“They just don’t make games like that anymore.” When you first see Divinity: Original Sin, that could very well be your reaction, but you’d be wrong to assume that developer Larian’s upcoming isometric role-playing game is stuck in the past. It certainly might remind you of RPGs of old, such as The Temple of Elemental Evil and, of course, Divine Divinity, the game that originated the series. But based on my time with Original Sin, there’s a poignant cooperative element of choice and consequence in Original Sin that makes it more than just a retread.
It’s hard to say just how well Divinity: Original Sin will capture the essence of Divine Divinity and Beyond Divinity, the games that directly spawned it. (From a gameplay perspective, Original Sin shares little in common with the troubled Divinity II.) Larian’s fans certainly have faith, however: Larian’s Kickstarter campaign for the game has now closed, earning more than twice the amount of its original goal, and all stretch goals were met. Thus, your companions will have their own backstories and personalities, the music will be fully orchestrated, and there will be more character-defining talents than originally planned. I am cautiously hopeful that Divinity: Original Sin might be, in its own way, just as divine as the game that spawned the series.