

My pal wants to chat to an NPC? I throw a massive boulder at them. In my own co-op campaign, I’ve been mostly content with blowing everything up. The tools are simple enough to use, but flexible enough so that you can create brief 20 minute campaigns or massive roleplaying romps that will take your group days to finish. While you’re shopping or fighting, they might be growing in power, waiting to betray you. This has an even greater impact in co-op, with each player capable of screwing over their three allies. Companions not only assist you while undertaking their own personal quests, they are ultimately your competition, each the chosen hero for their respective divine sponsor. Larian has also subverted the party dynamic quite a bit. Out of my three companions, she’s the good cop, talking to people like a thoughtful human being instead of an evil undead necromancer. As tempting as it can be to play the evil arsehole in a game that offers this much freedom, there are a lot of heartfelt moments that you’ll only see if you’re not an arse. What could have been your typical, high-stakes fantasy quest is elevated by strong writing and voice acting that effortlessly jumps between whimsical and brutally grim. What starts off as mission to escape prison spirals into an quest involving gods competing for survival and an evil poised to swallow up the world. So of course you’ve been hauled off to jail by the corrupt Magisters-the game’s fanatical villains-ostensibly to stop you from ruining the world. And you just so happen you be a sourcerer with a divine calling, born with the ability to wield this powerful magic, talk to the dead and feast on souls. The world’s a mess, you see, with monstrous beasties rampaging wherever there’s source magic. Original Sin 2’s main quest calls to mind Baldur’s Gate II: Throne of Bhaal, both being races to godhood. It’s daunting, but it’s also a fair price to pay for the weight it gives to decisions.Ĭompanions not only assist you while undertaking their own personal quests, they are ultimately your competition. These ripples of consequence result in a world that feels alive, and even give NPCs agency, but they also inspire hesitation when decisiveness is required out of the fear that one or more of these choices will kill another quest. Many of the NPCs you’ll meet have relationships and allegiances that affect more than one quest, and seemingly unrelated events can collide, cutting adventures short. The journal quickly becomes impossible to parse, and directions from NPCs can be vague, but it’s another otherwise welcome feature that really complicates things: the connected nature of the world. They’re great, fat with unexpected turns and rewarding character moments, but keeping track of them is hard work. Larian loves its headscratchers, populating Rivellon with riddles, moral conundrums and ancient mysteries. These neat tricks don’t mean the quests are simple.

As she gushed about her son, it dawned on me, I knew this guy.
