Dialogs solved

Dialogs have always been an important thing in Larian games.

Because text is just text, ever since Divine Divinity we’ve always been trying to bring life to our in-game conversations. I think that so far we managed to do a decent job, but it’s fair to say that there have been some slip-ups. The most memorable of these was of course the voice of the Death Knight in Beyond Divinity. That one was judged to be so bad by our forum community (who are a very vocal bunch) that we had to do a tactical retreat and rerecord the entire thing.

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