In many ways, Divine Divinity is the Diablo II that a lot of us wanted but didn’t get. In yet other ways, it’s the Diablo II we’d have kicked out the curb. We get a very familiar take on action role-playing here with all of the usual trimmings – random itemization, upgradable character attributes, skills aplenty and monsters galore – but with an added focus on NPC interaction, multiple-choice quests and an expansive free-roaming aspect that reminds one of Baldur’s Gate or even Ultima.
The preliminaries you’re required to go through before being thrown into unavoidable dungeon crawls are pretty extensive by action role-playing standards. First you pick one of three ubiquitous character classes to play as, be it the warrior, mage or rogue (which the game calls the ‘survivor’ for whatever reason) and proceed on a quest to banish evil and reunite the seven races of Rivellon. After some investigating you uncover an extensive network of catacombs which you must clear for the first seven or so character levels, but get past that initial hurdle and you’re rewarded with quite a big, open-ended world to explore, replete with tons of villages, towns, hidden treasures and side quests.