A Kick for Kickstarters: Divinity: Original Sin 2

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It feels like you constantly hear about Kickstarter failures in the gaming press news cycle these days, but it’s similarly important to remember the numerous successful projects that have been funded through the service. Larian Studios’ Divinity: Original Sin was a big one, with its campaign raising $944,282 when it concluded in late-April 2013. Crowdfunding led to the revival of classic-style western RPGs with an isometric view, games that were often more difficult and complicated than their more streamlined successors. Like others, Larian attracted that audience to this title, who helped fund the project.

Thankfully, the game turned out incredibly well, enough for some to say it was the best game they played in 2014. It’s been over a year since it released on PC, but an Enhanced Edition is on the way for the platform (a free upgrade for those who purchased the original), along with PS4 and XB1. The latter two versions are also receiving a retail release, courtesy of Maximum Games. I’m not sure about their decision to charge $59.99 and release it during a busy holiday season, but hopefully it does well for them.

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That won’t get in the way of a sequel, because that’s already coming. Instead of reviving another old property or creating a new one, Larian stuck to this proven franchise with Divinity: Original Sin 2. Also interesting is how they went back to Kickstarter for the sequel, instead of using the profits they obtained from the original to produce it. Granted, they are doing that, but obtaining additional funds through crowdfunding is a good idea considering it will give them enough to build a bigger and better game without flushing too much of the company’s money down the pecuniary toilet. They thankfully explained this well in their pitch.

Like its predecessor, Original Sin 2 will remain a turn-based isometric RPG. If you have a good thing going, you maintain that for as long as you can. Its story and character choices will differ depending on which race and origin chosen at the game’s outset, and you can recruit three companions during the quest.  Like a classic RPG, Larian is focusing on making each character equally important to the story, with well-defined motivations. Multiplayer co-op is also returning, which will let players control either their main character or any of the party members in a four-player party. They’re promising the multiplayer won’t get in the way of the single-player features, so you can rest easy.

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It also wouldn’t be a real sequel if it didn’t have new features. This game will have more elemental interactions, with enemies and bosses having weaknesses to exploit. That will include pushing and pulling mechanics for certain characters, while ranged attackers and healers will be able to utilize a cover system to stay out of harm’s way during encounters. Those will, of course, come along with new enemy types who will require new tactics to topple.

A new dialogue system will also be added, with the developers making sure no dialogue answer is the same. (Note: this is a common issue with big-budget western RPGs.) A new crafting system will also be introduced, along with a skill crafting mechanic that lets certain characters combine different skills to create new and powerful attacks and effects. Larian could have simply made more of the same and mostly got away with it, but they refreshingly weren’t content in doing that. It’s always welcome to see developers challenge themselves, as it often results in a more memorable experience for the player.

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The developers obtained a lot of goodwill from the first game, and put together an excellent pitch for Original Sin 2, precisely articulating why they used Kickstarter again. They also prepared plenty of gameplay information, media assets, and early footage for everyone. That’s why it’s already has already raised nearly $1 million as of this writing, beating the initial goal of $500,000 in around a mere twelve hours. It’s also remarkably exceeded more than what the original made during its entire crowdfunding period. Since the base game costs the same price ($25), this means they were able to convince some who purchased the first title when it released to pledge early for this one. They’ve made stretch goals that reach up to $1.5 million, and it should effortlessly reach those despite funding eventually slowing down.

Original Sin 2 is planned to be released in December 2016, but like many crowdfunded games, expect it to receive at least one delay before it’s ready. But those who funded the game will easily except that, unless the developers do something really screwy before its release.

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