Like their upcoming mind flayer baddies, Baldur's Gate 3 developers Larian Studios have snatched some minds for a new studio. Larian have announced that they've snagged the development team from Spanish studio BlitWorks who they've previously worked with on porting their other big RPG Divinity: Original Sin 2 to the Nintendo Switch. Less sinister than the mind flayers though, I imagine. The two apparently got on so well while working on the Switch version of D:OS2 that Larian have lifted the developers from BlitWorks to create their new Barcelona studio.
]]>I’m having a moment in Divinity: Original Sin. I’m lost in the limitless depths of my inventory, its small icons denoting vague categories which make me forget which character was meant to give what to whom, or where I put that unidentified sarong I swear I picked up in the last battle. Meanwhile, the NPCs in the market square around me are repeating their lines on 20-second loops. “Quiet day on the market, it seems”, says the lonely bougee lady, to absolutely no one. Yes, I think. It is. But it’d be just that precious bit quieter if I stuck these blooming daggers between your ribs.
]]>They call it Ceremorphosis. The excruciating seven day process by which a humanoid might transform into a Mind Flayer. Stick one illithid tadpole in the brain and one week later you’ve got an octopus for a head and a craving for more grey matter. And what better visual metaphor for the return of Baldur’s Gate: the adventure that lodged in the hearts and minds of every RPG fan of a certain age, until it could find a host capable of doing it justice. The search took 20 years. That body belongs to Larian Studios. The game is Baldur's Gate 3.
Before we chat specifics: that reveal! Blimey. Ceremorphosis might be the inspiration, but when crafting a 90 second teaser trailer you’ve got step on the gas a bit, so the process is accelerated. A week of suffering becomes a frankly horrendous slice of Cronenbergian body-shattering that is so gnarly the uncut version of the teaser was not shown at today's Stadia announcement. I know Google want us to give their streaming tech a thumbs up, but not when that thumb is being snapped 90 degrees by a mind maggot. I direct your eyes to Larian’s full version below...
]]>Divinity: Original Sin 2 is undoubtedly one of the best RPGs of the past two years running, but developers Larian still have some plans for it. Today they rolled out The Prison Of Shadows, a new campaign, based on Ulisses Spiele's popular German pen-and-paper setting The Dark Eye to be played with friends in D:OS2's tabletop-inspired Game Master mode. This also gave the studio an excuse to get into costume and ham it up in the oddly adorable live-action trailer below. They streamed the campaign debut live on Twitch, and we've embedded that below too.
]]>"Hello, do you think you'd be able to perform the voice of a pile of corpses, a bull, a deer and a painting?"
When the decision was made to have Divinity: Original Sin 2's dialogue fully voiced, the sheer quantity of text seemed like the biggest hurdle but I hadn't considered the difficulty that casting some roles would involve. Voice actor Jay Britton, who has worked on TV and radio as well as games, including Elite Dangerous and The Journey Down, revealed the full list of 35 characters that he played in Larian's RPG. It ranges from apparent fantasy staples such as Pilgrim and Lizard Skeleton all the way to Pile of Corpses, Dead Civilian, Bull and Deer. It's as good a brief summary of the weirdness threaded through this wonderful RPG as anything I've seen and I asked Jay which was the most memorable character of the lot.
]]>We were supposed to be heroes. As you play through Divinity: Original Sin 2 [official site], your character and companions will be many things to many people: thieves, killers, saviours, fugitives, outcasts, demons, nightmares, lovers, traitors, jackasses, adventurers, pranksters and fools. But heroes? You can play through the entire game, multiple times, and never feel like much of a hero.
There's just so much to do in the world that doing good can feel just a little to obvious.
]]>Divinity: Original Sin 2 [official site] left Early Access less than a week ago and sales figures have been very good. Those are the kind of figures, Larian CEO Swen Vincke tells me, that he'd been hoping for "by Christmas". The game is only available for Windows at the moment and during the Early Access period, the studio stated that, "A decision on other platforms will not be made until after the full release." With that full release now behind us, I asked if the strong sales made support for new platforms more likely. Short answer: "yes". Longer answers on that and other matters below.
]]>“And now we just use the Face Ripper on this elven corpse so we can polymorph into an elven form and learn more about what happened by eating the limbs we found earlier.”
At Gamescom, Swen Vincke, CEO of Larian, was showing the playable undead race in Divinity: Original Sin 2 [official site] for the first time. Faces were ripped, children were startled, feasting on cadavers quickly became routine. I love Divinity but in among all the elves and dwarves, I sometimes forget just how weird it is. When you're playing a skeleton, it's going to be weirder than ever.
]]>It's Summer Games Done Quick time again! You know what that means. The final seal has been broken, the rivers are turning to blood, and High Dread Azagorath is free to destroy the land. But while people wait, they're doing speed-runs. And in celebration of that, I thought I'd take a dig through the archives for a few particularly impressive and interesting ones that take that whole idea of a fifty hour epic and beat it down so quickly, the hero's hometown doesn't even have time to finish smouldering.
]]>Last week I spent a day playing with Divinity: Original Sin 2’s [official site] Games Master mode, and now I want to force everyone I know to play pen and paper RPGs with me. If this is what I've been missing in the years since I last went full goth with weekend Vampire: The Masquerade sessions, I've had a wasted adulthood.
The GM mode is separate to the main game, using the Divinity ruleset in campaigns either released by Larian or created by players, who can then share those campaigns online or with friends to recreate a tabletop experience digitally. At the press event, we built a chunk of Ultima VII and then started cannibalising the good guys.
]]>I forget which game it was, exactly. If I had to pick one, I'd say probably the text adventure Humbug. It doesn't really matter, as it's not really the game's fault, but I still remember the sadness of being told to go into the inventory and realising that while I was thinking of a big room full of bubbling liquids in interesting flasks and other cool science stuff, the game was actually saying 'look in your pockets'. Especially as if it was Humbug, it's a game about wandering around and exploring your crazy inventor grandfather's house. I must have searched for whole minutes, back in 1990.
There's never been a game that really harnessed that desire, but still, it explains a lot about one of my favourite things in RPGs - particularly those of the early 90s - that the inventory often was a place to experiment rather than simply pluck the correct item at the correct time. Even if then, as now, it's often been more accident than design.
]]>One of the main reasons I got into RPGs back in the day was that if you bought one, you were getting a lot of game for your money. That was important when there was only one birthday and one Christmas a year, and not much chance that some relative might pop their clogs in sync with Ultima VI coming out. Years later I no longer need the Grim Reaper's help to fill my collection, and other genres have done their best to replace scouring maps for objectives with, y'know, game, but there's still few that can match it in terms of raw Stuff. It takes a lot of content to fill an RPG.
This week then, I'm turning the spotlight on a few small bits and pieces from various games that I think back on fondly. Not entire games. Just a few ideas and moments from them that stuck with me, whether I liked the actual game they were in at all. Add yours in the comments, yadda yadda, you know the drill. Also, I thought I'd try and pick a few things that aren't brought up that often, hence the lack of, say, Heather Poe from Vampire: Bloodlines or any of The Witcher III's awesome stuff. Got that? Cool.
Note: you can browse through the list using the arrows alongside the image at the top of the page, or using the left and right arrows on your very own keyboard.
]]>Divinity: Original Sin 2 [official site] launched into early access today, less than a year after wrapping up its Kickstarter. The fantasy RPG's initial release is quite small, and waiting for the full version before even thinking about touching it is certainly a reasonable idea but, y'know, maybe Adam's raving has got you pumped. Original Sin 2 "improves almost every area" of the original, he said - and it was no slouch.
]]>Divinity: Original Sin is one of my favourite games of recent years. It's a systemic toybox with the skin of a fantasy RPG. I spent an evening playing the sequel [official site] a couple of weeks ago and it improves almost every area. At the foundations, there's a more interesting world, with a stronger set of characters, but there are also improvements to combat, and the smartest twist on cooperative multiplayer that I've seen since Dark Souls.
]]>We're almost half-way through the year, and it's not been a bad one. The finale of The Witcher 3. Dark Souls III, for those players who consider it an RPG. A couple of late-arrivals, like Dragon's Dogma. But as the nights again start to draw darker, what's up next? Here's some of the big quests still promised for 2016. As ever, don't be too surprised to see a few more jump from A to B.
]]>Full disclosure time. I'm about to talk about Fallen London [official site] by Failbetter Games, a game and company that I've now done a fair amount of writing for. Please pause to get the necessary pinch of salt to take with anything that follows, if you wish. However, my love for this crazy Victorian universe goes back a lot further than that, and this week I'm not going to talk about anything I've had a hand in. Instead, I thought I'd discuss Seeking the Name. It doesn't sound like much, but it's one of the most interesting, disturbing quests you'll ever regret taking on.
Some minor lore spoilers follow, but nothing too deep.
]]>I was in a long distance relationship for over two years and gaming was incredibly useful for keeping in touch with my partner*. But not every game was a good fit, either because of relative game experience or temperament or any number of other things. So here are some of the games which worked and some of the games which didn't. I'm going to explain them from my point-of-view because I don't want to presume to know exactly what his experience was!
]]>Divinity: Original Sin [official site] is an incredibly complex game. It's a very silly game, which might lead some people to think it isn't all that clever, but even though it wears a comedy tie to the RPG Christmas party, it's still the smartest game in the room. That's because it's built on intelligent, simulated systems that overlap and feed into one another to make both interesting narrative choices and dynamic situations in both combat and roleplay.
The sequel takes all of the complexities of the first and adds competitive multiplayer for up to four players. At Rezzed, Larian's creative director and founder, Swen Vincke, explained how it all works.
]]>Just before the Christmas break I was trying to catch up on all of the interesting games that I hadn't found time to play earlier in the year. Else Heart.Break() was right near the top of the list, even though I have zero interest in games that expect me to learn how to program in order to have fun. If I learn how to program it'll be so that I can become a megarich superstar game dev, not so that I can solve puzzles in somebody else's game.
So why play a game that is quite clearly about IFs, ELSEs and ANDs? The Store page description contains phrases that should have warned me off the game rather than encouraging me to buy it, and yet something appealed. I wanted to play the game because of a single paragraph in Brendan's review:
]]>As the year draws toward its final frosty furlong, I'm slightly surprised that one of the games I'm most looking forward to playing is also one of my favourite games from 2014. It's Divinity: Original Sin, a game that I adored when I played it last year and that I expect to lose myself in again when the Enhanced Edition comes out next week. It's not the only RPG that I'll have revisited this year - both Pillars of Eternity and The Witcher 3 sucked me in at release and then lost me for a while when I realised they were going to require weeks of attention, but I used their expansions as an excuse to pick up where I'd left off. Here are five reasons to love digital expansions.
]]>As the dragons finally return to their nests to hibernate and the ghosts don their chains to help remind misers of the meaning of the season, we approach the end of another year. As is tradition, that is time for we at the guild-house to award both quests and questers the ceremonial Scrolls of Honour™. (Chorus of affordable angels)
Scribed upon only the finest vellum in ink taken from a particularly recalcitrant octopus from the Abyssal Depths, they are a testament to skill and imagination and occasional disappointments that mean exactly nothing whatsoever except that I have a column and so I can hand out whatever made-up crap takes my fancy. Lo! We begin!
]]>One day I'll write a Desert Island Discs about the games I'd keep with me until the end of days, given a choice of ten. It'll no doubt be a Desert Island Digital Downloads given the absence of physical media in my life. I live with the ghosts of entertainment.
Rather than compiling the list of games I'd take to the Vault with me though, today I'm aiming to put together a collection, one from each genre, that I'd use to introduce those genres to a PC gaming newcomer, or a lapsed gamer. A friend inspired this particular bundle of joy, someone who grew up with an Amiga but developed other interests and hasn't touched a game for more than a few minutes at a time, either console or PC, for over fifteen years. A recent illness has left him unable to engage in his usual outdoor hobbies and games have filled the gap.
]]>We knew that Divinity: Original Sin - Enhanced Edition [official site] was coming today, so its arrival is no surprise. We knew what to expect too: split-screen co-op; improved graphics; more voice-over; controller support; a reworked story; revamped loot and economy systems; an overhauled skill system; and so on. I'm still impressed looking at the changelist detailing almost 1,300 changes that are now here for Larian's fantasy RPG - and that's excluding bug fixes and things too minor to mention.
You go on ahead and download the Enhanced Edition now - it's a separate download, but free to all Original Sin owners - and I'll pick over the changelog.
]]>In a typically laid back yet pleasantly upbeat and enthusiastic dev video, Larian Studios have detailed all that is new and fresh and shiny in their Divinity: Original Sin - Enhanced Edition [official site] ahead of its release next week.
Adam was impressed by what he played of the Enhanced Edition at Gamescom earlier this year, and now you can see many of its improvements side-by-side with the original in this here video below:
]]>This month, it seems like just about every major RPG out there is getting a major update. Divinity: Original Sin. Wasteland 2. Guild Wars 2. Even Deus Ex! All we need is for someone to announce that they've secretly been upgrading Darklands on the sly and we'll have the whole set. Here's a quick look at what's taking a level up on a PC near you.
]]>Given a choice, I almost always play as a mage. Swords? Pah. Divine magic? Save it for Sunday School. Give me control over the elements, the power to reshape the very building blocks of the universe according to my every whim, and if at all possible, a cool hat. It's an easy fantasy to indulge in almost any RPG out there.
I just wish it was a more satisfying one.
]]>Divinity: Original Sin 2 [official site] has just landed on Kickstarter but we've already played an early build. It's an ambitious sequel, supporting up to four players who will now be able to compete as their objectives overlap and diverge. As well as bringing about the life and death of the party, Original Sin 2 brilliantly overhauls its predecessor's turn-based combat and introduces multiple playable races and an origin system that defines each character's evolving place in the world.
Bold and inventive, it adds complex layers of overlapping narrative consequences to Original Sin's world of interlocking systems. This is how it works.
]]>At Gamescom, I spent some time with Larian and Divinity: Original Sin's Enhanced Edition [official site]. It's almost completely redesigned, adding controller support for splitscreen local co-op, containing considerable rewrites and additions, and retooling everything from specific quests to the entire loot system. There's also full voice acting and a revamped character development system, which should maintain interesting progression right through the end-game.
Pleasing as it is to see improvements to a great game, it's even more pleasing to hear news of an innovative sequel. Divinity: Original Sin II will be coming to Kickstarter on August 26th and we'll be taking a close look at the plans next week. From previous conversations with the devs, I reckon the intent is to push the simulation of the world and I'm hugely excited to see what that involves.
]]>Early Access games are here to stay, but is that cause for concern or celebration? We gathered to discuss whether early access benefits developers or players in its current state, and how we'd make it better. Along the way, we discussed the best alpha examples, paying for unfinished games, our love of regularly updated mods, Minecraft and the untapped potential of digital stores.
]]>One of the most gratifying things about the recent-ish RPG revival is that they've almost all done well enough to warrant developer interest after release. (Oh, if only the adventure one had been as... no, no. Wrong column.) Call them Enhanced Editions, Director's Cuts or whatever else, they give their creators a second chance to fix mistakes or expand their worlds - and that's pretty cool for fans. But what are the main ones on the way? I put together this quick list of ones to look forward to.
]]>What are the best Steam Summer Sale deals? Each day for the duration of the sale, we'll be offering our picks - based on price, what we like, and what we think more people should play. Read on for the five best deals from day 5 of the sale.
]]>Divinity Original Sin [official site] is one of the finest and most distinctive RPGs of recent years. That's quite an accomplishment given the level of competition that exists at what is hopefully the dawn of a renaissance for the genre. When Larian told us that an Enhanced Edition of the game was coming later this year we spoke to Larian's founder, Swen Vincke, to learn more about what exactly this massive overhaul entails.
Free to people who own the original release but also releasing as a new game on console, PC and Mac alike, it contains much more than visual polish. Quests have been rewritten, new side stories have been added, splitscreen co-op and controller support are in, and full voice acting has been recorded. We discuss all of that, as well as some of the smaller changes, along with some hints as to what's next for Larian.
]]>2015 is almost here and I'm sure you have a plan. You do have a plan, don't you? You're not planning leave the year to chance, skipping gaily across the pages of the calendar like a child through a meadow, are you? Because the meadow/calendar is filled with vipers. I'm... look, sorry, we've caught a case of the day-before-last-day-of-term sillies.
What I mean to say is that Divinity: Original Sin devs Larian have revealed their plans for 2015, 2016, and into the hazy future: keep polishing the RPG (which already won our Bestest Best Kickstarter award, doncha know?), and get stuck into another two RPGs on the same engine.
]]>In a year when the genre seemed to be in the ascendant once again, Divinity: Original Sin is the most playful and experimental RPG in a strong field. Taking its cues from the intricately interactive world of Ultima VII as much as previous Divinity titles, Original Sin is one of the year's finest games.
Adam: Partly crowdfunded, wholly crowdpleasing.
]]>Divinity: Original Sin is at the very top of my "ooo, RPGs" teetering stack, making it actually significantly more difficult to reach than if it were in the middle somewhere. It's nice, then, that while waiting for me personally to get around to it, Larian Studios keep updating their Kickstarter-funded hit. The latest update comes along with some free DLC that adds two new companions. They are Bairdotr (pronounced "Bear Daughter," awesomely), a ranger who is seeking the druid that raised her, and Wolgraff, a mute rogue who's been stealing from a wishing well. Also updated are the systems for listening to the conversations being had by your co-op partner and a number of minor fixes, which are listed over on Steam. Update video below.
]]>A nice bit of conflict always livens up a party--an argument here, a thrown punch there, an explosive cloud of poison out in the garden. As promised, Larian have added more AI personality profiles to Divinity: Original Sin so you can stoke friendships and flare-ups if you fancy. This was planned for launch but, er, they ran out of time while it was in Early Access. The first patch arrived yesterday, bringing AI personalities along with oodles of bug fixes and balance tweaks and other patchy stuff.
]]>Some RPGs are built around systems and some are built around scripts. Divinity: Original Sin is an example of the former and its one of the finest I've ever seen. Oops. Gave away the ending. Larian's lates is a single or two-player cooperative RPG with turn-based combat, crafting and an enormous world full of objects to interact with and NPCs to converse with or kill. No knowledge of previous Divinity games is required but an appreciation of the older school of roleplaying may help you to acquire this particular taste.
It's a sprawling game, responsible for some of the most interesting experiences I've had in all my years of gaming. I could write about it for weeks but I've limited myself to a single feature. For now. It's broken up into three parts, all of which are below.
]]>Divinity: Original Sin may not be officially launching until next Monday but, as it's been on Steam Early Access since January, fans will already have a fair idea of what they'd like more of in the RPG and what they'd like changed. They'll get to make a start on that this week, as developers Larian today announced they'll release the turn-based RPG's editor this Thursday.
What do we think fans get their hands dirty with first? Nude skins? Rebalancing? Jokes we still enjoy but feel nervous cracking because they might be wearing thin? Larian have beat everyone to the punch with that last one, as the sample mod they're including with the editor is Cow Simulator 2014.
]]>Divinity: Original Sin may not have the big name backing of, say, Pillars of Eternity or Wasteland 2, but the gorgeous-looking chip off Ultima VII's block has impressed us time and time again. Rare is the role-player that offers this degree of choice and reactivity, not to mention a world of spontaneous, non-scripted orc wars and clairvoyant cattle. Larian's spent years (and nearly $1 million in Kickstarter money) putting all the pieces in place, and now it wants you to knock them all down like a particularly careless Godzilla. Divinity will be out in June, but you can try the Early Access version - which just received a lumbering ogre spider of an update - right now.
]]>Divinity: Original Sin is looking positively divine. Honestly, in the sheer heat of the moment, I might be more excited about it than Pillars of Eternity or Wasteland 2. I already spoke at length with Larian head Swen Vincke during a massive video play session, but that wasn't enough. Afterward, we chatted about everything from the studio's rocky, too-close-to-closure-for-comfort history to the possibility of using Divinity's engine on a non-fantasy RPG to the chances that Larian goes back to Kickstarter. On top of all that, Vincke told me why having gender parity (one male, one female) on his writing team turned out to be the "best decision ever."
Vincke's admirably frank answers to roughly a million questions are below.
]]>In a year potentially chock full of amazing classic-style RPGs (Wasteland 2, Pillars of Eternity, the beginnings of Torment, etc), it's easy to overlook Divinity: Original Sin. That, however, would be a tremendous mistake given that the Ultima-VII-inspired Kickstarter darling looks to have depth and personality in spades.
I corralled Larian in my very own (adoptive) hometown of San Francisco, and we played the opus-in-the-making's latest build. I had to pre-record this one sans a camera, unfortunately, but Larian head Swen Vincke showed me nearly two hours of late-game (read: not in the alpha) gameplay and discussed how players can kill every NPC and still progress, non-violent approaches, how Larian *wants* us to break its systems, how it plans to avoid another disastrous Divinity II: Ego Draconis-style launch (despite some rather pressing bugs in the current version), comedy in a normally self-serious genre, talking to animals, and gobs more. This one is now near the top of my most-anticipated list. Tune in below.
]]>It's taken an enormous amount of willpower to resist the charms of Divinity: Original Sin since the Early Access version arrived on Steam. It's not that I'm worried about playing parts of the game before it's complete - I've already spent two days in its company - it's that I'm in need of an RPG partner. Far too many of my friends are either unnerved by the idea of traipsing through a fantasy world with me while I talk to dogs, cats and cows, or they're digging their heels in and waiting for the full game to be released. A new video shows some of the environments due when that happy event occurs, sometime in Spring. There are also weather effects. Around thirty seconds in, a big ol' monster slips on some ice and falls on its arse.
]]>We've been eagerly watching (and, on some occasions, playing) Divinity: Original Sin ever since it launched a turn-based assault on Kickstarter, growing its already grandiose vision of a classic RPG world into one worthy of having its praises sung. Now it's finally available to everyone, whether old and grizzled or so young that they think Baldur's Gate was a middling action-RPG on the PlayStation 2. That said, this one traces its roots more to Ultima VII than anything else what with all its systemic complexity and obsessively detailed interactivity. There is, in other words, much to dig into here, even in Early Access form. But should you? Well, that depends on a few factors.
]]>There are so many early access alphas emerging from gaming's underbrush right now - bugs exposed for all to see, freely worming around in the loam - that my pointing it out is even becoming tiresome. So let's skip all the run-up. Divinity: Original Sin, Larian's heavenly-looking fantasy role-player, is now available to backers in alpha form. If you didn't back it, no dice for now. A more open beta might take place at some point down the line, but for the moment the early wallet gets the worm, or 10-15 hour chunk of an extremely promising adventure, as it were. Video and details below.
]]>Preview events often involve around half an hour with a game, while carefully chaperoned through its corridors. I spent sixteen hours playing Divinity: Original Sin over two days in Belgium last week and nobody told me what I should or shouldn't do. I spent two hours looking for a potato because I wanted to make some chips and Larian's founder actively encouraged me in that mighty quest.
If I hadn’t had a flight to catch, I would have played for another sixteen hours over the next couple of days as well. There are more technically impressive fantasy RPGs coming out next year and there’s a great deal of work still to be done, but Larian’s latest is living up the early promise and is right near the top of my most wanted list.
]]>Let he who is without sin cast the first stone. The Bible said that, and - now that we will all be without Divinity: Original Sin until early 2014 - I'm pretty sure we're technically allowed to throw rocks at each other for a few months. You know what that means, don't you? STOOOOOOOONE FIIIIIIIIIIGHT! Hahaha, nearly got me Adam, hahaha there go three of my teeth, hohoho good one Lucy - you always did have the best throwing arm of any of us. Whew, what a riot. Also, I think we may have started an actual riot. While I tend to that, you go below to a) avoid losing an eye and b) watch a video explaining why stretch goals are to blame for Divinity's definitively human error.
]]>Another RPG sequel (spiritual or otherwise), another big Kickstarter victory. So it goes. And so Larian Studios go home with $429,508 of their desired $400,000 for Divinity: Original Sin, and that's with 16 days left on the clock. Across its 9,472 backers, that's an average of $45 per person. I don't why I mention that, I just had the calculator program open anyway and thought I'd use it. For fun.
Larian's Divinity series might have never quite set the world on fire, but it has a passionate following who'll be clapping their hands with glee about this. As are Larian themselves.
]]>"Can I steal from these market stalls?" "Of course, but there are guards..." "Can I lead monsters into the market and if I do will the guards attack them?" "Of course, but..." "Can I kill that chicken? Will the guards mind if I kill that chicken?" I'm playing Original Sin with one of the people who is responsible for making Original Sin and I am trying to cause trouble.
]]>It is the year 2012. We have magic rectangles that contain our entire lives and an invisible web that connects all of humankind. And while I can't claim to own a hoverboard, I'm still pretty OK with a future in which Divinity: Original Sin defies both Father Time and the shareholder mothership to exist. I mean, it's an Ultima-inspired, turn-based RPG that's doing its damndest to conjure fond memories of Cheeto-stained tabletop role-playing campaigns, and it looks damn impressive. I'm afraid that I'll wake up any moment now, and it'll actually be a modern FPS reboot set in a future where magic was given a swirly by Totally Rad Soldier Men - a swirly that killed it forever. Somehow, though, it is a thing with its very own trailer, and the elemental magic system paired with turn-based combat looks like it could actually make for some tantalizingly tactical co-op. Marvel at its implausibility after the break.
]]>Following Divinity II: Ego Draconis, Larian Studios are returning Divinity to its Divine roots with Original Sin, which may well be the Divinest Divinitude of all. PC Gamer have seen the return to isometric RPGing in action and Larian head honcho Swen Vincke tell them the game is being created to “address frustrations with Divine Divinity”. Turn-based combat is in, as is a story tailor made for co-op play. Sounds good to me.
]]>