Although it still follows the general formula of the games, brought Larian Studios to a brand-new level of presentation, benefiting from the biggest budget the studio has ever had for a title. is the best-looking Larian game thanks to its engine (Divinity 4) providing current-gen visuals, and the performance capture technology allows the title to present characters in a more life-like way than ever before. Most of the games stuck strictly with the isometric, top-down view, but brought cinematics and close-ups to the studio's RPGs.
Future Larian titles will likely use the formula of more cinematic dialogue and minimalistic UI during interactions, and director Swen Vincke's comments regarding future projects imply that the studio will stick to splitting its titles into distinct acts. This formula has been successful for the studio since the first title, allowing Larian to tell its stories in an open yet structured way. Despite everything that and share, however, shows how far Larian has come, and it's changed the way I look at going back through Larian's library.
is one of the best games to come out of the 2010s, in my opinion, and it's everything that I wanted out of a CRPG. With strong and charming storytelling, intriguing world-building, and brilliant turn-based mechanics, especially when it comes to the elemental environmental effects, has it all. In many ways, was as much of an inspiration for as the other games, from its story-telling structure to its charmingly written narrator, and this obvious similarity inspired some criticism of before its release.
Larian decided to make turn-based, despite the prior titles being RTS games.
As great as following 's formula has been for Larian, it does make going back to the game quite difficult. is the harder game, being far more punishing for less than stellar builds, although some mechanics are considerably more exploitable, like using telekinesis to drop extremely heavy boxes on enemies (which I lovingly call the Obi-Wan
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