The use of teleport spells can have hilarious effects. While some characters may be actively engaged in battle, others can sneak around undetected to get into an advantageous position before you order them to strike. One of the best parts of the combat is you’re rarely limited in scope. Sometimes, the best approach is going away and leveling up your characters other times you may require better gear another situation may call for some devious positioning, tactical retreats and luring enemies into traps. In the standard classic mode, some of these fights can be hard, with a lot of enemies ganging up on your party of four. Add in the ability for spells and attacks to synergize - for example, coating an enemy in oil, then setting them alight with a fireball - and you’ve got an attention-grabbing combat system with a lot of choices for how you wear down or bypass the defenses of adversaries. Battles involve chipping away at an enemy’s defenses and debuffing them with magic, while buffing up your own characters.īut things get deeper when you realize that you can have a warrior who’s also adept at flinging lighting, or a mage who can wield a great big mace and go toe-to-toe with burly enemies. At first, it’s a turn-based take on classic CPRG combat, in that you’ll likely have one character for absorbing damage, one for dealing damage, a spell caster and perhaps an archer. Speaking of a lot going on, the combat system is deep. Regardless, it's engrossing stuff, with even the most basic NPC often having a lot more going on than meets the eye. This did lead to me doing a bit of "save scumming" until I got the desired outcome, but you don’t have to play like that. You can talk your way in and out of fights, and manipulate conversations based on innate character traits. The breadth of options in character and NPC interactions are wide, as well as deep. Delivered in a well-spoken British voice that seems destined for storytelling, this adds depth to the whole experience and is a blessed relief from reading reams of text in older CRPGs. But all the lines are voice acted, and there’s a narrator who reads out a lot of flavor text. The approach to NPC conversations is typical CRPG fare, where you select your responses. (I’m keeping this vague as I don’t want to let any spoilers free.) You start to figure out why you are where you are, and what your position is in the world. You then find yourself in a world that has a few newer fantasy tropes (elves are a downtrodden and displaced race), but also full of mystery and intrigue. You can also create a fully customized character. And that's evident from the very start, with a character creation process that lets you choose from a mix of compelling folks, from a dwarf pirate to a slightly pompous red lizard man. What makes Divinity: Original Sin 2 great is its Marianas-Trench level of depth.
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