Opportunity is a rare event; Lariansoft knows this well having sought out the opportunity to craft a game based on their singular talents of adapting the table-top experience to video game form along with a deft hand at turn-based combat with 2014's breakout hit Divinity: Original Sin. And oh, did they not let the second opportunity to expand and refine that go to waste with the sequel.
"Thanks! You're probably looking for a reward, but I haven't got much. Except, you know, the Wisdom of the Ages."
The first game was deep within Lariansoft's patented flippant snark, which alot of folks thought was unseemly for such a deep, grognard-appeasing game. You know, they listened, but not to what was asked for, but what they would want. Avellone? Van Ord? Yes, they and more bring a more somber, refined air to the plot and characterization but that playful whimsy doesn't disappear into a morass of Teh Machoor grimdark; it stays around, like bright diamonds of mirth in a sea of tasteful purple prose. Such a smart move.
In other words, rejoice: the sneaking is still barrels and bushes!
"As you cup your hands beneath the statue's feet, the oil spills into your palms and overflows. Looking down into the mirrored pool, you see endless blackness...eternal, fuligin night..."
There's more. The game is even more open than before; it's not uncommon to have wildly different ways of escaping, fighting, allying, puzzle-solving, sequence-breaking, and questing in this game. An NPC I didn't barely interact with became a horrifying nemesis to another player, a battle that gave me some struggle was talked out of by another player having completed a quest chain I never even knew existed.
Don't think of it as being able to do everything, think of it as being able to do anything.
The expansion of the cooperative gaming aspect the first one pioneered has gone waaaaaaaaaay further, with standard 4-player, competitive play where you can compete against other players in your "tabletop team" (which is backed up by the plot!), an entire customizable tabletop mode with completely customizable maps and dungeon master control, expanded and more user-friendly mod support, and even more!
"It is SUPERNATURAL! Do not heed me, or any other! Heed only your own lust for power, just like a god should!"
Borislav Slavov had some huge shoes to fill on the musical front taking over for the late, great Kiril Prokovsky, but has done an admirable job with the lilting melodies and mysterious haunting tones of the previous game.
There's also some serious talent with the art and animation work; watching human women twirl their staves with a flick of the heel or Red Prince's casting of Fossil Strike show amazing skill and creativity, whereas the Oil Totems and that...werewolf...er...THING in Reaper's Coast are oh so visually striking.
The only real problem I had with this game was the fact physical weapons undergo MUDflation past midway mark, some major quest lines remained broken for months, and there's some wierd tonal and pacing changes during the 3rd act. But do not worry, this is small beans compared to what they could do with another Enhanced Edition. Make no mistake: this could be the best CRPG ever made with some touch-ups.