Divinity II: Ego Draconis Preview and Review

There are two articles of interest on the web for Divinity fans today, including a detailed preview on WorthPlaying:

Combat still requires you to button-mash your way through hordes of foes, but instead of simply clicking on enemies until they’re dead, you’ll also need to contend with a camera to find them, a space bar to dodge and roll away from blows, and jump onto platforms to reach levers and treasure chests. If you’re a fan of Divine Divinity, this may come as something of a surprise. Whether or not longtime fans of the first game will view these changes in the same way that Ultima die-hards did with Ultima VIII, though, remains to be seen.

Exploring the village revealed several trainers, each representing a particular “class” whose power I could have once my training was over. Each class also gives me a boost in the stats and starting skill level for that discipline. I could sample each one in a small arena and pick the one I felt more comfortable with, whether it was flinging fireballs, shooting arrows or swinging a sword. The classes weren’t set in stone, however, and I was free to customize my character with any skills I want once I set out on my own and have earned enough experience.

And a review on NowGamer, where the score is a 6.2/10:

We found Ego Draconis to be a fine, albeit occasionally frustrating, way to while away a few evenings. We confess to not having finished the game’s entire 60-hour running time for this review, but it’s a fine enough compliment to say that we almost certainly will.

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