that The Red Prince wishes to talk with. That’s a huge conflict of interest, and a very interesting scenario when played in co-op. Players have a shared journal, but the details of personal quests are kept private, so both players could be completely unaware of such a situation.

The result all depends on how players interact. If you discuss everything, you may calmly decide between you who gets to fulfill their quest. But if played sneakily, Sebille could withhold that information. Perhaps she splits from the party for a few hours and kills her target before The Red Prince even thinks about finding them. Or, if the target has been discovered by the whole party, Sebille could incapacitate the Red Prince to make sure he can’t stop her. How about a ‘health potion’ which is actually a poison in disguise? Or a simple backstab? PvP combat is as valid a solution as dialogue or pranks, and helps generate interesting drama between co-op characters.

Wait, so my co-op partner can kill me? What happens then?
The systems you’re used to when playing solo apply to co-op, so killed players must be revived using a resurrection scroll. In two-player co-op each person has control of two characters, so if one of your heroes has died you can have the other perform the resurrection. If both are dead, or you only have control of a single character, it’s time to sweet-talk a co-op buddy into helping you out. That may sound a little punishing, but it’s certainly within the spirit of Original Sin.

Tell me about the new starting zone. Does it try to hold my hand too much?
Divinity%20Original%20Sin%202%20world.jpg


Not at all. What you remember about Original Sin remains in entirely applicable here too. There’s very little guidance for where you need to go, and progress relies on you talking to pretty much every NPC in hope of discovering even the smallest hint of where to go next.

The hands-on session took place at the very start of the game in Fort Joy. If you know about Divinity’s ironic sense of humour, it’ll come of no surprise that Fort Joy is an island-based concentration camp for magic users, with a tight grip on its inmates thanks to special, deadly collars. You begin the story washed up on its beach with nothing but a single goal: escape.

Of course, that’s not the only thing you can do at Fort Joy. Researching how to make your exodus will often lead you astray, uncovering the multiple side quests that the Fort harbours. This sizeable area is home to dozens of NPCs - both prisoners and guards - many of whom have deep conversations to offer and favours to request.

Even the simple act of walking around reveals how absurdly deep this starting zone is. One of my characters fell down a hole and got stuck in a dungeon, which prompted me to lead my other three heroes on a rescue mission. To complicate matters, the dungeon that I had fallen into was occupied by guards who were covering up a murder, and they weren’t too fond of this new witness. A simple slip-up led to scouring the world for a hidden dungeon entrance and stopping a guard conspiracy. It’s just one example of how Divinity treats all player actions with an equal sense of importance and depth.

There’s a more foreboding tone to this world than the previous game, with brutal guards, sinister creatures, and a general sense of misery abundant in the camp. But the Terry Pratchett-esque madness is still there: one of the earliest characters encountered is a crab convinced he’s a wizard. Yup, talking to animals is definitely back.

In many ways Fort Joy is an overwhelming environment to start in. Without even a NPC to act as a guide, you need to work out who are friends and foes, attempt to recruit a party, and discover how to get out. Larian promise there are multiple methods of escape, some more obvious than others.

What’s new in the combat? And what the blazes are memories?
Divinity%20Original%20Sin%202%20combat.jpg


Once again Original Sin opts for a classically difficult turn-based system, and while it feels very familiar, there are a few changes to the RPG system since the first game that affect how combat works.

The first of these are memories. Your character can only ‘remember’ so many spells or skills at a time, dictated by a stat that can be improved as you level up. The more points you put into it, the more memory slots you can use. When you have free slots, it's simply a case of choosing skills from your library, and these will be the ones you use in battle.

In effect this is a system that forces you to consider which of your many skills you may need for coming battles. It also adjusts your approach to levelling a character: do you put more points into memory to allow a wider pool of spells and skills in battle, or make do with less memory and put more points into, say, strength, so those fewer skills are more powerful?

The other notable change in combat is armour. Characters can have both physical and magic armour, represented by a bar that appears above their health points. Armour generally takes damage before health, and so works as a buffer layer. Devastating physical attacks that would insta-kill unarmoured targets can be brushed off by physical armour, while magic armour can protect against particularly tricksy spells. Of course, there are skills that can help you bypass armour, so it’s all in the tactical approach.

So how about those elemental systems? Anything new?
Divinity%20Original%20Sin%202%20elements.jpg

Like you wouldn’t believe. Original Sin 1 already felt light years ahead of other RPGs with how it dealt with using the environment and combining elements to amazing/disastrous effect, but Original Sin 2 adds another huge array of possibilities.

A personal favourite comes in the form of magic flames. Let’s say an enemy has spilled a barrel of oil around some of your party members and set fire to it, leaving your heroes to stand in a damaging inferno. Rather than trying to beat a hasty retreat from the flames, you could have a wizard character bless the fire. The roaring heat now turns a cool blue, and gradually heals anyone stood in it.

Your enemies can exploit this though. The flames don’t discriminate, so foes could simply march into the glow and top up their HP. Or, if they have access to the right magic, they could inflict a status on your heroes that turns healing into damage.

If we spin the whole situation on its head and imagine enemies stuck in a puddle of flaming oil, we can ensure their demise by cursing the fire. This makes the burning difficult to stop, trapping them in a cycle of continual damage.

That’s four different examples relating to just one scenario. Pretty much every environmental hazard and magic spell has a new and exciting interaction, and much of the fun in Divinity’s combat comes from exploiting them for maximum effect.

How about the rest of the world? Is there a big change in interactivity?
Divinity%20Original%20Sin%202%20dialogue2.jpg


Not exactly. Original Sin 2 doesn’t feel hugely different to its predecessor in its approach to freeform simulations, but it’s certainly an expanded version of that effort. Think back to your favourite classic isometric RPGs and imagine what they’d be like today if they’d had ten sequels. That’s very much the feeling you get when playing Original Sin 2.

Much of your approach to the world is given depth through conversation, more so than systems, and tags means that conversation can be wildly different depending on which party member initiates the dialogue. Not only do tags dictate how people treat you, but offer up new methods of directly interacting with people. This can be simple (for example, being a bit aggressive if you have the ‘soldier’ tag), or open up specialist branches of conversation that could lead to interesting information. Our hands-on didn’t show us the full extent of where this could go, but it looks promising.

The other thing Divinity does is force you to re-think how you navigate its world. There are plenty of environmental obstacles that you’ll need to overcome using similar logic to that seen in combat. For example, puddles of acid need not be an impassable barrier. A warrior can perform a heavy slam attack that pushes back enemies, or in this case splits the acid puddle like the Red Sea.

I heard it’s got PvP multiplayer. It’s going to be awful, right?
Divinity%20Original%20Sin%202%20pvpcombat.jpg


I get why you’d think that. What predominantly single-player game ever had a good multiplayer, especially when it comes to RPGs? Thankfully I can assure you that Divinity: Original Sin 2 bucks that trend. How popular it’ll be remains to be seen, but the PvP is genuinely terrific.

To be clear, when I say PvP multiplayer I mean proper arena-based combat. When playing the campaign in co-op you can go toe-to-toe with your buddies, but Original Sin 2 has an arena mode that’s purely about tactical combat. Think of it as a little like XCOM’s multiplayer, then splice it with Magika.

I make the Magika reference because Arena is genuinely a hoot. I played it with a guy from Larian (over LAN, if you’re interested in networks) and we had great fun causing all sorts of accidental destruction with powerful magic spells. People died, the wrong heroes were attacked, and spells seriously backfired.

The basic set-up is this: a symmetrical arena battleground for two players, who each have four heroes. These are pre-built and selected from the match’s set-up screen, and are already high level with a huge range of skills at their disposal. Both my adversary and I used identical teams of a human warrior, an elf ranger, a lizard wizard, and a dwarf rogue.

Arenas are home to a variety of obstacles, be they simply raised platforms or blazing infernos. There are also a couple of shimmering pools known as Source Points: walking a character into these provides a special resource, used to fuel their most powerful ability. As you can imagine, dashing to get these points is a big focus of the game.

Divinity%20Original%20Sin%202%20source%20point.jpg


Should you fail to grab a Source Point, there are other methods of obtaining them. For example, certain characters have a vampiric ability that can steal Source Points from other characters, or even leech them from corpses. It’s great fun to see your enemy convinced they’re in position to make a major strike, only to deny them the resources they need.

A simple match is filled to bursting with this kind of intricate madness. During a match against Larian my rogue was almost decimated by the enemy warrior, which came as a surprise considering my opponent had made several blunders (including turning offensive fire into healing flames, much to my benefit and amusement). Dealing a killing blow to that pesky warrior, I proceeded to use my last action point to walk my rogue into those aforementioned healing flames.

This unexpectedly caused my rogue to collapse, a tombstone rising to denote his place six feet below.

The guy from Larian burst out laughing. I’d failed to realise he’d pre-planned all this, and made sure my rogue was inflicted with the curse that turns healing into damage. I’d failed to read my status indicators, and fallen into his trap. What a big sneak.

Arenas are also relatively tight, so the huge storms you can create when mixing elements can turn entire corners of the map into inhospitable hellholes. There’s always a way out though. Have a hero stuck in an acid swamp? Just use a magic spell to swap places with an enemy. They won’t be laughing anymore.

So what you’re saying is: Divinity: Original Sin 2 is pretty good, yeah?
Yup. It’s a huge sequel to a great game, and feels more ambitious and inventive than any other RPG out there right now. After having played a good few hours of it, it’s hard not to be as excited as a kid at Christmas about it. Thankfully you won't have until Christmas though, as Divinity: Original Sin 2 goes into early access September 15.
 

Ziggy

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They should emphasize "lizard people enslave elves and you can play a lizard prince" more in the trailers and such. :obviously:
 

Cowboy Moment

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http://www.eurogamer.net/articles/2...pses-in-single-player-divinity-original-sin-2

Console versions (PS4, Xbox One) are apparently part of the plan but will follow the PC release by a couple of months - whenever that PC release eventually happens.

Cowboy Moment :M

So... basically what I originally predicted? PC is the lead platform, and the game will be ported to consoles once that is released?

Still would be curious to hear if the first game's port worked out financially, or if they think it has enough potential to continue investing in the prospect.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Eh, I'm not sure if that's quite what you said, but whatever.

Press release: http://www.gamasutra.com/view/press...Comes_to_Steam_Early_AccessSeptember_15th.php

Divinity: Original Sin 2 Comes to Steam Early Access September 15th

08/22/2016

[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]

August 22, 2016 - Divinity: Original Sin 2 comes to Steam Early Access on September 15th, inviting players to journey through the opening portion of the campaign and prove their skills in the online PvP Arena.

Watch the Divinity: Original Sin 2 Early Access Announcement trailer here:


https://www.youtube.com/watch?v=yG6YOUXyx3Q

The sequel to Larian Studios' award-winning RPG, Divinity: Original Sin 2 is an entirely new experience built upon the next-gen Divinity Engine with up to four-person multiplayer, cooperative and competitive questing, and new combat mechanics including advanced elemental interactions.

In a world where the Gods are dead, you play a wielder of forbidden magic, quarantined in the prison colony of Fort Joy. The Magisters of the Divine Order want to “cure” you of your powers. But, the Order has secrets of its own. Secrets that threaten everyone. If the world remains godless, chaos will rule. It’s time for a new Divinity.

Define your own path with an extensive roleplaying system inspired by tabletop gaming. Create a custom Origin Story for your character, or choose one of the specially-crafted Origins with unique quest-lines penned collaboratively by Larian Studios’ writers and Chris Avellone.

The world and its inhabitants react and adapt to each player's combination of Origin Story, traits, and deeds, creating an individualized adventure with distinctive interactions and quests, sometimes even forcing players to choose between pursuing their own goals and those of the party.

Divinity: Original Sin 2 will be available on Steam Early Access (Windows) for $44.99 (USD) beginning September 15th.

Steam

http://store.steampowered.com/app/435150
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Split screen co-op mentioned in any of the previews? Don't want to read too much, avoiding spoilers.

Edit:

The steam page mention local multiplayer so I guess it will have split screen.
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
Split screen co-op mentioned in any of the previews? Don't want to read too much, avoiding spoilers.
Yes please someone do tell if that's the case. I'm hopeful though since there will be a console release as well ;)
 

Alienman

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Split screen co-op mentioned in any of the previews? Don't want to read too much, avoiding spoilers.
Yes please someone do tell if that's the case. I'm hopeful though since there will be a console release as well ;)

Man, I'm super excited for co-op. Basically saved the original for me. It went from a mediocre game to a great one, especially with the split-screen function. Just hoping we don't have to wait for enchanted version for it this time.
 

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Hmmmm this could be bad. The enchanted version of the game has "Shared/Splitscreen" listed. But not the sequel :/

But then again it has not "local multiplayer" listed. Hmmm...
 
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Split screen co-op mentioned in any of the previews? Don't want to read too much, avoiding spoilers.
Yes please someone do tell if that's the case. I'm hopeful though since there will be a console release as well ;)

I'll have to check my recording of the presentation; I believe it was said that split screen was not in the game right now, but I didn't care enough about the subject to remember.

Co-op was certainly always demoed on two screens.
 

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Split screen has been confirmed since the Kickstarter, and they're planning a console version at some point. It will probably be added.
 

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Split screen has been confirmed since the Kickstarter, and they're planning a console version at some point. It will probably be added.

Yeah I remember you answered my question last time, you even talked about playing on two monitors for all four players :)
Just want it 100% confirmed for initial release, and hoping it will not some enhanced edition thing.
 

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Surprise, everything they said about being able to create a full party and play "solo multiplayer" was apparently a crock. It's Chosen One plus companions.

:flamesaw:
 

Zombra

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Surprise, everything they said about being able to create a full party and play "solo multiplayer" was apparently a crock. It's Chosen One plus companions.
Where did they say that?
You'll only be creating a single character
Your party leader

Don't have other pithy quotes, but skimming every preview mentioned above, they all show the same thing: making one character and then recruiting companions.

I'd love to see a single counterexample.
 

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Surprise, everything they said about being able to create a full party and play "solo multiplayer" was apparently a crock. It's Chosen One plus companions.
Where did they say that?
You'll only be creating a single character
Your party leader

Don't have other pithy quotes, but I could link every preview linked above and they all show the same thing: making one character and then recruiting companions.

I'd love to see any evidence to the contrary.

No, I mean where/when did they say you can create a full party.
 

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No, I mean where/when did they say you can create a full party.
I don't know. Searching Kickstarter update comments is a pain in the ass. I've been asking about this since the beginning and everyone has been telling me not to worry, of course I'll be able to effectively play multiplayer without other people.
 

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