Divinity II: Ego Draconis - first look

Quests are, as you’d expect in this comforting duvet of a classic Tolkienesque fantasy realm, pitched between lengthy and serious: investigate a tomb to find an item to kill a dragon! – and short and mischievous: save my pigs because I love my pigs! Most quests appear to have a number of resolutions, from the stereotypically uncaring to the more sneaky. Preview code quests have given us the opportunity to play characters off each other, or employ perhaps Divinity II’s most intriguing addition to the classic RPG template: mind-reading.

Slayers are given the opportunity to muscle their way into the heads of other characters, gleaning either important information or just a bit more background information about the world of Rivellon. There’s a small risk/reward mechanic in such psychic shenanigans: attempting a mind-read will cost one experience point. Small beer, but more hardened discussion partners won’t give away their secrets easily, meaning you could be throwing away valuable XP.

The colorful, almost cartoonish realization of Rivellon is a relaxing hub in which to begin quests. Dappled autumn shades and quaint farmhouses dominate the towns seen so far. When the game decides it’s time for serious business, a slight filter descends, lending the surroundings a darker hue. It’s a nice visual warning, and keeps town-based jaunts jolly in tone.

It’s an ethos that seems to permeate Divinity II. There’s a lot here, but it’s not as po-faced as its competitors. Lightweight in combat and generic in story, it might not grab those looking for a transcendental, truly immersive RPG. But, given the series’ reputation in mainland Europe, there’s enough of you out there that’ll be enchanted by its good looks, customizable loot and sense of fun to while away 40-plus hours looking for mythical beasts to murder.

Nov 19, 2009