Divinity Original Sin 2: Breaking the Fourth Wall | Mini-Read

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Can breaking the fourth wall change how you feel about a game's design? This is Mini-Read, a series where we take a break from the big picture and focus on a single element from a game. In 2017's Divinity: Original Sin 2, the introduction to the game works as a microcosm of the entire experience—with the use of metalepsis, it reinforces an already triumphant experience. When looked at closely, a single line from the introduction manages to both reinforce the player's experience up to that point, and leverage it to motivate them sticking around for the rest. We also, as usual, take a look at how similar concepts have been used in other games, including some bad apples.

Mini-Read is a short-form series of games criticism published every other Thursday. Alongside it, I publish long-form criticism on a when-it's-ready basis.

Games featured in this video (in order of appearance)

Divinity: Original Sin 2
The Beginner's Guide
Baldur's Gate
The Witcher 3
Undertale
Saint's Row IV
Assassin's Creed IV: Black Flag
Watch Dogs 2
Xenoblade Chronicles 2
Castlevania Symphony of the Night

Music Used (in order of appearance)

Divinity: Original Sin 2 - Mead, Gold, and Blood
Divinity: Original Sin 2 - The Queen's High Seas
Undertale - Heartache
Undertale - Another Medium
Undertale - Ruins
Divinity: Original Sin 2 - Red Prince

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Tags:
divinity original sin 2
undertale
metalepsis
fourth wall
4th wall
mini-read
ludocriticism
Analysis
Witcher 3
Baldur's Gate
Saints Row
Xenoblade
Castlevania
The Queen's High Seas
shakespeare gaming
Mead
Gold
and Blood
breaking the fourth wall
change how feel
2017
2018
failure inadequacy why we play
Thorough Critique assassins creed trilogy
steamworld erratic franchise erratic industry
sleeping dogs corrupted ideology



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