Divinity: Original Sin II

Description

Divinity: Original Sin II is a critically acclaimed fantasy RPG set in the chaotic world of Rivellon, where players assume the role of a Godwoken—a wielder of forbidden magic hunted by a fanatical order. Featuring turn-based tactical combat, environmental interactions, and deep narrative branching, the game challenges players to ascend to divinity through consequential choices, customizable party creation, and dynamic questlines. The Definitive Edition expands the experience with new modes, modding tools, and multiplayer co-op, offering a richly reactive world shaped by player decisions.

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Divinity: Original Sin II Reviews & Reception

metacritic.com (93/100): Divinity: Original Sin 2 is truly divine.

nintendolife.com : this is as bare bones as these things get, but it is free if you own the game already, and you can’t argue that it ain’t prettier, crisper, and better to play now.

gamefaqs.gamespot.com (100/100): Divinity: Original Sin 2 Review: 10 / 10

opencritic.com (93/100): Divinity: Original Sin 2 takes the already high bar set by its predecessor and somehow dead lifts it to even greater heights.

monstercritic.com (100/100): Divinity: Original Sin 2 is simply the pinnacle of the CRPG genre.

Divinity: Original Sin II Cheats & Codes

PC (ReCon)

Open the developer console using ReCon and type commands. Some commands require an object to be selected first (Ctrl + Shift + Click).

Code Effect
killcombat Kill all enemies in the current combat
peace on/off Turn peace mode on/off
god Turn god mode on/off
resurrect Resurrect the currently selected character
nocooldowns Remove cooldowns
infiniteAp Actions cost 0 AP
infiniteMemory Have over 9000 memory
think on/off Enable/disable AI char/item scripts except player
setHPPercentage Set the HP of a selected character to a specific percentage (e.g., 20)
charm %character or item name% Makes the current selected character charmed by the character/item in the parameter
setCanFight %true/false% Enable/disable the CanFight option for the selected entity
setCanJoinCombat %true/false% Enable/disable the CanJoinCombat option for the selected entity
setAlignment %alignmentID% Change the alignment of the selected entity
nearlyKill Set the HP of the current selected character to 1
killArmor Set the magic and physical armor of the selected character to 0
spawnitem GLO_QA_Debug_Item Spawns a Debug book to start in Act 2 with a party setup
levelup %amount% Level up entire party by a specific amount of levels
unlockall Unlock all skills
maxout Gives level 27 and maxes out stats
gold %amount% Gives both players half of the specified amount in gold
givetreasure %table_name% Gives treasure based on the specified table name
addExp %amount% Gives the selected character a specific amount of XP
magemana Adds the maximum amount of source points for the current character
raiseTension Increase tension in-game
resetCrimes Remove all performed crimes and clear criminal records, lowering tension
setWalkSpeedMultiplier %multiplier% Multiply walk and run speed by a value (e.g., 4)
loadlevel Load a specific level (e.g., loadlevel Cyseal)
oe Send an Osiris TextEventSet event with the command as a parameter
teleport Teleport to a specific character, object, or trigger on the current level
teleportToMe %name% Teleports a character to the currently selected character
goto x y Teleport to specific x y coordinates on the current level (e.g., goto 12 174)
rps win Win a CIR confrontation
rps lose Lose a CIR confrontation
shroud %on/off% Turn shroud (fog of war) on/off
reloadScripts Reloads scripts
reloadStory Reloads Osiris
statusapply Apply a status to the selected target for a specific duration (e.g., statusapply FROZEN 5)
statusremove Remove a specific status
autoidentify %on/off% Lets you see all magic items
think %on/off% Disables the AI for all NPCs
give Moves an item from somewhere in the game to your inventory
create Creates an instance of a stats object in your inventory
setOffstage Removes (raises OFFSTAGE flag) for a specified character or item
charAmbientLight Enables or disables ambient light for the currently selected player’s character
addDungeonMaster Adds a dungeon master
removeDungeonMaster Removes a dungeon master
usecontroller Switch to controller input
usekeyboard Switch to keyboard input
setCaptureScale %amount% Set scale for screenshot and video capture resolution (game resolution * amount)

Divinity: Original Sin II: A Masterclass in Interactive Storytelling and Tactical Depth

Introduction

In the pantheon of modern role-playing games, few titles command the reverence afforded to Divinity: Original Sin II. Released in 2017 by Larian Studios, this crowdfunded sequel transcended its niche origins to redefine player agency, tactical combat, and narrative ambition. Built upon the legacy of its 2014 predecessor, Original Sin II emerged as a lodestar for the CRPG renaissance, marrying tabletop-inspired freedom with technological innovation. This review posits that the game is not merely a triumph of the genre but a watershed moment in interactive storytelling — a universe where every choice resonates, every system interlinks, and every player carves their own myth.

Development History & Context

A Studio Forged in Fire
Larian Studios, a Belgian developer led by visionary director Swen Vincke, had weathered commercial tumult before Original Sin II. The studio’s earlier Divinity titles, while cult favorites, struggled to achieve mainstream success until 2014’s Original Sin revitalized their fortunes via Kickstarter — a strategy reprised for the sequel. In August 2015, Larian launched a campaign seeking $500,000; it raised $2 million within weeks, fueled by 42,713 backers. This grassroots support empowered the team to dream bigger, incorporating race-specific narratives, dynamic co-op, and a revolutionary “GM Mode” for player-crafted adventures.

Technical Ambitions and Constraints
Powered by the proprietary Divinity Engine 2, the game pushed isometric RPGs into uncharted territory. Real-time environmental interactions — ice sheets melting into electrified puddles, poison clouds ignited into explosions — demanded complex physics simulations. The engine’s modular design enabled seamless splitscreen co-op and cross-platform saves (later expanded to Switch/iPad). Yet constraints loomed: balancing turn-based combat’s pacing, integrating over 1 million words of fully voiced dialogue, and refining the AI’s “2.0” system for adaptive tactics. The 2018 Definitive Edition addressed launch criticisms, overhauling difficulty balancing, narrative pacing, and UI accessibility — a free upgrade exemplifying Larian’s player-first ethos.

The 2017 Gaming Landscape
At release, the RPG landscape favored action-oriented titans like The Witcher 3 and Horizon Zero Dawn. Original Sin II dared to buck trends, reviving hardcore mechanics — turn-based combat, text-heavy dialogue, and uncompromising difficulty — while modernizing them with systemic depth. Its success (1 million sales by late 2017) proved a market existed for cerebral, player-driven experiences, emboldening studios like Obsidian (Pillars of Eternity II) and Owlcat (Pathfinder).

Narrative & Thematic Deep Dive

A World Torn by Divine Strife
Set centuries after Original Sin, the story unfolds in Rivellon, a realm besieged by Voidwoken — Lovecraftian horrors drawn to the magic of “Source.” Players assume the role of a Godwoken, a Sourcerer branded a criminal by the tyrannical Magisters, who seek to purge magic under the guise of protection. The plot escalates into a metaphysical struggle involving the Seven Gods (actually power-hoarding Eternals who betrayed their kin) and the Void’s imprisoned God King.

Characters as Narrative Catalysts
The game’s six “Origin” characters aren’t mere companions — they’re protagonists in parallel stories:
2. Lohse: A musician possessed by the demon Adramahlihk, her arc pits jovial resolve against visceral horror.
3. Fane: An undead Eternal uncovering his people’s grim fate, offering revelations that reframe the entire lore.
4. The Red Prince: A disgraced lizard noble torn between redemption and supremacy.
Their personal quests — like Sebille’s revenge against Shadow Elves or Beast’s rebellion against a dwarf queen — dynamically intersect, reacting to player choices with startling specificity.

Themes of Power and Consequence
Original Sin II wrestles with the ethics of divinity:
“Freedom vs. Control”: The Magisters’ fascistic “protection” mirrors real-world oppression of the marginalized (Sourcerers as allegory).
Sacrifice and Corruption: Lucian’s crusade to save Rivellon by purging Source echoes utilitarian extremism.
Racial Tensions: Elves grapple with cultural erasure, lizards with imperial guilt — themes deepened by race-specific dialogue.

Quests reject binary morality. Resolving a dwarf-undead feud might require betraying both sides; sparing a villain could save lives but enable future atrocities. The finale offers four divergent endings — from ascension to collective divination — each seeding ripples into potential sequels.

Gameplay Mechanics & Systems

Combat: A Symphony of Elemental Chaos
Turn-based battles unfold on grid-less arenas where positioning, elevation, and elemental alchemy dictate victory:
Armor System: Separate physical/magical armor pools must be breached before applying crowd control.
Environmental Warfare: Oil barrels explode into firestorms; rain clouds electrified into stun fields.
Synergy: Teleporting enemies into deathfog or crafting corpse-exploding necromancy rewards ingenuity.

Character Progression: Limitless Tinkering
No classes exist — only 10 skill schools (Hydrosophist, Polymorph, etc.) mixable via point allocation. A ranger can dabble in teleportation; a warrior might summon undead. This freedom births absurd builds (e.g., “Torturer” mages igniting foes through armor).

Exploration and Interaction
Rivellon thrives on reactivity:
Persuasion, Thievery, Loremaster: Skills unlock unique resolutions (e.g., pacifying a kraken via Animal Whisperer).
Object Physics: Every item is movable, stealable, or weaponizable (smiting foes with a pilfered portrait).
Co-op Dynamics: Players pursue clashing goals — one saves a village, another burns it for XP — creating emergent narratives.

Imperfections in the Design
The learning curve intimidates, with opaque systems overwhelming newcomers. Act 2’s sprawl lacks narrative focus, while unbalanced late-game skills (e.g., “Skin Graft” resets cooldowns) undermine challenge. Yet these flaws pale against the game’s ambition.

World-Building, Art & Sound

A Universe Steeped in Lore
From the Eternal’s betrayal to the Seven Gods’ hypocrisy, Rivellon’s history enriches every locale. The Halls of Echoes blend astral grandeur with decay, while Arx’s gothic spires crumble under Voidwoken sieges. Environmental storytelling abounds: a skeletal hand clasping a love letter in a tomb; faded murals depicting ancient wars.

Visual Direction: Painterly and Dynamic
Joachim Vleminckx’s art direction marries Renaissance-inspired landscapes with grotesque creature design. Volumetric lighting bathes marshes in haze, while spell effects — necrotic tendrils, celestial beams — dazzle without obscuring tactics.

Soundscape of Myths and Madness
Borislav Slavov’s score oscillates between haunting choirs (“Rivellon”) and frenetic battle themes (“Dancing with the Source”). Voice acting, led by the tragically resolute Lohse (Alix Wilton Regan) and sardonic Fane (Harry Myers), elevates text with emotional precision. Even animals speak (via Pet Pal perk), revealing whimsical gossip or hidden trauma.

Reception & Legacy

Critical and Commercial Triumph
Launching to universal acclaim (Metacritic: 93 on PC), the game garnered rare 10/10s from GameSpot and USgamer. Critics lauded its “pinnacle-of-the-genre” freedom (PC Gamer), though some nitpicked pacing (Polygon). Sales eclipsed 1 million copies by late 2017, and the Definitive Edition (2018) won a BAFTA for Multiplayer.

Influence on the Industry
Original Sin II catalyzed CRPG revitalization, proving turn-based systems and dense narratives could thrive commercially. Larian’s systemic approach directly informed Baldur’s Gate 3, while mod tools empowered fan expansions like The Clockwork City.

Conclusion

More than a game, Divinity: Original Sin II is an ethos — a testament to player trust and creative audacity. Its tactical depth, narrative richness, and reactive world remain unmatched, inviting endless replays to uncover hidden paths, tragic subplots, or simply the joy of dropping a giant squid on a foe’s head. For RPG enthusiasts, it is essential; for developers, it is aspirational. In the annals of gaming history, Original Sin II stands as a monument to what happens when ambition meets craftsmanship — a divine symphony of chaos and choice.

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