Divinity 2: The Dragon Knight Saga – review | Games | The Guardian
For Divinity II: Ego Draconis on the PC, a GameFAQs message board I know there was a small romance quest in Divine Divinity with an Elf. I really liked Divine Divinity (except for the end) when I played it, so it's I cant think of any other RPG off hand that has romances but im afraid none for Divinity 2. Divinity II is an action role-playing game developed by Larian Studios. Its first release in was subtitled Ego Draconis, and was published by dtp entertainment and in the United States by cdv Software Entertainment. The updated re-release The Dragon Knight Saga which included the . Following the success of Divinity II: The Dragon Knight Saga, Larian. More games are joining the Xbox One backward compatibility program today. Divinity II: The Dragon Knight Saga features two adventures in one package. Players get to see the Divinity II saga to its true ending in this.
I mean, we had the early access players before that too. Wow, that's higher than I thought, that's really good.
Divinity II - Wikipedia
Ahead of launch you must have had forecasts. Where were you expecting to be at this stage, or before Christmas—I guess you've surpassed those numbers now? I was hoping for k before Christmas, so we're way above that right now which is really good. I figured that if we hit the k before Christmas then we were going to be okay.
This has been a nice bonus.
Is there ever a point during the development and testing of such a big game where you realise: Hang on, this is really good, this might do better than we expect? I think any developer will tell you that, first of all, you fall in love with your game.
But then the relationship lasts so long that you start focussing on all the negatives. A very classic phenomena means that by the time you're ready to release, the only thing that you're aware of is everything that's still wrong with it.
Then somebody reminds you of how much good stuff is in there. We're busy focusing on: We need to fix this, we need to fix that, this is not good, man we need time to sort this, we need more resources to do that', and that basically dominated the conversation over the course of the last six months. But then there are moments where you're playing and you forget you're hunting for bugs and realise: Actually, this is a lot of fun. Original Sin 2, this was particularly true.
The Let's Play Archive
I don't know how many times we redid the beginning of this game. Every time we presented it it was different, and every single time I enjoyed myself. Luckily for us, this seems to have rubbed off on the general gaming audience. If you had to pinpoint one specific thing over the course of development—what would you say the most challenging thing about making Divinity: Making sure that everything we were doing with the Origin stories meant you could play as both an avatar and a companion, and you still had the main story that all made sense.
We had to make sure everything worked together, where all the different permutations made sense to the player. That was very, very hard. That was the biggest ambition of this one. The previous game was criticised on the story front, rightfully so I think. But part of that was because it was so bloody hard to tell the story in the way that we're doing it—giving the player the freedom that they have, and the ability to kill every single person that you encounter.
It's a very hard game to make when you say: Okay, here's a protagonist, oops! We still have to tell the story. One of the game's greatest achievements is its vast amount of voiced dialogue. You said at Gamescom implementing this was a result of shifting its launch date—tell me more about that. Yeah, it was because the launch date was pushed back and we saw the opportunity to do the voice recordings.
It was very clear that people wanted us to voice everything, despite a number of people writing on the community forums that they didn't care about voiceovers. We looked for opportunities to do so, but there was so much voicing to be done that initially it was not going to possible had we stuck to our original release date.
But then when we pushed it back to the end of the summer we thought that it would be possible, providing we could find someone who could be creative enough to do it for us… We did and it was very late in the process, it took a whole lot of effort, but I'm really happy that we did it.
An interesting tidbit of information is that we actually redid the voices at one point. We started recording and eventually realised that the way that we were doing it was not going to work. We were well into recording at this stage and knew that we didn't have too much time. But we knew we had to redo it. The staff deserves every single mention that they get—they did a really awesome job.
Through your Kickstarter and Early Access phase you've had a pretty open development cycle—would be players got regular feedback throughout.
The cards were cool though. The cards were the most pathetic part of the whole thing. Not only did the game sink into the "bone a woman as some goal on a gaming checklist" crap Sorry that just drives the point home even further. These aren't real characters to become invested in and value as part of a good story.
They are just objects to be used and half-naked pictures for sad little teen boys to self-pleasure to. It's pandering of the worst sort. Skel1 Skel1 8 years ago 9 I thought Geralt sleeping around added a lot of depth to the game. As a man, you're telling me that if you were an amazing swordsman fighting off hordes of evil, you wouldn't be trying to bone all the hot chicks you met on the way?
Actually, the witcher was one of the best role playing games EVER, and I have very little if anything negative to say about the game. I thought Geralt sleeping around added a lot of depth to the game. It's very convenient that witchers are sterile and std-proof, Geralt was built to be a love machine - The sex in the Witcher was comical and harmless.
I like how right in the beginning you revive Triss from a terrible magic coma and six seconds later she bangs you if you choose the 'polite' response in the dialogue tree As for Divinity 2, don't you get to build your ideal mate out of body parts or something? You will be mine! Now then, what have we here? As you can see, I was about to have my hands full: And the finger you kept for displaying purposes?
Divinity 2: The Dragon Knight Saga – review
I told you to hush, dear! Now, that reward I was talking about. The finger is the only way to get this chest unlocked, but it only contains random loot. Here you go, the contents of this chest are yours. I believe I was about to introduce you to I like to watch. Out of the question, you insolent brat!
You have freed me from this hell only to deliver me unto another. Why did you kill Tom, you wretch? Because he was a coward and I hate cowards.
Any Romances?/ Does Gender matter? - Divinity II: Ego Draconis Message Board for PC - GameFAQs
And what was the poor man supposed to do? You saved me from a terrible destiny, but I cannot give you my gratitude. I see you have more spirit than your lover. Fear not, he still breathes. Divine be praised, he lives! You really had me going there, Dragon Knight! Please do visit us should you find the time so we can reward you like a hero should be!
Accepting the quest reward happens like usual, although I should see if that happens if you drive Anne off. Tom Good heavens, my love is safe! I cannot thank you enough. You can, my friend, you can! Yes, too bad I had to lose my finger. But Anne is worth a piece of me. Please accept this gold. May you prosper by it! I bid you a warm welcome, Dragon Knight!