Community Review: Divinity Original Sin 2

Image: DOS 2

There's nothing quite as fun as a story that you make yourself.

It would be remiss to go a week without touching on some of your own experiences with video games. And that's part of the fun of the Divinity: Original Sin games, where people's combination of classes, skills and their personal way of playing RPGs makes for wholly different experiences.

I just love the fact that people can - with some success - import their real-life D&D campaigns into the game. Mind you, as a friend pointed out to me, you do lose some of the magic that makes real-life D&D so good in the first place. But if you've got people who live worlds apart, or are separated for one reason or another, it's a fine alternative.

I Tried Remaking My D&D Adventure In Divinity: Original Sin 2, And It (Mostly) Worked

Divinity: Original Sin 2 has a mode that lets players design their own Dungeons & Dragons-esque adventure inside the role-playing game, and in case you were wondering what kind of dweeb would port their homebrew D&D game into Divinity 2, the answer is me.

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The game's been out for a little while. Larian's fixed the most severe save and game-breaking bugs, although there's still some complaints from users about the way the difficulty scales. Beyond that, however, everyone I've heard play it has pretty much described it as Baldur's Gate 2 for 2017.

Pretty high praise. How have you found Divinity: Original Sin 2 so far?


    About 40 hours in and I love it. Never really played many isometric RPG's, but if there are any out there as good as this then I am missing out.

    The maps are beautifully crafted and dense, the combat is challenging, and the story is top notch. I haven't played the first one but I still understand the story fine.


      If you haven't tried many others I'd recommend looking up Neverwinter Nights when you get a chance. Playing through DoS2 has reminded me of when I played NN, leveled up a wizard character and went nuts turning into a dragon and destroying everything....or was that the Druid class? I did both.

      NN didn't allow as much cheese as DoS2 but it was turn based, D&D style and had a pretty good storyline.

        NWN1 was great if you could get over the graphics, the style hasn't aged well. The module system also allows for you to carry over the same hero for ages, which makes it feel more personalised to you.

          I played it when it was current so the graphics didn't bother me ;)

    Playing DoS2 has made me wish I kept playing more of DoS1 rather than dropping it for no real reaosn after I cleared the first Act in DoS1. Will have to go back after and beat the game.

    Having so much freedom to play the game how I want to play it is what makes it shine. It doesn't force you into a certain optimal path that the game designers had in mind as most RPGs do. Want to have 4 rogues, 4 summoners, a polymorph and a wizard or go completely solo? Then go for it, it's up to you.

    Being able to re-spec at any time for free from Act 2 onwards is also a complete game changer. It's open to so much cheese, especially in terms of thievery, telekinesis etc but it gives you the freedom to go with what you want knowing that if you screw up horribly it's a simple trip away to go tweak things a bit or completely change paths. I'm only in the early stages of Act 2 so I haven't taken advantage of it much yet beyond correcting some default stats that my AI characters got but I can see some large changes coming for my caster/support character as it isn't really working out. With the only 3 primarily dealing physical damage my caster being focused on hydro/aero dmg spells isn't helping. Have already started inching him into necromancy for physical damage and the corpse explosions are working well. That said he's also begun to shine with the aero blind spell and the 100% dodge spell...hence why I haven't quite gotten around to re-speccing him yet.

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