In the last year the rise of Kickstarter brought to us what I could only define as an “Isometric rpg renaissance”, if not in quality (which is hard to define since most of the games are still in development) at least in quantity. Thanks to the huge quantity of “old school gamers” attracted by the promise of re-living the games of their youth, projects like Wasteland 2 and Pillars of Eternity were able to be funded with impressive budgets. It’s exactly from this wave of crowfunded nostalgia that Divinity: Original Sin, the latest game by counter-culture rpg director Swen Vincke, comes from.
While Vincke’s love for classic isometric rpg has never been a secret, Divinity: Original Sin is his first attempt at a “pure” example in the genre. Where Divine Divinity was more akin to a Diablo-style hack and slash and Divinity II took an action-oriented, almost Gothic-esque, route, Divinity: Original Sin’s inspiration comes quite clearly from the Ultima series, particularly, as stated by the same Vincke in his blog, from Ultima VII.