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Divinity 2: Ego Draconis

Friday, October 10, 2008

must how deep is Divinity 2: Ego Draconis, the latest entry in the role-playing game franchise from Belgian developer Larian Studios? Here's one example. In a friendly neighborhood pub, you, a dragon slayer, stumble upon a mass of Gestapo-like soldiers known as seekers. The seekers have taken over the pub and driven out the locals from their favorite watering hole. In a conversation, you can choose to defer to these foul-mouthed rogues, or you can challenge them to a fight. If you're victorious, they'll leave the bar, and the townsfolk will surely buy you endless pints of your favorite frosty beverage.

Naturally, you fight. As a trained slayer, you come equipped with a sword longer than your body is tall, and so you commence the beatdown. Suddenly, the seekers' commanding officer storms onto the scene and interrupts the fight, demanding to know what's happening. You can tell him the truth, that his men are drunken slobs and a nuisance to the village, and the officer will send his men on a punitive mission into the deadly forest. Or you can take pity on them and claim that you were exercising a little "male bonding" that got out of hand. Not wanting to involve the lieutenant in this dispute, you tell him you were just roughhousing with your new friends, and he instead dismisses them back to the barracks. The townsfolk return. Drinking ensues.

But it's not over. You take a visit to the seekers' barracks, at which point they immediately thank you for not turning them in. But you don't play RPGs to make new friends; you do it for the gold. You threaten to tell the lieutenant what happened unless they make it worth your while. They acquiesce and give you the location of the lieutenant's secret stash of goods that he plans to sell on the black market. Do you go pick up the treasure? No, you run straight to the lieutenant, tell him what happened, and he runs out to punish his troops. And then you steal the treasure.
by Jon Miller

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