Divinity: Original Sin II (2017)

Elverils LLC, Larian Studios

Mac · PC (Microsoft Windows) · iOS

4.32 from 1637 ratings · #116 top rated on Grouvee

5889 members have it in their collection · 410 playing now · 2434 backlogged · 935 wish listed

How long? Main story 95h · with extras 109h · 100% 121h (from 61 logged playthroughs)

Divinity: Original Sin II is a single- and multiplayer top-down, party-based role-playing game with pen & paper RPG-like levels of freedom. It features turn-based combat, a strong focus on systematic gameplay and a well-grounded narrative.
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Details

Developers
Elverils LLC, Larian Studios
Publishers
Larian Studios
Genres
Adventure, Role-playing (RPG), Strategy
Themes
Fantasy
Series
Divinity
Steam
View on Steam

Release dates

  • Sep 14, 2017 (North_America) Mac
  • Sep 14, 2017 (Worldwide) PC (Microsoft Windows)
  • Jan 31, 2019 (Worldwide) Mac

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Rating distribution

5 stars
891
4 stars
481
3 stars
188
2 stars
56
1 star
21
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Community All Reviews Statuses

Kilpi

Review Kilpi 4/5 · Oct 25, 2022

Lähes jumalainen peli, jota pitkitettiin aivan liikaa

Olin kuullut paljon hyvää Divinity-pelisarjasta ja päällepäin peli vaikutti aina sellaiselta, joka voisi kiinnostaa minua. Pelin oletettu pituus kuitenkin hirvitti niin paljon, että en aiemmin ollut koskenut pelisarjan enkä oikeastaan koko CRPG-genreen. Elokuussa 2021 kuitenkin kehkeytyi ajatus lähteä pelaamaan tätä kyseistä teosta cooppina. Ajatus oli, että jos peli jää kesken niin sitten jää, eikä otettu suuria paineita pelin aikataulusta. Sovittiin …

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Olin kuullut paljon hyvää Divinity-pelisarjasta ja päällepäin peli vaikutti aina sellaiselta, joka voisi kiinnostaa minua. Pelin oletettu pituus kuitenkin hirvitti niin paljon, että en aiemmin ollut koskenut pelisarjan enkä oikeastaan koko CRPG-genreen. Elokuussa 2021 kuitenkin kehkeytyi ajatus lähteä pelaamaan tätä kyseistä teosta cooppina. Ajatus oli, että jos peli jää kesken niin sitten jää, eikä otettu suuria paineita pelin aikataulusta. Sovittiin viikottainen pelikerta ja sitten se olikin menoa. Aika tarkalleen vuosi aloittamisen jälkeen peli tuli vihdoin valmiiksi.

Taistelu toimii vuoropohjaisesti ja jokaisella hahmolla on omat kykynsä, joita tietenkin roolipelin hengessä pystyy parantamaan pelin aikana. Taistelu oli cooppina mielenkiintoista ja vaati sopivasti aivonystyröiden ja kommunikaation käyttöä. Toisaalta pelimekaniikka mahdollisti myös todella isojen vuorojen tekemisen, joka nosti taistelun tyydyttävyyttä huomattavasti. Lautapelaajana mahdollisuus oman vuoron/vuorojen menettämiseen tuntui kuitenkin todella turhauttavalta ja vanhanaikaiselta pelisuunnittelulta. Edellämainittu korostui erityisesti pelin loppupuolella haastavimmissa taisteluissa.

Tarina oli pääosin ihan hyvin kirjoitettua ja sitä seurasi alkuun suurellakin mielenkiinnolla. Kuitenkin vähän liian monen twistin ja henkiinheräämisen jälkeen, homma ei vaan jaksanut hirveästi enää kiinnostaa. Hahmot kehittyvät pelin aikana tarinan mukaan lähes jumalallisiksi (divinity) hahmoiksi, mutta se miten tarina on kirjoitettu ja esitetty ei ihan käy yksiin tämän teeman kanssa. Olisin ollut tyytyväisempi hieman maanläheisempäänkin otteeseen.

Jos olisin aloittanut pelaamaan peliä yksinäni, en todennäköisesti olisi peliä koskaan saanut maaliin. Cooppina peli oli mielenkiintoisempi ja hidastempoisuudellaan toimi myös hyvänä jokaviikkoisena turinatuokiona. Loppu meni pusertaessa pelin tarina loppuun sillä mielellä, ettei sitä voi nyt keskenkään tässä vaiheessa jättää. Lisäksi loppu oli armoton keskisormen näyttö coop-pelaajille sen enempiä spoilaamatta, mikä laski fiiliksiä huomattavasti.

Peli oli kokonaiskokemuksena silti ihan mukiinmenevä kokemus. Pelin ensimmäiset 50 tuntia olivat täyttä timanttia, ja jos peli olisi loppunut siihen, pitäisin tätä ehkä jopa yhtenä kaikkien aikojen peleistä. Pelikellossa oli lopulta yli 100 tuntia, joka oli vain aivan liikaa. Lopussa kun hahmot oli jo viritetty tappiinsa, peli oli jo nähty ja homma oli vain samanlaisten ja välillä hyvin turhauttavien taisteluiden junnaamista loppuun saakka. Tämä on yksi haastavimmista peleistä arvottaa, koska vuoden aikana fiilikset pelistä ovat muuttuneet niin laidasta laitaan. Alun perusteella olisin antanut pelille 5 tähteä, mutta loppupuoliskon perusteella korkeintaan 3 tähteä. Ehkä siis puoliväli tästä on ihan looginen.

4/5 Kiitettävä

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EugThinks

Review EugThinks 4/5 · Jul 14, 2022

Great game for the most part, but loses an entire star for the terrible last few fights and for essentially not having an ending. This might be the game I played the most and liked the most that fell on its face the hardest at the very end. What a disappointment.

Grimug

Review Grimug 4/5 · Mar 13, 2022

Finally, I can rest

Super long, but a lot of fun especially in coop mode. Gameplays fun, tho I wish the UI was a bit better. I'm not gonna say much I do recommend if you like strategy rpg type games.

Maddmike

Review Maddmike 5/5 · Jan 5, 2022

Steam Curator

Divinity Original Sin II is an RPG that's earned every letter of the acronym.

The world is driven by a realistic set of rules and properties that allows for the game to be played in almost any way you can think of. It does all this while simultaneously improving on its predecessor in near every way: visuals, story, …

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Steam Curator

Divinity Original Sin II is an RPG that's earned every letter of the acronym.

The world is driven by a realistic set of rules and properties that allows for the game to be played in almost any way you can think of. It does all this while simultaneously improving on its predecessor in near every way: visuals, story, and more.

Divinity Original Sin II is an absolute must play for any fan of the RPG genre.

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PinballWitcher

Review PinballWitcher 5/5 · Jan 19, 2021

A new addition to the RPG pantheon

  • Score: 10/10
  • Hours Played: 90+, played on Definitive Edition
  • Pros: combat, freedom, worldbuilding, replay value
  • Cons: character levels plays too big of a role, narrative pacing, some underdeveloped plot points

Divinity: Original Sin II (DOSII) is, without a doubt, one of the most impressive western RPG’s I’ve ever played. It is no surprise that Larian was chosen to work on …

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  • Score: 10/10
  • Hours Played: 90+, played on Definitive Edition
  • Pros: combat, freedom, worldbuilding, replay value
  • Cons: character levels plays too big of a role, narrative pacing, some underdeveloped plot points

Divinity: Original Sin II (DOSII) is, without a doubt, one of the most impressive western RPG’s I’ve ever played. It is no surprise that Larian was chosen to work on Baldur’s Gate 3, given the quality of this game and the success it received since release. I am particularly amazed by how much they managed to improve on the previous title in the series, which was a good game with some severe flaws and a disappointing story.

GAMEPLAY

In DOSII players are aloud to create a character from scratch, picking their race and class. Classes only really matter to determine your starting stuff, working similarly to Dark Souls, where the way you level up matters more than the way you begin your avatar. There’s also a list of “Origin” characters to choose from if you so wish; they have their own backstory and race, but you can completely customize their role and influence their character arcs through the story. These characters also work as you main party members, though you can also recruit generic, fully customizable NPC’s if you prefer.

An issue that I had with DOS was that the early game felt too slow and restrictive compared to the rest of the game. In the sequel, Larian found a great approach, presenting a very solid tutorial and a phenomenal starting area. Act I has a good balance of combat, exploration and dialog, introducing story elements and instigating players into experimenting different approaches. There are multiple solutions to your main goals and a constant feeling of progress throughout.

The turn-based combat was the most complex gameplay element on DOS, and this game managed to improve the system. There’s a large variety of skills to use and complete freedom to level your characters, so players can be creative in figuring out interesting party combinations. The use of secondary effects and terrain interactions keep encounters constantly fresh, and the fact that there are no randomized fights is a show of how much the developers were willing to craft a challenging and engaging game. Thinking about physical and magic armour and ways to quickly deplet them in order to apply special effects made the whole process even more interesting. Fights get progressively more engaging as the game progresses, since there are more tools at your disposal, making the early stuff look a bit lame in hindsight. Bosses are also a great challenge, boosting the difficulty without feeling cheap, something that often happened in the first game.

Unfortunately, there’s too much emphasis on level to balance difficulty: fights are trivial if you’re a couple of levels above the enemies; too hard if you’re 2 or 3 levels behind. At the appropriate level it’s usually quite well balanced, so I wish they had a way of keeping you on that direction, but that would hurt the freedom of exploration.

Freedom is actually another topic that deserves a lot of praise, as the game rarely puts you on rails and allows for plenty of lateral thinking to progress. Using skills and items outside of combat feels great and adds to the RPG experience, making each section of the game feel like a small puzzle. Quest design also reinforces that with branching options, multiple solutions and conclusions and multiple ways to acquire them. Between that and the build options, replayability becomes one of the biggest strengths in the design here.

To wrap the gameplay comments, I’d like to compliment convenience features: magic pockets, usefulness of skills outside of combat, journal, free respec, portals for fast travel and many others. Also, the main areas you explore are different enough from each other that you maintain your sense of progress over this ridiculously lengthy game.

NARRATIVE

Story is the area in which I believe Larian improved the most from the previous game. The setting is very well developed, with interesting information to be found at every corner, even during the final hours. It’s not the most original fantasy setting you’ll find out there, but there was more than enough creativity and care in how they wrote it to keep me invested in what the main events of the game would mean to everyone in the story. The main plot puts players on a classic path to ascend to God status, but what exactly that means to the setting and what’s the approach of the protagonist towards this quest is what makes it cool.

Character work is generally well done; main characters in general are well designed and way more developed than the empty avatars of the first game. Plenty of secondary characters had a relevant purpose in the setting and were fun to engage with. Dialog was usually quite fun and made great use of back-story and overall role-playing elements to open up further possibilities in my journey. DOSII also uses the same style of humour from the first game, which I vastly appreciated (some didn’t), but they never overused it like in that one.

The big problem with the story is that it suffers from a severe pacing issue. The length of the game didn’t help (hard to keep a consistent and engaging story over such a long stretch of time). Act 3 felt like a good set piece to end the game, but then there’s the entirety of Act 4 (which is bigger than Act 3) plus the epilogue, which made the game feel a bit too long, even though the content was mostly satisfying. The endings weren’t particularly endearing, but that didn’t break my experience, and by the end of the epilogue I felt a strong sense of accomplishment and a bit of nostalgia for the whole thing.

CONCLUSION

DOSII is a fantastic game, with brilliant turn-based combat and I recommend it to every RPG fan out there. It was a hell of a long journey and I’m happy to be able to play something else now, but it was all worth it.

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Lygodesma

Review Lygodesma 1/5 · Dec 30, 2020

The pace is way too slow for me. I am not a typical RPG-player anymore, but to me, this game even deepens the weaknesses of the genre. The dialogs are not interesting (but it's a dialogue intense game!) and the world is the same ol' high fantasy without its own drill to it.

noplotr

Review noplotr 4/5 · Oct 9, 2020

An Impressively Ambitious and Incredibly Frustrating Experience

Divinity: Original Sin II is the closest I have ever seen a video game come to mirroring the experience of a tabletop RPG. Of course, it ultimately fails, and while it does have systems in place to mitigate some of those failures, the gap between it and the real thing, no matter how small, is infinitely wide, at least with …

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Divinity: Original Sin II is the closest I have ever seen a video game come to mirroring the experience of a tabletop RPG. Of course, it ultimately fails, and while it does have systems in place to mitigate some of those failures, the gap between it and the real thing, no matter how small, is infinitely wide, at least with current technology.

The main difference between D:OSII and a tabletop RPG is curation and guidance. In a TTRPG, you can create a detailed backstory for your character that the gamemaster will then incorporate into the world and the narrative; to have that same experience in D:OSII you have to pick one of the pregenerated characters, and while this still leads to a more interesting storyline than a lot of RPGs where your character is kind of a blank slate with little to no backstory (Bethesda and BioWare both do this), it's limited to what the writers think the possible arcs for that backstory are. It's more, but necessarily better.

In a TTRPG, a good gamemaster will consider their player's character builds and personalities when crafting the narrative, the NPCs, and combat encounters. Depending on how hardcore the group has decided to be, if the players ever stumble into a situation they're woefully underprepared, the GM can make sure they get out of it one way or another. In terms of personality, D:OSII has the same problem as any other RPG: they can only write so many dialogue choices, and occasionally you're just not going to find the one you want. In terms of combat, while the game does allow for a wide variety of tactical approaches (for example, the fact that a lot of combat and even most dialogue events affect characters individually rather than the party as a whole is a huge innovation (well, I say innovation, I haven't played enough of this type of RPG to know how innovative this actually, but it kind of blew my mind when I first figured out how to be clever with it)), and even takes to design a lot of the encounters to facilitate this variety (e.g. multi-level environmental design to give ranged characters spots to get their high ground bonus), it doesn't do anything to warn you when you're entering an area or pursuing a quest that is far above your level, or not suited to your current build.

This is one of those places where it does have mitigating systems, such as a (slightly difficult but still technically useable) flee combat option and (and this is a pretty big deal) easy-to-access and completely free anytime respec (that also is easy to use, because you can reassign points individually rather than having to drain them all into the pool and then reassign all of them; also it includes character appearance). And given that the game loads the whole map (including interiors and dungeons) beforehand so you don't have to load every time you fast travel, using these options doesn't waste a lot of time. That being said, a level rating for quests would have been much appreciated, as I would sometimes spend an entire play session chasing threads I was to weak to follow and end up accomplishing nothing out of 2-3 hours of play.

Mistakes will happen, though, so the game does store up to 5 autosaves, up to 5 quicksaves, and like 20 full saves. This helps to make up for the lack of a GM who can keep you from regretting your decisions too much, but is also pretty tedious since, as I said before, the game has to load the whole map, every time you reload it takes a while. Although my final save lists a play time of about 85 hours, with all of the reloading I did, the time I lost to glitches—oh yeah, this game's got glitches, and they are not fun—and the the 2.5 hours that I spent playing for the first time before I decided to start all over again and pick a different character, I probably played this game for upwards of 100 hours, and let me tell you, by the end I was just wanting it to be over.

Of course the main reason for that, aside from the previously mentioned problems, is that I was playing on normal difficulty. I always play a game on normal difficulty the first time, because I assume I will get the intended experience. I realized late in the game, however (like, 80 hours in), that at some point normal difficulty, specifically when it comes to combat, stops being difficult in any interesting way, and just starts being tedious and boring. I played the last 5 hours on "Explorer" mode and spent most of that time wishing I'd made the change much, much sooner. Again, this isn't so much a problem with the game as it is just a limitation. A GM can craft combat encounters to be fun and dynamic under any circumstance, but a game is locked into whatever settings you have, and it doesn't know to tell you, "Hey, you might be having more fun if you lowered the difficulty."

In short, the game can't guide you, so it tries to give you as many options as possible, which somehow end up being both too much and not enough. It's so close, and yet so far.

But that's enough of the negative stuff. There's plenty of good stuff here too. But it doesn't all fit my thesis so I'm just going to list it in random order:

— No matter a pre-generated character's "canonical" build and appearance, you can fully customize them however you want while still having the benefit of their backstory (well, almost fully; you can't change race, gender, or voice).

— The previously mentioned respec accessibility really can't be overstated. I'm not great at character builds, so being able to very easily change things up when I realize that I've invested my skill points in all the wrong places makes a big difference. Also, if there's a requirement on a skill or piece of equipment that your just one point away from meeting and you really want it, instead of having to grind for your next level just to get that one point, you can go to the respec mirror (you respec using a magic mirror) and just take that point from somewhere else.

— Relatedly, investing points in most skill and ability categories will also confer additional benefits, so if you need to put a point in there because there’s one skill or piece of equipment you really want, but you don’t intend to focus on that category, it’s not as big a tradeoff.

— There are some fun mods, including one that's lets you talk to animals without having to invest a talent point, and you should use it, because talking to animals is the best. I thought it was just going to be, like, dogs say "I'm hungry" instead of "woof" or whatever, but no, these animals have names, personalities—you can carry on whole conversations with them and even do quests for them. Some of the animals would probably rank in my top 10 NPCs in the game.

— Early on in the game you can find gloves that give you the ability to teleport other people and objects, and holy crap did that completely change how I thought about the game. It really allowed for exploration and discovery and I used them constantly. They're also pretty handy in combat. Later in the game you get arguably better traversal abilities that don't require you to wear an otherwise pretty useless piece of equipment, but getting teleportation early on was one of the most exciting parts of the game.

— Exploration and discovery really are a big part of the game. The main storyline is broad enough that you can just be wandering around and stumble onto some bit of information or item or encounter that adds some flavor or reveals some secret or even adds a whole new quest thread to main storyline. There also various mysteries and puzzles that you'll come across in the game that you'll just have to figure out for yourself, and while occasionally I could've used a hint or two, it's not like I don't have the internet. Moments like these are where the openness of the game really shines.

— Seriously, those split party mechanics, so cool. It actually manages to make turn-based combat dynamic, at least at the start of the encounter. It can also be especially helpful if there's a bunch of deathfog and you only have one undead party member.

— The broad strokes of the story are fairly typical epic fantasy fare (and I've got unreasonably high standards for special-people-are-accused-of-being-the-problem-when-they're-actually-the-solution narratives after reading N.K. Jemisin's Broken Earth trilogy), but there some interesting details, a solid handful of real surprises, and the subplots and side-narratives are generally pretty engaging. Also, even though you don't really meet any of the main villains until the very end, they're all foreshadowed exceptionally well, so that you feel their impact throughout the game, and really build up to the final encounter.

Anyway, there's probably more things I could say about this vast, expansive monster of a game, but I've probably gone on too long already. I had a lot of fun (especially for the first 50-60% of the game), got very frustrated, and now I'm excited to play literally anything else, as long it doesn't have turn-based combat or a four-person party for whom I have to constantly monitor 10 pieces of equipment each.

It's a great game. Some day, if we're very lucky, it might even be a good one.

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thewritingj

Review thewritingj 5/5 · Jun 30, 2018

One of the best RPGs

I haven't loved an rpg this much since Dragon Age. With a co-op mode that lets you and friends be in each other's party, party members whose personal story arcs influence the entire path of the game, sweet romance plots, and tons of humor... this is just phenomenal.