Divinity: Original Sin

After playing both Pillars of Eternity, I wanted to try something that was similar but different. People were warning me against Pathfinder: Kingmaker, at least for the time being, and I was pretty hesitant on going back and trying Dragon Age. That's when my cousin said I should go ahead and try Divinity: Original Sin. "What's that?" I asked. According to the wiki, it is an "isometric, single-player and cooperative multiplayer fantasy RPG with tactical turn-based combat, a highly interactive world, and lots of choices and consequences." Sounds like a lot of jumbled features lumped together if you ask me. How can it be turn-based and multiplayer? Do your choices really effect the world? Most importantly, is it fun?

Like Pillars of Eternity, Larian Studios whipped up a kickstarter to help expand on their established universe. It seemed like they reached just enough to at least make the game (under $1,000,000) without having anything feel tacked-on. The game is relatively small (around 10GB) and now has an Enhanced Edition (free to those who own the classic edition). If you weren't playing split-screen with another player then the only big difference was added voice overs. And let me tell you they did an excellent job on the voice-work. Otherwise there were some tweaks made to quests and some added abilities.

If I best described this game, Divinity: Original Sin is a glorified mess. In other words, there is a lot there but it's hard to figure things out on your own. Exploring the world turned into trial-and-error. Explore an area that is two levels ahead and you might find yourself being overpowered by an enemy force. If you do succeed, the higher level items will have +1 Action Point cost for every level above your current level. I had to continue to consult the zones-by-level guide. At least your experience is pretty consistent all the way to level 20. Too bad the game insists you follow the main quest line but the yellow dot seems to only appear on the main map once you heard the right key lines. Details are always lacking in the quest log (The Legend of the Weresheep) and some don't even appear at all (Queen Spider).

The crafting system is a mess. The game has this ridiculous system where you sort of have to learn the recipes by yourself. You have the option to read books that provide hints and on rare occasions actually list possible combinations for you. But you never truly know unless you start randomly putting things together. Eventually I gave up trying and consulted multiple lists - (1) (2) (3) - to help try to extrapolate how to properly craft. They all have their own weird rules like modifying a leather helmet removes all current stats, you can only apply one additional "elemental" essence to a weapon, moonstone only applies to a staff and not a wand, and combining two sinew together to make bowstring will add damage to a bow/crossbow. Did I mention there was no check on accidentally wasting another modification on the same item! There is a huge selection of food combinations but like any other recipe their effects remain unknown until you use them. I don't think I want to even start explaining the recipe sub-menu and skill requirements.

Inventory can get really bad. Where to start? A stack of items must be divided up before you can combine them (if you don't use a recipe). Sub-categories don't automatically sort. It's good you can sort by last-added and weight. It's bad you can't sort by rarity or level. It is entirely possible to carry crates, barrels, chests, pouches, and a multiple of other objects in the world that are completely worthless in nature. At least whenever you send an item to a character, like an arrow or a grenade, it will automatically be put into the proper bag. I found ore to be way too heavy compared to other items. Hand-made robes sell way too well over anything else obtainable in the game. Vendor inventories can become overly crowded when everything you sell to them stays with them for the rest of the game. This makes it nearly impossible to know which items you have sold and which ones have been added.

That isn't to say the game is all bad. The game does a wonderful job at foreshadowing and interweaving stories. Your primary responsibility of solving a murder mystery will be built upon throughout the whole game... and it took me 100 hours to finally piece it all together. That book you bought at the library will help unlock a special chest 20 hours later. A mystical well transporting you to a freezing wasteland for a brief moment will have you wanting more 5 levels later. People will talk about current events in towns you haven't explored yet. You will be going the long way around to ever reach that mine the people in Silverglen are talking about.

Combat and Skill System is pretty neat. You customize your main two Source Hunters with abilities and personality traits. Gradually you gain two more companions to compliment the classes you didn't choose for your party. Every one of your companions (out of the 4) will have a backstory that you will solve within the last 5 levels of the game. Slowly your "home" opens up with tons of features from hiring henchmen, sleeping in your own bed, changing your appearance, buying/selling goods, and resetting your character points. My build - (1) Tank: one-hand weapon/shield, Man-At-Arms/Scoundrel, grenade launcher, 5 Lucky Charm; (2) Caster: dual-wield wands, Hydro/Pyro/Geo/Aero, Leader; (3) Mage: staff, Aero/Geo/Pyro/Hydro, Blacksmithing/Crafting; (4) Ranger: crossbow, loremaster. There are loads of tips on how you can play but honestly every class is pretty viable as long as you have one with strength, one with dexterity, and one with intelligence as their core stat. However, as some point out, there are must-have abilities like "Pet Pal" to talk to animals, "Summon Spider" for every character, "Cloak and Dagger" / "Teleportation" , and "Walk in Shadows" / "Invisibility". One gripe I do have is you must select the silhouette of a enemy to properly attack it. I can't tell you the number of times I missed because the enemy's bony arms moved out of frame for a split second before clicking my mouse.

Ending Comments: I have a hard time justifying Divinity: Original Sin. Under its cartoony humor exterior lies a rather dark and complicated game. You have to jump through some hoops reading books or picking up on subtle hints in puzzles & missions. I grew accustomed to having bookmarks like Gamebanshee for quest details, IGN for level directions, and Game Pressure for puzzles. If I wasn't so tired I would go into more details like the dual-pyramids or rock-paper-scissors dialogue. I don't think the game is revolutionary but could actually be fun if you are patient enough in following directions and love experimentation.

 

3-9-2019