![]() It’s probably something we communicated wrongly, but obviously singleplayer is our first and foremost concern. Is it possible for you to assure fans who are worried that the single player isn’t going to be as good as the multiplayer? If not, what basis do you use to justify this? We’re going to put pretty much everything that we earned with Divinity Original Sin 1 back into Original Sin II, so if that fails, we’ll have a bit of a problem. You guys have said last month that this game “will either sink us, or go on to be remembered as our best game ever!” can you elaborate on that? For sure, investment in Divinity Sin II is probably the biggest we’ve ever done in one of our games, so all money will be put to good use. We have our stretch goals that we’ve announced, and so those things are going to be added, and then the rest is just going to be absorbed in the development flow. I wish it would just be a question of doubling the budget to get double the content life would be a lot easier for the developers. The Kickstarter campaign of Divinity: Original Sin 2 reached the initial goal of $500K in one day and now you stand at $1.29M, as far as quantifiable elements are concerned, does this mean the game’s content will also get doubled as compared to the original plan you had at the $500K marker? We had the opportunity to speak with Head of PR & Marketing Kirill Perevozchikov and talk about what changes and additional things to expect from Divinity: Original Sin 2. Following the immense success of Larian Studios’ classic RPG Divinity Original Sin, the team is setting up nicely to deliver a much-wanted sequel to last year’s title.
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