
Divinity: Original Sin 2 Definitive Edition
A rebuilt back half, a real level editor, and split-screen that actually works: the extras here are tools, not wallpapers. Best if you have a couch partner or a D&D group.
GamerScout Verdict
Best for players who want a 100-hour tactics CRPG they can run in split-screen; solo players get the campaign rework regardless.
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About Divinity: Original Sin 2 Definitive Edition
The store page sells 'Definitive' the way most publishers sell it, like a gift bag holding a soundtrack nobody streams and a wallpaper pack. That is not what this is, and the difference matters. The definitive work happened inside the campaign itself, concentrated in the back half, where the 2017 original started to sag under its own ambition. Larian went back into the later acts, rewrote and re-staged large sections of story, and rebalanced fights that had curdled into stat checks. So the plain answer to what you are getting: the game's weakest forty hours, repaired, plus a set of tools. Where the page oversells is quieter. It presents this as a bundle of separate things. It behaves more like a very large patch that earned a marketing name, and I mean that as praise. Look at what is actually in the box and the components sort into two piles. Pile one is the campaign rework, which every buyer gets whether they asked for it or not, and everyone wants it. Pile two is the multiplayer and creation layer: split-screen co-op on one couch, online co-op, Remote Play Together, arena PvP, Steam Workshop support, an included level editor, and Game Master Mode. That second pile is the real reason to care about this edition, and it is also the reason some of you can ignore half of what you are buying. If you play CRPGs alone with headphones on at midnight, the editor and the GM tools are furniture you will never sit on. Full controller support and split-screen, on the other hand, turn this into the only serious couch CRPG I can hand to a non-genre friend without a page of caveats. Game Master Mode deserves its own paragraph because it is the one component that could have been shelf-filler and is not. It hands one player a live campaign console: drop maps, reskin and re-stat enemies mid-fight, narrate on the fly, adjust the difficulty when your friends do something nobody planned for. It is not a polished virtual tabletop and it never got the long tail of support it deserved, so expect setup friction and a Workshop full of abandoned campaigns sitting next to a handful of excellent ones. But it is a usable thing, not a checkbox. Same for the level editor, which is the actual tool the developers built the game with, which is why Workshop content here runs deeper than cosmetic reskins. On the base game, briefly, because you have already heard about it. Combat runs on armour-gated crowd control: physical and magic armour absorb their damage types separately, and nothing gets stunned, frozen or charmed until the matching bar is stripped, which turns every encounter into a question of where to concentrate fire instead of a coin flip on save rolls. Layer elemental surfaces on top, oil into fire into steam into electrified clouds, add teleport spells that let you rearrange the enemy team before it acts, and you get a tactics system that still has new ideas in it past hour forty. The origin characters are the writing highlight, each carrying a personal arc that keeps shouldering its way into the main plot, and the game genuinely lets your choices close doors for good. What still does not work, even definitively: inventory management is a chore the rework never solved, and the third act sprawls into a hub where quest markers pile up faster than the writing can justify them. Late fights tip into surface soup, where the ground is burning, cursed, electrified and blessed at once and you are reading status icons instead of playing. The reactivity also thins near the end. The finale lands, but it does not honor every thread with the care the opening hours train you to expect. Buy this edition for the campaign repair, stay for the couch co-op, and treat the GM tools as something you might grow into rather than a reason to click purchase.

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System Requirements
Minimum
- Processor
- Intel Core i5 or equivalent
- Memory
- 4 GB RAM
- Graphics
- NVIDIA® GeForce® GTX…
Recommended
- Processor
- Intel Core i7 or equivalent
- Memory
- 8 GB RAM
- Graphics
- NVIDIA GeForce GT…
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Reviews & Ratings
Game Info
- Developer
- Larian Studios
- Publisher
- Larian Studios
- Release Date
- Sep 14, 2017



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