The orcs of Tanoroth are on the march, wielding magic never seen before: bloody, deadly, reality‐bending. The free nations of Rivellon are about to fall beneath their blades. Yet there are two unlikely heroes who can resist this savage magic: a condemned warrior released from his chains and a mystic heroine restored to life. Will they be strong enough to cope with the sins of their past? And will they be strong enough to counter the even greater threat that hides behind the marching orcs?
Larian revealed last year that the developer needed more time to implement all the extra features gained through stretch goals, only to delay it further "for more polishing." Now that the game is nearing its next release date (April) it seems sacrifices had to be made to stay on schedule.
The Divinity: Original Sin claims "time and budgetary constraints" as the reason they chose not to implement day/night cycles for the launch of Divinity: Original Sin. the day/night cycles was part of the $1,000,000 stretch goal but the Kickstarter (and paypal) landed on $981,000.
"This was no easy decision, but in the end, resources had to be allocated toward stability and bugfixing in order to release a content-heavy, technically smooth game (almost) on time.
We realize our fans and backers will be understandably bummed by this news, but we hope to make it up to you with a game that we are proud to release and you will feel proud to have supported.
If you'd like to read more about the reasoning behind the decision to forego day/night cycles, head over to Swen's blog for a more thorough explanation.".
- classic isometric appearance
- both single-player and co-op multiplayer
- rewards for exploration and not just powering through everything
- deep character and talent development
- a powerful editor to help you design your own stories
More articles about Divinity: Original Sin