Divinity II: Ego Draconis
2 Corinthians 6:14, Be ye not unequally yoked together with unbelievers: for what fellowship hath righteousness with unrighteousness? And what communion hath light with darkness?
Divinity II: Ego Draconis is what happens when two unequally yoked ludic partners get drunk, throw their focus on factions to the ground like so much discarded clothing, and make a baby. From Morrowind we get compelling characters, an impetus toward unlocking the inner divine, and a strikingly vertical level design. And from Two Worldscome the tedious hacking-and-slashing, rambling trajectory through quests, and a bevy of technical issues. It’s a thirty hour-long game that hides its innovations behind fifteen hours of CRPG schlock and loading screens that tease you about the thrilling mechanics you don’t have access to yet, and when everything finally falls into place you may find yourself feeling that the best of the experience came too little, too late.
This game exists within the middle of an unfinished trilogy. Divine Divinity, the first entry in the series, holds a special place in the hearts of some, but I haven’t played it. This didn’t present a major obstruction to my ability to understand what was going on. The creators of this fictional universe were Dragons, and for centuries they enlisted human stewards of their goodwill by passing on a bit of their draconic essence. Somewhere along the line, a rogue organization called the Black Ring corrupted the son of a prominent Dragon Knight. Another organization, called the Dragon Slayers, rose in power to combat what they mistakenly identified as the evil impulse in the world: dragons. You begin the game as a Slayer, but I’m not spoiling anything by telling you that within a few hours you find yourself becoming the last living Dragon Knight.
You can read the rest of this review over at Sleeper Hit here.