

A forum post from earlier this year describes TaleSpire as less a standalone game, and more of a “digital role-playing system” that players will be able to create their own campaigns in. TaleSpire, as it turns out, is the a part-time project by a three-person team called Bouncyrock Entertainment. I’d never seen such beautiful lighting and physics on virtual tabletop pieces, and I had to know more. I’m excited (and nervous) to see where it goes next. Part 2 sounds like a hefty middle chapter in a trilogy already off to an excellent start. Otherwise, the controls are reportedly much better, combat has been given an overhaul, and the “metroidvania” aspects have been brought to the foreground. And because of Part 1’s ending (trying to avoid spoilers), the mechanics have potential to change wildly too. Part 2 continues the story, but promises even more “weird shit” to discover. It’s a slow burn story about consciousness with some genuinely clever puzzles. Problem is, in order to progress, you have solve puzzles that subvert ARID’s protocols. Upon crashing on a mysterious planet, the suit’s pilot is knocked unconscious, and ARID’s prime directive kicks in. To catch you up, The Fall is a side-scrolling sci-fi adventure game in which you play as ARID, the artificial intelligence built into a high-tech combat suit. Which is why I’m looking forward to The Fall Part 2: Unbound, due early next year.

Not because it’s gross, but because I suddenly had to redefine my character, their motives, and what I’d done in such a way that made me feel baseline ok. The Fall Part 1 ends with a twist that reframes the entire three-hour runtime in a way that left me queasy. I’m honestly worried about how much time I’ll spend playing this game if both the story and the combat are even better this time around. The overhauls to the combat system, too, seem like they’ll offer more choice and more interactivity. Original Sin 2’s dialogue is meant to play out completely differently based on your characters’ race and traits, and if you have a couple very distinct characters in your party, the possible permutations are staggering. Larian has made huge upgrades to its engine since Original Sin and massively increased its emphasis on writing, with a team of eight writers (including Chris Avellone!) churning out an ungodly quantity of dialogue. Larian came by our office to show off Divinity: Original Sin 2 and sit in on The PC Gamer Show, and just talking about their work on the game reminded me that it’s the most exciting cRPG on the horizon. projects/larianstudios/divinity-original-sin-2
