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Then the game has you explain to a bear cub Game’s dark universe, so much so that you start feeling comfortable. The humorous tone of the writing eases you into the
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In DOS2, if you play as a certain character, you can crack bad puns such as ‘’Don’t get ahead of yourself’’ or ‘’I’m gonna head off’, to the victim’s understandable exasperation.īlabbers about the ethics of ‘’battlefield face extraction’’ like it’s the most Now, in other games, you would’ve probably been treated with some exposition and possibly a quest. There’s a scene in the game when you stumble upon a bunch of human heads on spikes that are somehow still able to talk. The game treats dark subjects such as murder and torture with a humorous tone, but without trivializing them, which is a very hard balance to strike as far as writing is concerned. The writing is characterized by a cheerful sort of nihilism, so much so that you often forget that you’re in a bleak, oppressive world that is approaching a catastrophic end. While the universe can feel trope-y at times, the writers managed toĬompensate for all the high-fantasy nonsense by bringing their own spin. Together and confers the raw, mechanical systems of the game with context and
The writing is the glue that links everything If the systems and mechanics are the mind ofĪn RPG, the writing is its soul. While DOS2 is certainly filled with callbacks and references to previous games, they are cleverly integrated into the overall narrative and explained, so even if you have no prior knowledge of this universe, you still feel at home.
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Being a series that stretches back to the early 2000s, they could’ve easily dump every obscure deity and event from their deep catalogue and call it a day.
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While Divinity: Original Sin 2 does suffer from the occasional pacing issue, in my opinion, it’s the best example on how to pace, structure and deliver a lore-heavy universe in an accessible and comprehensible package. To be fair, being the first CRPG released in god knows how many years, the devs probably did this to quench the thirst of old-school fans of the genre. The Gaelish inspired names, places and terminology certainly didn’t make everything more comprehensible for my casual brain. What’s the Ladden Key? Who’s Woedica? Oh, I’m apparently a Watcher and can communicate with souls.
20 hours into the story, I still didn’t have a basic grasp of the lore, or even the main narrative. This is exactly how I felt while playing Pillars of Eternity. Being such an expansive and complex universe, naturally, the random name-throwing, callbacks to past events, and passing references will leave you as confused as a newborn puppy. What’s lore-dump? Well, imagine starting reading say, Robert Jordan’s Wheel of Time series from the fifth volume. The reason why I abandoned Pillars of Eternity halfway through the game was that it suffered from a severe case of ‘’ lore-dump’’. You can either fiddle with their stats in the character creation screen, or leave that for later when you have a better understanding of the underlying systems of the game and you access the option to respec your party.
Divinity: Original Sin 2 solves this issue by offering five premade (or ‘’Origin’’, as the game calls them) characters, each with their own personalities, perks, and affinities. Thing is, even as an RPG aficionado, you can end up creating an absolutely useless character because the systems and the mechanics can vary from game to game. One of the defining aspects of RPGs is the character creator, where you basically invest skill points to create the fearsome fighter, the hippie druid, the arrogant wizard or the wisecracking rogue that you wish you was, were it not for your office job or the fact that you live, you know, in the real world. Why? Let’s take it step by step… The Character Creator It’s not only a good CRPG in its own right, it’s one of the best games ever released, a genre-defining masterpiece that all future titles should try to emulate. Only when I got Divinity: Original Sin 2 was I truly converted to this niche. Then I picked up Pillars of Eternity, which I enjoyed, but I abandoned it for reasons which I’ll elaborate on later in the article. My first contact with CRPGs happened a few years ago when I decided to pick up Underrail on sale. So, naturally, I jumped right into the next generation of RPGs, which was marked by classics such as Gothic and Knights of the Old Republic. Because the only contact that I had with gaming was through a dingy PS1 when I was a kid, I missed out on classics such as Baldur’s Gate, Planescape Torment and Arcanum: Of Magick Obscura, and by the time I finally got my first gaming desktop, those games were already too old.