The reason I’m writing about a board game for a PC gaming site, and the reason I quickly feel comfortable playing it, are one and the same: it’s a lot like Divinity: Original Sin 2.
After a brief jaunt from PCGN house, myself and Carrie sit down at a table in a hotel basement, along with a few other pleasant folk from the local game press and Kieron Kelly, producer at Larian Studios. A character board lies before us full of familiar icons in an unfamiliar context – I am a Rogue, and recognise that I am skilled in being a Scoundrel – and I have a deck of cards to represent my abilities.
While the board game’s mechanics are new, knowing what something does in the videogame makes the process of learning more like being gently lowered into them, rather than tossed into the deep end.
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