My Thoughts On Divinity II

Halfway through the campaign of Divinity: Original Sin II, I encountered a family in the farm of Gareth, a valiant and heroic companion. When I arrived, I saw that he was mourning the death of his murdered parents, and he asked me to avenge them.

When I entered the farmhouse to find the murderers, a group of paladins refused to let me in. I tried persuading them using the in-game dialogue, but no luck. There wasn’t much left to do besides killing them, and that’s what I did. But as the last paladin fell, and as soon as I entered the farmhouse, I realized the killers were actually possessed innocents. There was no way to free them from their mental prison. I thought killing them was the best thing to do for the quest, so I did. And after I murdered them in cold blood, I found a letter that belonged to a possessed woman, addressed to her lover: one of the paladins that I had just killed at the door!

Shock. I thought deep after killing all those people. I wanted to reload and play the situation differently, but that won’t change the fact that I had already killed them. I proceeded with the quest. I went on a killing spree. I killed more people. I murdered more innocents. But I could never let go of that scene at the farmhouse because it was there I lost my innocence. It there I realized how amazing Divinity II: Original Sin is.

I can’t remember a time where I’ve felt attached to a game and its characters emotionally. Larian studious has created one of the best RPGs of all time. Impactful choices, lush and vivid writing, coupled with superb voice acting and a believable script; all these bring the world to life. The deep and sprawling combat is both challenging and rewarding. Each battle is tension-filled as you make critical decisions. The character creation, customization, and development is endlessly deep. And every member of your ragtag group are realer than any other person or character in most RPGs out there.