Larian Studios • 2017 • PlayStation 4, PC (Microsoft Windows), Mac, Xbox One, iOS
Yes, Divinity: Original Sin II is absolutely worth it if you want a deep, reactive fantasy campaign and do not mind trading speed for complexity. What makes it special is how often the game says yes to your ideas. Talking your way through trouble, teleporting enemies into hazards, sneaking around fights, or building a weird party that somehow works all feel genuinely supported rather than fake choice. The catch is that it asks for patience. Fights can run long, the early learning curve is real, and inventory management is a regular source of drag. If you love tactical combat, party building, and quests with multiple real solutions, it is an easy full-price recommendation even years later. If you are curious but know you dislike heavy reading, loot sorting, or slow-burn campaigns, waiting for a sale makes sense. Skip it if you want fast momentum, simple systems, or a game you can leave untouched for weeks without losing the thread. For the right player, though, this is one of the best long-form RPG campaigns ever made.

Larian Studios • 2017 • PlayStation 4, PC (Microsoft Windows), Mac, Xbox One, iOS
Yes, Divinity: Original Sin II is absolutely worth it if you want a deep, reactive fantasy campaign and do not mind trading speed for complexity. What makes it special is how often the game says yes to your ideas. Talking your way through trouble, teleporting enemies into hazards, sneaking around fights, or building a weird party that somehow works all feel genuinely supported rather than fake choice. The catch is that it asks for patience. Fights can run long, the early learning curve is real, and inventory management is a regular source of drag. If you love tactical combat, party building, and quests with multiple real solutions, it is an easy full-price recommendation even years later. If you are curious but know you dislike heavy reading, loot sorting, or slow-burn campaigns, waiting for a sale makes sense. Skip it if you want fast momentum, simple systems, or a game you can leave untouched for weeks without losing the thread. For the right player, though, this is one of the best long-form RPG campaigns ever made.
Players love that sneaking, teleporting, talking, stealing, terrain tricks, and odd skill combos often work as real solutions instead of fake flavor choices.
Even very positive players often mention messy bags, tedious gear comparison, and party-wide item juggling that interrupt exploration and story momentum.
Some players love the clear combo rules, while others feel armor timing and elemental surfaces push parties toward certain damage plans too often.
Fans praise how action points, crowd control, armor types, summons, and positioning create fights where build ideas and teamwork matter from start to finish.
A common criticism is that pacing and encounter balance lose some early sparkle, with a few difficulty spikes and rougher momentum in the final stretch.
Many players highlight that the whole campaign works well with friends, while origin characters and reactive dialogue still give the adventure strong role-playing flavor.
Players love that sneaking, teleporting, talking, stealing, terrain tricks, and odd skill combos often work as real solutions instead of fake flavor choices.
Fans praise how action points, crowd control, armor types, summons, and positioning create fights where build ideas and teamwork matter from start to finish.
Many players highlight that the whole campaign works well with friends, while origin characters and reactive dialogue still give the adventure strong role-playing flavor.
Even very positive players often mention messy bags, tedious gear comparison, and party-wide item juggling that interrupt exploration and story momentum.
A common criticism is that pacing and encounter balance lose some early sparkle, with a few difficulty spikes and rougher momentum in the final stretch.
Some players love the clear combo rules, while others feel armor timing and elemental surfaces push parties toward certain damage plans too often.
One campaign is a real long-haul project, but single-player saves and pause options make it surprisingly workable in steady weeknight chunks.
This is a big commitment, just not an inflexible one. A satisfying run usually means finishing one full campaign, and that is a long journey rather than a weekend project. Expect something you live with for weeks or months if you play in regular evening sessions. The helpful part is structure. You can save almost anywhere, pause instantly, and walk away without losing much progress, which makes single-player much more schedule-friendly than many giant RPGs. The catch is momentum. Sessions flow from dialogue to wandering to a forty-minute fight to inventory cleanup, so it is easy to play longer than planned. Longer breaks are the bigger problem. After a week or two away, you may spend a while rebuilding context around quests, gear, and what each party member was meant to do. Co-op adds even more scheduling drag. So it asks for continuity more than marathon sessions, and it pays that back with a full, rich campaign that feels substantial when the credits roll.
Best when you can sit down, read carefully, and plan a few moves ahead instead of half-watching TV or squeezing in a distracted break.
This is a think-first adventure. It asks you to hold a lot in your head at once: four party roles, two armor types, terrain hazards, spell ranges, loot upgrades, quest threads, and all the little ways a problem might be solved. The good news is that it almost never asks for speed. You can pause, stare at the battlefield, and work out a smart turn without panic. The trade is that it is not a great background game. If you are tired, multitasking, or jumping in for ten scattered minutes, the friction shows up fast through missed details, messy bags, and forgotten plans. What you get back for that attention is the feeling of being genuinely clever. Fights become satisfying little logic problems, conversations open surprising routes, and exploration rewards careful observation. It is mentally busy in a rich way, not a twitchy one. If you like games that let you think before acting, it is deeply rewarding.
The first stretch can feel dense and awkward, but once armor, surfaces, and turn order click, the whole campaign opens up beautifully.
This game is harder to learn than it is to physically execute. You do not need fast hands, but you do need to understand how the rules fit together. Early on, that can feel rough. Physical and magical armor change when status effects work, terrain can help or destroy you, and party builds that look flexible on paper can feel weak if they do not break the same defenses efficiently. The good news is that the game becomes much friendlier once those ideas click. Frequent saving means you can test plans, reload bad ones, and slowly build real understanding without losing a whole run. That makes the learning process demanding but fair. It asks for curiosity, patience, and a willingness to adjust your assumptions. In return, it delivers a great payoff curve. Later fights stop feeling like survival and start feeling like controlled improvisation, where you are setting the terms instead of just reacting to them.
Pressure comes from long battles and costly mistakes, not reflex tests, so it feels tense and thoughtful more than loud, frantic, or exhausting.
The emotional pull here sits in the middle. Most of the time, the game feels measured and controlled because turns wait for you, saving is generous, and the camera keeps some distance from the uglier moments. But that calm can flip once a long fight starts going wrong. A bad opening turn, an unexpected enemy ability, or a poorly timed surface effect can turn twenty good minutes into a scramble to recover. That creates real pressure, especially because failure often means replaying a sizable battle. The tone adds weight too. This is a grim fantasy world filled with cruelty, death, and uneasy moral choices, even if dry humor and strange side quests break the mood now and then. So the stress is usually the good kind: tense, absorbing, and satisfying when you solve it. The bad kind mostly shows up when you are underleveled, overtired, or stuck sorting through clutter after a hard loss.
Games with a similar rhythm and feel, even if they look different