When Larian released their “old-school” RPG Divinity: Original Sin back in June, I was enthralled. I could barely run it, I knew there was no chance of me ever completing it, and number-crunching builds is not one of my strong suits, but its uniquely elemental combat and open-ended questing managed to hook me for 35 hours (a drop in the bucket to some, but record-breaking for me). Trying to capitalize on the Divinity buzz, the Humble Store quickly offered up a huge sale on the previous games: Divine Divinity, Beyond Divinity and Divinity II.
Right off the bat, Divine Divinity intrigued me. It sounded like an action RPG with a sprinkling of more thoughtful and methodical mechanics, which is exactly what it turned out to be. Usually you’ll see people chalk it up as a Diablo clone and this is definitely true of the first few hours of the game, which oddly see you descending a handful of floors in a sprawling dungeon – something you’ll seldom do for the rest of the game. But once I completed the dungeon, I was presented with a single waypoint… on the other end of the map.