Divinity: Original Sin Enhanced Edition gives you and one friend the same sprawling fantasy role-playing campaign. You take the roles of two Source Hunters investigating a murder, then follow the case into a much larger threat to Rivellon. You can play the full story together online or on one PC with local split-screen. Combat is turn-based, conversations can become shared decisions, and an ordinary room can turn into a puzzle or a battlefield when you start moving objects and mixing elemental effects.
Two investigators, one long campaign
Your story starts with a murder investigation in the coastal town of Cyseal. The job points toward forbidden magic and a threat that reaches beyond one crime. Rather than split the game into isolated co-op missions, Enhanced Edition lets a second player join the same campaign. You can explore, speak to characters, search places for clues and loot, and take on the main story and its many side quests together.
Each of you creates one of the two lead Source Hunters at the beginning of a new game. The character creator does not lock you into a permanent class: you choose attributes and abilities, then develop them through levels, equipment, skill books, and the decisions you make in the world. That flexibility means a character’s role can shift as the campaign opens up. A friend might lean toward close-range weapons or healing early on, then invest in different skills after finding new books and gear.
You are not limited to two bodies in the party. The campaign lets you recruit companions, bringing up to four characters under the party’s control. In co-op, each player has a lead hero while the recruited characters expand the group’s options. The result still feels like a party-based RPG rather than two heroes wandering alone: conversations, abilities, inventory choices, and turn order can involve several characters at once. The larger cast also brings companion stories and personalities into the route you take through Rivellon.
The world is built for wandering between story beats. You can enter settlements, talk with ordinary townspeople, inspect objects, find hidden paths, and pursue side quests that cross the main investigation. Clues are not always delivered as a neat quest marker pointing to the next door. Some tasks ask you to pay attention to what a character says, what an object looks like, or which places you have not searched. That freedom gives your friend room to notice something you missed, but it can also make the journal and quest trail less direct than a tightly guided adventure.
Conversations give both players a voice
The two lead heroes are not just separate character sheets. They can respond differently in conversations and disagree about a decision. Enhanced Edition’s cooperative dialogue system gives both players a say, including a small debate when their answers differ. Those exchanges can affect character traits and bonuses, so your heroes may develop distinct personalities as well as different abilities. That gives a story conversation a little more shape than one person selecting every reply for the group.
Many conversations are fully voiced in this edition. Towns, camps, and quest locations are full of characters with their own requests and opinions; listening can reveal context, optional tasks, or a new direction to investigate. The writing mixes fantasy seriousness with odd, playful humor. A suspicious murder and dangerous magic sit beside strange local problems and NPCs who can make a tense story feel unexpectedly silly. The combination gives the campaign a conversational rhythm between exploration and combat.
Your decisions may affect which characters help you, how you handle a quest, or how your heroes are described by their developing traits. The game allows several approaches to many situations, rather than presenting every problem as a fight with one correct solution. Since it is a long campaign, choices and side quests give a run plenty of room to feel different from another group’s version. There is no competitive objective between players: the tension is in the story, the battles, and your two characters’ occasional disagreement.
Every battle changes the ground
Fights switch to turn-based combat, where a shared party takes turns in an order shaped by initiative and action points. You decide how to spend each character’s turn on movement, attacks, spells, and abilities. The system is tactical and detailed, with positioning and the order of actions changing how a fight develops. A large encounter can take time to resolve, and the game expects you to learn what its menus, skills, and status effects are telling you.
The environment is part of the combat system. Spells can leave surfaces and effects on the ground: water conducts electricity, fire can create steam or ignite oil, and ice can make an area slippery. Crates, barrels, and other objects can block a path or become part of the action. Those interactions can help or hinder either side, so the battlefield does not stay a blank stage while characters trade attacks. You and your friend might change the terrain with a spell, then find that the result affects the route your whole party can safely use.
Your skills and equipment provide the other layer of variety. There is no fixed class selection to dictate every ability, and your characters can learn different schools of magic, combat skills, and utility abilities as they advance. Skill books teach many new actions; shops, quest rewards, and exploration can expand what is available. Weapons and armor change how characters perform, while crafting and trade give useful items another purpose. That makes looting more than a stream of small stat upgrades: an object can be a key, a crafting ingredient, a quest clue, or a way around a problem.
That broad system also explains why the campaign can feel demanding. Battles rely on more than choosing the strongest attack, and the game often leaves you room to explore or try another route if a fight or puzzle is going poorly. Four difficulty choices change the challenge, from Explorer for a more story-focused run to Tactician with reworked encounters and Honour with a one-save, permadeath structure. “Classic Mode” is one of those Enhanced Edition difficulty settings; it is not the separate Divinity: Original Sin (Classic) game.
What Enhanced Edition means
Two PC products have nearly the same name: Divinity: Original Sin Enhanced Edition is separate from the older Divinity: Original Sin (Classic), not a patch to it. The editions have separate saves. Enhanced Edition includes controller support, full voice acting, revised and additional story material, a new ending, new modes, and local split-screen co-op. If you own Classic, launch Enhanced Edition to use these features.
That distinction matters most when you choose a version together. Enhanced Edition supports online and split-screen co-op. The Classic difficulty within this edition is simply a campaign challenge setting, alongside Explorer, Tactician, and Honour; it does not switch the game back to the old Classic product. The revised content and different progression also mean an old save does not carry over into this campaign.
Online or on the same PC
Co-op supports two players, not four human adventurers. You can join a friend online through drop-in/drop-out multiplayer, or start a local split-screen campaign together on one PC. When local players separate, the view can split so each person can move around independently; it rejoins when you come back together. Both players create their lead character if they join during character creation. The game also supports full controller input and Steam Remote Play Together for sharing a local session remotely.
Local split-screen on one PC requires two gamepads; keyboard and mouse plus one controller is not a supported setup. Steam Remote Play Together shares that local session over the network, which differs from joining a native online game from another PC. Online co-op is also limited to two people, even though the party can include two recruited companions alongside your heroes.
The PC versions for Windows, macOS, and Linux can play multiplayer together. Co-op takes place within the RPG campaign, online or locally; it is not a separate competitive mode.
A generous but old-school group RPG
Enhanced Edition gives a pair a long journey with a lot to investigate: the central murder case, side quests, companion stories, town conversations, environmental puzzles, and turn-based encounters. New difficulty settings let you restart the campaign with a different level of pressure, while different character builds and conversation choices change what your party can do and how it responds. The story and world have a deliberately quirky fantasy tone rather than a uniformly grim one, and full voice acting makes the conversations a larger part of the adventure.
That same depth can feel demanding. The campaign moves at a deliberate pace, its nonlinear quests can leave the next step unclear, and the detailed menus and inventory take time to manage. Turn-based fights ask you to learn the systems, while exploration, environmental interactions, and conversations give two players room to shape the journey differently. This is a complex, old-school RPG for a patient pair, not a quick co-op adventure.
If you want a two-person fantasy campaign with room to explore, argue over dialogue, and experiment with the battlefield, this edition gives you that from its opening investigation through the larger story. If your group wants quick missions, a four-player party of human friends, or a combat system that explains every consequence at a glance, its deliberate pace and detailed rules may not be the fit. For one friend and one expansive campaign, Rivellon has plenty to keep the two of you occupied.