RPG developer naming conventions, eh? You’ve gotta love ‘em. Some of these guys appear to sign off on their projects by running a lawnmower over the collected works of Robert Jordan, and scraping together whatever multisyllabic nouns they can find in its wake. Thus, for example, the Fabula Nova Crystallis Final Fantasy XIII series, or (grits teeth) Infinite Undiscovery. Or the forehead-smacking Divine Divinity, a sprite-based adventure from Belgian dev Larian Studios released a Dark Age and a half ago in 2002.
Beyond Divinity, Larian’s 2004 follow-up, takes the bold step of not being a crime against the English language from the off. Unfortunately but not unforgivably, the boldness doesn’t quite extend to the fundamentals of play, which hail largely from the Diablo rulebook. It’s all about clicking things to death while roaming large, item-strewn maps, chasing mission flags and chiselling tailored combat roles from a wall of stats and abilities.
The story, though larded with cliche, has its moments. Your character, a holy warrior, wakes up in Hell after a particularly eventful battle. Not the brightest start to one’s day, I’m sure you’ll agree, but help soon arrives in the unlikely form of a Death Knight, an indigenous inhabitant of the underdark. The Knight is unhappy with his demonic lot and wants out, to which effect he proposes an alliance. He also sounds quite a lot like Fozzie Bear. Plot-thickening, ahoy!
It’s on the frontpage for about eight quid, if any of the above tickles your taste buds. That eight quid will buy you a lot of man-hours – reviewer estimates range from 40 to 100. Better stock up on microwave food.
Mulling over that 
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