I have a bad feeling about this.
About halfway through Original Sin 2's campaign, you acquire the
ability to talk to ghosts. Cast "Spirit Vision" in any given area of its
massive, detailed world, and any nearby souls waiting in the queue to
the afterlife will be revealed to you, their transparent outline glowing
with a greenish hue.
In other games, this would be a neat gimmick useful in a few specific
circumstances. In Original Sin 2, it's like putting on the glasses in
John Carpenter's They Live. It changes everything. Suddenly, the world
becomes alive with the dead. They wander through the streets,
linger amongst revelling tavern patrons, hover over battlefields staring
at their own corpses.
You've been given the keys to a whole new reality, and it's going to
unlock a lot of doors. Remember that murder you were investigating?
Never mind finding the murder weapon or an incriminating letter, just
ask the victim whodunit. Looking for a secret passage in a dungeon?
Maybe there's another, less fortunate adventurer floating around you can
glean some advice from.
It's a revelatory feeling, and it isn't the first or last time that
Original Sin 2 evoked such a sensation within me. Indeed, it's just one
example of a theme that defines Original Sin 2: nothing is as it seems,
and there's always another way of thinking about a situation.
Admittedly, this was more or less the premise of the first game. In
fact, at a glance you'd be hard pressed to tell the difference between
the two. Original Sin 2 carries over all the best elements of its
predecessor along with, annoyingly, a few of its flaws. But as you delve
deeper into Original Sin 2's labyrinthine story, it becomes clear the
two diverge like grape juice and wine. The former is light, fresh,
unadulterated. But things have happened to the latter, and it's come out the other end darker, matured, and delectably intoxicating.
Indeed, if there's another theme that defines Original Sin 2,
it's corruption. After escaping from the Sourcerer prison of Fort Joy,
you and your party embark on a race for power. A malevolent force known
as the Void is slowly wrapping its tendrils around the world, and to
defeat it one of your party must ascend the status of Divine, a form of
godhood previously attained by a Christ-like figure named Lucien.
Alongside your ragtag band are at least a half-dozen other factions
scrabbling toward Divinity, from the ruthless Magister sect led by
Lucien's own son, Bishop Alexander, to a Necromantic cult known as the
Black Ring. Even the Seven, the pantheon of gods whom Lucien once
served, have succumbed to bickering and infighting in the shadow of the
Void. Their quarrel is so grievous that each god selects a different
member of your party to be their "Chosen One", which has all kinds of
potential ramifications for your party's own cooperative efforts.
As the different sides clash and atrocities are committed, what should
be a straightforward battle between good and evil turns into a grey
malaise where it's hard to tell which side is the most contemptible, let
alone who is right. Larian drip-feed the ensuing twists and revelations
over many hours, slowly peeling back the skin of each faction and
letting you prod at the flesh beneath to decide just how rotten it is.
It's a strong plot, adopting the perspective that everybody is the hero
of their own story and rushing into battle with it. Nearly every side
has a convincing justification for their actions, but at the same time
those actions make you really want to throw them in the biggest
fire you can. This notion also applies to your party, who truly can be
the hero of the story if you choose to play as one of them. Up to four
of a potential seven characters can accompany you on your journey, and
their personal tales can be just as compelling as the wider stories
being played out in Rivellon.
Take Sebille, an elvish rogue on a bloody quest for revenge. Before you
encounter her in Fort Joy, Sebille was a slave and assassin forced to
murder countless people by a mysterious figure known only as the Master.
Sebille carves a bloody path on her journey through Rivellon, a path
that is not always one you want to follow her down. At the midpoint of
the game, you need to parley with a mercenary faction known as the Lone
Wolves, whom another of your party, a man named Ifan, belongs to. But
the leader of the Lone Wolves is responsible for selling Sebille into
slavery in the first place. Put her in your party when you speak to
them, and there won't be much time for negotiation, what with all the
stabbing going on.
The party stories aren't as integral or fleshed out as those in, say,
Mass Effect. They tend to occur in short, infrequent bursts. But they're
all thoughtfully written and can be very dramatic. The story of Lohse, a
flame-haired mage with a demon trapped in her skull, has one of the
most stunning visual reveals I've encountered in ages, beautifully set
up and executed. The game even uses the characters who don't accompany
you on your adventure in clever and surprising ways.
Yet while I enjoyed both the main plot and the backstories to the
characters, the best stories in Original Sin 2 are those you stumble
upon in the world. I've battled sentient scarecrows, helped a chicken
find her lost eggs, and once received a quest by eating a disembodied
limb I found in a shark's stomach. I lured a murderer out of a tavern by
feeding him tainted stew, and then killed him when he emerged from the
outhouse, having relieved himself of his stomach lining. The
inventiveness of Larian's writers and designers never ceases to amaze,
nor does their ability to anticipate the player's actions.
Then there are the stories you make yourself through the games combat
and dynamic systems. At one point I entered an arena fighting
competition where all my party were literally blindfolded, and won the
match. But afterward the game automatically removed the blindfold,
revealing my undead face to the competitors I'd just bested. This
resulted in a second, altogether more real fight as everyone recoiled in
horror at my eyeless skull, and reached for their blades. Another time,
one of my party got imprisoned after being caught trespassing. I broke
him out by teleporting him out of his cell and hiding him amid a stack
of barrels until the heat was off. I also picked up two quests in the
prison that otherwise I might have missed.
Wherever you go and whatever you do in Original Sin, the game constantly
impresses with its ability to adapt and accommodate. Some of the quests
I embarked upon ended happily, while others were astonishingly bleak.
Original Sin is capable of both humour and horror, and this is reflected
in the design of its world. The area immediately surrounding Driftwood
is an idyllic fantasy-scape; verdant woodland, dramatic cliff-faces,
there's even a little lover's grove complete with waterfall and rainbow.
Proceed north, however, and you'll eventually reach Bloodmoon island,
which is one of the ghastliest places I've explored in an RPG. The
ground is slick with blood, body-parts litter the landscape, and what
passes for plant-life consists mostly of fleshy bulbs and sinewy vines.
In one corner of the island is what I can only describe as a tide of
corpses. It's unsettlingly grim stuff.
Regardless of the hospitality of your surroundings, the detail in
Larian's environments is wonderful. Arguably my favourite thing about
the game is the diorama-like design of its houses and structures, from
the cluttered desks and stacks of books that litter an arcanist's
office, to the way tables in taverns are sprinkled with food, wine, and
utensils. All of this can be touched and picked up and moved around,
making Original Sin a rare example of a truly tactile isometric RPG. I
love those moments in the game where you have to search one of these
busy rooms for a trapdoor or hidden lever, or rummage amongst the desks
and bookshelves for a letter or a specific tome.
Were they so inclined, I think Larian could make a marvellous detective
game, although they'd need to jettison a few bad habits. One thing that
carries over from Original Sin is the puzzle-like nature of its quests,
and I remain ambivalent about some of the execution. Original Sin 2
doesn't track quests like other games, providing clear instructions and
an exclamation mark on the map to chase. Quest markers are revealed
sparingly, while your journal only records brief, cryptic statements
about what you've found so far, offering no information on how next to
proceed.
The intention is clear enough. With multiple ways to solve most quests,
Larian want you to sniff around and discover a solution for yourself.
The trouble is sometimes it's not just the solution that's evasive, but
the leads that you're supposed to follow. This becomes particularly
problematic in the third act, when searching the city of Arx for the
missing Lord Arhu (presumably short for Arhu the person I'm looking
for?). While pootling around the sewers, I discovered a hidden door that
led to a ground of Locke Lamora-esque child thieves' den. I thought
this was a neat Easter-egg, but it turned out to be a crucial location
related to the Arhu quest. How you're supposed to figure that out
logically I still don't know.
Balancing difficulty is undoubtedly where Larian struggle most. Although
Original Sin is an RPG, it has one foot in the strategy genre,
evidenced most clearly by the XCOM-style combat. I loved the combat in
the first game, and Larian have wisely left the system more or less
unchanged, mainly focusing on expanding the classes and abilities. I
started out playing as the new Polymorph class, but as the game went on I
increasingly leaned toward the Witch's abilities because they're so
cool, including the ability to summon a spider made of bones, and call
down blood rain from the sky.
The ability to build your own combat style is key element of Original
Sin, and the strategic opportunities it offers is basically a game in
itself. But mixing classes is a tricky balancing act, and if you get it
wrong and spread yourself thinly, you could be in trouble. Combat can be
fiercely challenging, especially if you're a couple of levels below
your opponents. Put it this way, I played the game on the "Explorer"
mode, because I like RPGs to be more about characters and choices than
raw challenge, but I still hit a couple of bumps along the road. One
battle I fought in a place called the Blackpits took over an hour, as
the game sent wave after wave of oily blobs after me, wreathing the
whole area in hellish necrofire that will be burned into my mind for the
rest of my life.
Still, the merits of Larian's creative choices outweigh the flaws. I
like sniffing out my own solutions to problems, and of all the fights I
got myself into, only perhaps ten percent of them were unpleasantly
difficult. Partly it's about learning to use the tools available to you
effectively, to provide your characters with plenty of skills, to use
summons and disabling spells to mitigate the numbers of a larger force.
To remember to cast Spirit Vision when you're at what seems
like a dead end. Perhaps the biggest challenge in Divinity is not
necromancer cults or cryptic puzzles, but learning to experiment with all the available systems.
There's
such a wide range of influences visible in Larian's work. Ultima and
XCOM are the obvious ones, but there are other moments, such as when
you're breaking into a house or searching for a hidden hatch to the
basement, that the game suddenly feels more like Thief or Dishonored.
The game foremost in my mind while playing, however, was The Witcher 3.
This
isn't because of the setting or Divinity's similar ponderings over
morality.
It's because I thought it would be many years before I played another
RPG that was even close to being that rich with choice and charisma.
Original Sin 2 has made me question that belief, and I don't think I
could give it a higher accolade.
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