The Backlog Rewalk Files: Divinity Original Sin 2 Co-op Mode, Part 1

“Throw the bodies into the pool of poisonous blood!” “And then remember to blow them up!” – Anonymous (actually, my two sons)

Good evening, mortals! I trust you enjoyed your weekend, hmm? (Editor’s Note: Wow, it’s nice of you to a- ) sure, whatever, I don’t want to hear it if not. (Editor’s Note: …and, there it is.) I am finding myself in the eye of a whirlwind of change, personally and professionally. Some of this I expected (still working out the podcast, but I may have amend my initial plans of having every episode along side my fire-haired eldest spawn as he’s quite busy himself) and some have been out-of-the-blue, though not altogether negative. But one particularly pleasant diversion has been my sons’ idea to use my Backlog Rewalk of Larian Studios’ Divinity Original Sin 2 as our chance to do a full co-op playthrough of the campaign.

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Possibly the only moment that some member of the party wasn’t on fire.

As any of you who know me or have followed along for a while now realize, RPGs are far and away my favorite genre of game. But even for all I love them, their Achilles’ heel has always been a sore lacking in the ability to share the adventure with others. Although recent years have seen this somewhat addressed with the advent of MMORPGs, with many tremendous offerings in both free-to-play and subscription based models (Editor’s Note: Oh, we definitely need to so some separate entries on that subject…) the classic narrative-driven RPG, whether party-based or featuring a solo avatar, largely remained single-player affairs. When earlier generations of games attempted multiplayer components, it largely felt like a tacked-on afterthought, such as a second player being able to control a single party member in battle but otherwise being limited to just watching the game unfold with little to no agency. Not so in the least with regard to Original Sin 2.

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Not pictured: the Evil Wizard generally setting the rest of them on fire.

As players of either of the Original Sin games will know, a huge party of the games, both in and out of combat, comes from environmental interactions. Buildings, ships, and treasure chests on fire can burn up and be lost without a quickly cast rain spell; poisonous fogs can be cleared by a cleansing fireball; out-of-reach crates and statues can be teleported or lifted telekinetically to be placed on pressure plates – the possibilities are near-endless. And since each of these requires some expertise in different skill trees and spell schools, diverse party make-up is essential to fully explore the world and take advantage of combat situations. While in a single-player game, these decisions can all be left to the player to manage across different party members, Original Sin 2 shines when it’s turn-based world and combat are shared between a group of friends (or a twisted father and his equally-demented sons), ideally in the same room. Did the tank manage to successfully pull all the enemies into a group together focused on him? “Hold still, son – you can handle this fireball!” Is the healer teleporting the mage out of danger because all the healing spells are on cooldown? “I’m sorry, dad – I didn’t realize you were still on fire when I dropped you in that puddle of oil!” The possibilities for fun are endless – as are the number of things that you will likely yell across the room to your party that nobody else in the room will have any hope of making sense of. – EWE

 

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The Backlog Rewalk Files: Darksiders II Deathinitive Edition

“My brother, War, stands falsely accused of unleashing Armageddon upon the human race. His fate concerns me. Yours…does not.” – Death

Big brothers fix things, humans. It doesn’t really matter what else there is to a sibling relationship – when you boil it down to its essence, big brothers see their younger siblings in trouble and their first response is “what do I need to do in order to make this better?” So it is for the oldest brother of the Four Horsemen of the Apocalypse, Death – his little brother, War, has gotten himself into some deep shit, and so Death rides forth to try and fix things.

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Of course, sometimes fixing things involves breaking more things.

Darksiders II takes place at an interesting place in the series’ timeline. During the prologue/tutorial of the first Darksiders game, horseman War unwittingly brings about the doom of mankind by responding to a fake-out on the apocalypse and thus allowing armies of angels and demons to wage war across a woefully unprepared Earth. In the aftermath, War is killed in battle and some nebulous amount time passes with him passes with him being held in torturous captivity by the Charred Council before eventually being returned to life and sent to discover who had tricked him into riding before his appointed time. Darksiders II is set during this time of War’s captivity and torture, essentially making it an interquel between the prologue and game proper of Darksiders. Death, upon hearing of his brother’s plight, has a natural big brother’s instinct to fix things for his younger sibling. In this case, Death has decided that “fixing things” means resurrecting the entirety of the human race and basically invoking a cosmic-level “no harm, no foul” defense to the Charred Council.

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Yes, the Horseman Death spends the whole game trying to bring the entire human race back to life. Smell the irony…

The original Darksiders was a hit with fans and critics for taking the exploration and combat mechanics of action and action-adventure games like God of War and The Legend of Zelda, melding them, and building a dark fantasy world from the mind of comic book master Joe Madureira in which the armies of Heaven and Hell are in a kind of temporary cease-fire, maintained by the mysterious Charred Council and their enforcers, the powerful Four Horsemen. Feared and respected by all creatures in existence for their power, but seemingly easily manipulated, Darksiders II expands upon the background and origins of the Horsemen. They are not angel, demon, or human; they are the last of the nephilim, a cosmically overpowered race that conquered and destroyed countless worlds across the cosmos, threatening the very Balance that the Charred Council uneasily maintains between angels and demons. Four of these beings saw the destruction and carnage being wrought by their kind and began to sour on it; these four went to the Charred Council and were granted unbelievable power in exchange for their service to the Council and the Balance. The first task given to these newly-christened Horsemen was the complete and total destruction of their kind – a grim task which they completed. It was Death himself who struck the final blows of that battle, and as well it was only Death who seemed somewhat remorseful of the genocide they had perpetrated against their own kind. Perhaps it is for these reasons that now, millennia later, he cannot stand by and watch either the loss of another entire race in humanity, nor the loss of his brother War, one of the final four surviving nephilim.

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Behold, a pale rider…

For Death, the scars of his soul are reflected in his flesh – rather than destroy the souls of the nephilim, as he was instructed, he preserved them in an amulet that early in the game becomes fused with his very body, leaving a glowing green wound upon his chest and the cacophony of the souls of his brethren in his mind. As he pursues his goal of exonerating his brother War with single minded purpose, forces are at move in the universe that will pull Death in two between saving his brother or saving his own soul. It is a remarkably well told story that is made immensely greater by the fantastic voice acting. Death, in particular, is never, EVER at a loss for a deadpan snark. As a connoisseur of sarcasm myself, Death shot into the upper tier of my favorite game characters of all time. And he isn’t just fun to listen to; he’s a blast to play as well.

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Chill out, pal.

While War controlled with a sense of weight and power, as lumbering brute that devastated enemies with overwhelming power, Death weaves a fast-paced dance macabre in combat that takes everything that was great about the first game, eliminates the negatives, and accentuates the best parts. Instead of the gigantic sword Chaoseater wielded by Way, Death’s default weapon is his twin hand scythes. There are light and heavy attacks, as in the original, and as in the original these can be combined and strung together into various chains that result in combo moves of tremendous strength and fluidity. If you played the original Darksiders, you may have gone the entire game not realizing that War could actually block enemy attacks. Darksiders II seems to have noticed this, and in keeping with his faster-paced combat style, Death cannot block incoming blows – he must dodge them. The dodge mechanic is tremendous with an adequate window and sufficient enemy ques to make the dodging feel like a natural reaction. A successful dodge often opens up enemies to a furious counterattack, and before long you will find yourself right at home weaving in and out of a pack of enemies, slicing them to ribbons and crushing them with heavy attacks from secondary weapons such as a gigantic hammer or polearm.

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You wouldn’t think a blank-faced character like this would give you feels…and you’d be wrong.

Darksiders II retains its predecessors gameplay loop of finding new tools and devices to give you additional ability to explore the dungeons and world and find new secrets, but it expands by introducing a randomized loot system not unlike the Diablo titles. Every enemy slain or chest opened can explode into a shower of gold, weapons, and armor, with enhanced elemental or stat boosts.  This loot can range from being near-worthless vendor trash to epic or legendary named armor or weapons. Additionally, rather than buying skill upgrades from Vulgrim this time around, Death has two separate skill trees, Harbinger for melee damage and Necromancer for arcane damage, into which he can invest skill points gained from leveling up and completing some quests. This gives a game like Darksiders II tremendous replayability as you can experiment with different class builds and equipment loadouts. While the loot system suffers eventually from the same feeling of diminishing returns that is present in all such systems, all the elements come together to create a tremendous action-adventure-RPG.

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How many times do we have to teach you this lesson, old man?!

The Deathinitive Edition includes all of the DLC released for Darksiders II, adding several new full dungeons and quests, as well as the Crucible, a 100-wave series of arena battles that take skill and resource management to fully complete. It just adds even more value to an already content-rich game. In all honesty, mortals, if you played the first Darksiders and enjoyed it (and if you didn’t, it’s not the game, there’s something wrong with you) then you will absolutely love Darksiders II. One of the best games of the PS3 era that was perfectly remastered in the Deathinitive Edition and is a must play for anyone that likes fast-paced action and a huge world to explore. It is truly fantastic that the franchise was resurrected by THQ Nordic and I can’t wait to move on to Darksiders III.

Until next time, mortals! – EWE