The momentum is back! After having gone a month between play sessions of Divinity - Original Sin 2 (partially due to how inconvenient it is to keep a huge game installed on a device), I'm back in a regular rhythm with the game, and things continue to move forward.
It also helps that I ended my last play session on a heck of a cliffhanger, with a battle against magisters being interruped by a gigantic void worm. The first session posted at the starts with fight against said worm, while my second play session revolves around just about getting off of this initial island that is mostly comprised of Fort Joy and a marsh wasteland.
The combat sequence and ensuing story beats tied to it mark the highest points of Divinity - Original Sin 2 thus far. The fight itself was a huge, challenging surprise that incapacitated several of my party members, and after barely scraping by some narrative bombs were dropped about why my character is special in this world, outside of simply being a sorcerer.
I do kind of wish the narrative maintained some neutrality toward my character's relative importance, but it's such an expected trope in video games to be some form of "the chosen one" that I'm fine with that being the case here, too. It also helps that the way Divinity - Original Sin 2 reveals this information is through some wild hopping between planes of reality and implies that you are one of multiple saviors, some of whom you may have to compete with, and some of whom might be your own companions.
From there I was hoping it would be a hop, skip, and a jump right off to a new location, but the world of Divinity can't be that simple. As it turns out, the boat I fought go commandeer is made out of sentient wood that apparently will only move if it wants to, and I left my final play session just as I was about to try and explore how I might be go about convening with it.
Hopefully, by the next entry, I'll be off and away to a new locale, but perhaps the ship will create more stumbling blocks than anticipated. Until next time!