Divinity: Original Sin 2 - Definitive Edition is coming to Mac next year. The critically acclaimed role-playing game from Larian Studios featured in yesterday's Apple event in New York, where Apple unveiled new Macs and iPad Pros.
The RPG title is being developed in partnership with Mac porting studio Elverils and Apple's Metal engineering team, and promises to feature all the content from the PC version as well as the following additional features exclusive to Mac, as confirmed by MacGamerHQ:
- 64-bit Metal 1.2 support
- eGPU support (10.13+ only)
- V-sync support (10.13+ only)
- Support for Apple MFI controllers and rumbling support on selected controllers
- MacBook Touch Bar support
- MacBook trackpad and selected gestures support
This is very surreal. Very proud of everyone. pic.twitter.com/eABRsWY2M5 — Very Games Michael (@Cromwelp) October 30, 2018
Elverils plans compatibility with systems running macOS 10.13 and 10.14 macOS, with potential for 10.12 support further down the line, while MacBook Pro Touch Bar support should equate to quick access to in-game features like the journal or map.
Divinity: Original Sin 2 will also support HDR, iCloud backups, and cross-play between Windows and macOS systems.
More information including pricing is expected as the game gets closer to its Q1 2019 release, when it should be available to purchase on both Steam and the Mac App Store.
Top Rated Comments
Metal is just Metal.
Many RPGs, including a huge array of the classics, allow you to tweak these preferences to the player's satisfaction. Many of them could be completely turn-based if you so desired, or only auto-pause on occasion, or even just pause manually if that was your desire. That gives me what I want, and gives you what you want. It's not a failure in any way; it allows people to play these games in the way they prefer. The DOS games don't do this, at all, it's pure turn-based without any meaningful way to play the games in a less micro-managing manner.
But, do keep in mind that you will have to enjoy true turn-based combat that can't be defeated. It's like Fallout 1 & 2. You have to micro-manage every little tiny thing during combat, which is extremely tedious and time-consuming, even on the easiest difficulty settings. It's too bad, because it means I've never been able to make it all the way through, despite really liking the overall concept (same happened to me with Fallout 1 & 2). I really, really like old-school RPGs like BG and IWD etc., along with the more recent DAO (my personal favorite) and PoE. The difference is that in those games you set up one form or another of AI scripting/actions for combat situations and can set a variety of auto-pause states and/or manually pause when necessary.
So most true-classic and retro-classic RPGs actually provide far more flexibility in terms of combat mechanics than DOS, as they can be as turn-based as you wish, without absolutely forcing you to use an exclusively micro-managed turn-based system. It's a real oversight on the part of the developers as it unnecessarily limits the appeal of the titles.