Keeping up appearances
Divinity’s visual evolution
2003
DivineDivinity’s gloomy palette calls to mind DiabloII, which also in part served as TheLady,the M age and the Knight’ s visual inspiration.
2009
With DivinityII, Larian wanted to make a third-person RPG using Oblivion’s Gamebryo engine, but limited resources held it back.
2013
DragonCommander marked another shift. It was a kaleidoscopic RTS with larger-than-life, eccentric characters that looked the part.
2015
OriginalSin continued what DragonCommander started as Larian made an effort to move away from the brown and grey RPGs Divinity was lumped with.