
It's quite possible for one half of your team to wander off into the woods while the other half explores a nearby town. There's also no rules that stipulate you must stick together during play. You can even craft poisoned food and potions and give it to your "friends". You can pickpocket one another and attack your friends during combat. Through this you can roleplay either as a close-knit group of comrades, or as a conniving bunch of miscreants ready to stab each other in the back. This stems from the story's central conceit that you've all been selected for greatness by a different god. Firstly, it lets four players play together rather than two. Original Sin 2's cooperative play improves upon the first game in two key ways.

But things have happened to the latter, and it's come out the other end darker, matured, and delectably intoxicating. The former is light, fresh, unadulterated. But as you delve deeper into Original Sin 2's labyrinthine story, it becomes clear the two diverge like grape juice and wine. Original Sin 2 carries over all the best elements of its predecessor along with, annoyingly, a few of its flaws.

In fact, at a glance you'd be hard pressed to tell the difference between the two. I have a bad feeling about this.Īdmittedly, this was more or less the premise of the first game. Indeed, it's just one example of a theme that defines Original Sin 2: nothing is as it seems, and there's always another way of thinking about a situation. It's a revelatory feeling, and it isn't the first or last time that Original Sin 2 evoked such a sensation within me. Looking for a secret passage in a dungeon? Maybe there's another, less fortunate adventurer floating around you can glean some advice from. Remember that murder you were investigating? Never mind finding the murder weapon or an incriminating letter, just ask the victim whodunit. You've been given the keys to a whole new reality, and it's going to unlock a lot of doors. They wander through the streets, linger amongst revelling tavern patrons, hover over battlefields staring at their own corpses. Suddenly, the world becomes alive with the dead. In Original Sin 2, it's like putting on the glasses in John Carpenter's They Live. In other games, this would be a neat gimmick useful in a few specific circumstances.

Cast "Spirit Vision" in any given area of its massive, detailed world, and any nearby souls waiting in the queue to the afterlife will be revealed to you, their transparent outline glowing with a greenish hue.

About halfway through Original Sin 2's campaign, you acquire the ability to talk to ghosts.
