A Huge New RPG From The Studio Behind Baldur's Gate 3
When the team that made Baldur’s Gate 3 announces its next project, PC gamers pay attention. Larian Studios has finally revealed its new game in the Divinity universe, calling it the studio’s biggest and most ambitious RPG yet.
Details are still limited and there is no release window at all, but the developers have shared some important info about combat, player choice, technology upgrades and the overall tone of the game. If you are into big story driven PC RPGs, this one should already be on your radar.
Turn Based Combat Evolved And More Player Freedom
One of the first questions fans had after the announcement was about combat. After the success of Divinity Original Sin 1 and 2 and Baldur’s Gate 3, would Larian ever walk away from turn based systems?
The answer is no. The new Divinity is still a turn based RPG, but it is not recycling the exact ruleset from Original Sin 2 or Baldur’s Gate 3. Studio head Swen Vincke explains that the team has built a brand new ruleset based on everything they have learned from their past games. That means players can expect tactical depth, environmental tricks and creative builds, but with fresh systems rather than a simple rehash.
Maybe even more exciting for RPG fans is Larian’s focus on player agency. The studio says the new Divinity will offer an even higher level of control over the story and systems than Baldur’s Gate 3. Choices will feed into what they describe as deeper sequences of consequence, changing how your adventure unfolds in more dramatic ways.
Larian’s ambition is to give you meaningful agency at every level, from the narrative to the underlying systems. It is not just about picking different dialogue lines but about shaping how the world reacts to you over time. The team also calls it the biggest game they have ever made, so expect a large scale adventure with plenty of room to break things in interesting ways.
New Engine Tech And Full Production
Behind the scenes, Larian has been steadily upgrading its in house engine over multiple games, and the new Divinity is getting the most advanced version yet. The goal is simple: increase the team’s efficiency so they can try more ideas without blowing up the schedule.
A few practical examples already stand out:
- Motion capture data is now pushed into the game almost as soon as it is recorded, which speeds up iteration on cinematic scenes and character performances.
- Designers have new tools that let them experiment with rules and mechanics more quickly, which should help them fine tune combat and systemic interactions.
- An improved analytics engine gives the team better data during playtesting, so they can see where players struggle or get bored and adjust accordingly.
All of this tech sits on top of the foundation they built for Divinity Original Sin and Baldur’s Gate 3, but with more power and flexibility. The team expects it to impact both gameplay and visuals, with higher visual fidelity and more cinematic presentation.
Larian has confirmed that the game is already in full production, not just early concept work. They are actively recording performances and dialogue with actors, and according to Vincke they will keep recording nonstop throughout development. That does not mean the game is close to launch, but it does confirm that it is well past the earliest stages.
One big open question is how the game will release. Early access was crucial to the success of both Divinity Original Sin 2 and Baldur’s Gate 3, and Larian is clearly considering that route again. Vincke has said that the team has not decided yet, but even casually saying if we go to early access suggests it is on the table. Given their track record of using community feedback to polish massive RPGs, it would not be surprising if they chose that path again.
Darker Tone With Cinematic Storytelling
The reveal trailer for the new Divinity leaned hard into body horror and a grim visual style, which had some fans wondering if the full game would be relentlessly bleak. Larian’s writers say that is not the case.
Writing director Adam Smith explains that while this is Larian’s darkest game yet, it is not pure grimdark. There will still be light and hope alongside the horror. The team wants to confront players with disturbing situations and then challenge them with the question: what are you going to do about it?
Swen Vincke points out that Divinity Original Sin 2 was already fairly dark in places, but its pulled back camera and simpler graphics meant a lot of that darkness was less immediate. With the new tech and more cinematic presentation, the darker elements will feel more intimate and direct. That should make the emotional stakes and the consequences of your actions hit harder.
The idea is to create strong contrast. You can become a beacon of hope in a harsh world or you can push things toward disaster. With a higher level of player agency, your choices will have a huge impact on which side of that line your story lands on.
For now, Larian is keeping specific plot details secret, and there is no hint of a release window. But with a new ruleset, a heavily upgraded engine, an even bigger focus on player choice and a darker cinematic tone, the new Divinity is shaping up to be one of the most important upcoming PC RPGs to watch. If you care about deep story driven games on PC, this should definitely be on your list.
Original article and image: https://www.pcgamer.com/games/rpg/its-not-a-clone-of-d-os2-6-big-takeaways-from-our-interview-with-larian-after-the-reveal-of-divinity/
