It took over 100 hours, but I've finally managed to finish my first playthrough of Divinity: Original Sin 2! I had read that it was a GOTY contender and I don't think that observation is far off the mark. D:OS2 managed to maintain much of what worked well in the original game and to improve on some of the weaknesses. Overall, I'd give it an emphatic recommendation--buy it! Then set aside a huge chunk of time so you can enjoy it.
Pros:
--Cast of diverse and interesting characters to choose from. You can choose either to design your own character or you can choose from one of six unique characters who each have their own stories. There's Lohse, the demon-possessed bard; Ifan Ben-Mezd, a human mercenary; Beast, a dwarf pirate/revolutionary; Fane, an undead scholar; the Red Prince, a noble lizard; and Sebille, a tattooed elf with a thirst for vengeance.
Each character has their own unique set of missions that are directly related to them and those missions do add a lot of insight into each character. It's obvious that a lot of thought and writing went into all the "origin story" characters.
Even if you choose one of the origin story characters, you can mold them into whatever class you want them to be. You can also add whatever talents you want and create a hybrid class of your own creation. There's much versatility.
--Combat is very similar to the first game, but has been improved. They decided to add different types of armor--physical armor, which helps block physical damage like attacks with weapons; and magical armor, which helps to block magical attacks from spells and environmental effects--and this helped simplify combat. In the first game I often found myself frustrated by enemies who took little or no damage from attacks. Now, all you really have to observe is the type of armor that an enemy has to know which types of attacks will be the most effective. If they have low magic armor, blast them with magic! I didn't find myself bogged down in bouts of combat that were painfully long.
I also felt like the number of skills and skill books that were purchaseable or could simply be found or rewarded, were much more numerous than in the previous game. Each of my characters had learned so many skills that choosing priorities was rather difficult. To increase the number of skills that your character can access at once, you can invest points into a stat called memory.
In addition to regular skills, you can also use special, very powerful source skills. These skills use a combination of regular action points and a certain number of source points. Source is a very limited resource, so unleashing source abilities requires some serious strategy.
The battlefield itself can be a strategic choice. Ranged characters benefit (greatly--up to 30% more damage) from attacking from high ground. Attacking characters from low ground results in a damage reduction, so it's vital that you plan out the best place to start your attacks.
--Story is strange, but compelling. You play as a sourceror, who learns that they are one of a group of people with special abilities known as the "godwoken." Throughout the game you are mentally contacted by the actual gods (each race has their own) and learn that the gods are weakening and that the void is going to consume all of Rivellon. As the godwoken, your character could rise to divinity and replace the old weakened gods...or not. The entire story hinges on the quest to understand exactly what is happening and why the gods are losing power. There's a real doozy of a twist thrown in at the very end of the game...enjoy!
--Crating system has been simplified and is easier to understand. As you find and read crafting books, you unlock recipes that will automatically be stored in the "recipes" tab. There are no more crafting skills that require skill points (like crafting, blacksmithing or enchanting) so any character can craft item. It's a huge improvement over the obtuse crafting system in the first game.
--Choices that can greatly impact the game. I can't tell you how many times I picked the wrong dialogue options and had to re-load a previous save because I angered a party member and they decided to leave the group. It pays to be cautious in how you relate to those in your squad. Many games vaguely threaten this idea, but few actually make it a reality.
--Varied environments. Crumbling forts, bustling cities, forests, giant graveyards, ships, farms, demon-infested islands...the scenery changes and is engaging and can be beautiful.
--There's plenty to do. My first playthrough clocked in at slightly over 100 hours. I tried to complete any side quests that I found, I explored as much area as I could, and I completed the main storyline. You'll be busy, and entertained, for a good, long while. (I also spent a lot of time re-playing things that I screwed up)
--Voice acting is good. I was surprised at the quality of the dialogue throughout the game. It is nicely acted and fits the characters well.
--Inventory can be toggled to show individual inventory or to show the entire party. This makes managing inventory much, much easier than in the previous game.
--Co-Op play. I didn't utilize this feature, but I think it sounds great. It would be really fun to play with someone else and manage the party together. There is also a game master mode that I didn't mess with.
Cons:
--Autosaves are weird, you really need to make sure that you're utilizing the many, many (there's like 15 or more) quicksave slots. It felt like the only time the game really autosaved was when you were completing quests that related to the main storyline. There were several times where I was exploring that I ran into enemies who were too tough to fight at my current level and I hadn't quicksaved. Fortunately, I didn't have to replay hours worth of content, but it was still irritating to have to re-load and replay sequences all over.
--Crafting system is improved, but is still difficult to master. I remembered how to craft some items, but I still haven't figured out how to make complicated armors and weapons. I could've probably looked up a guide, but it seemed pointless when I could buy or get rewarded with gear that suited my needs. There's still an aspect of discovery to crafting, and I didn't feel like messing with it.
--No quest markers or guides. It's completely up to you to figure out what certain special items are used for when you pick them up or to even find those items in the first place. I know that I have gotten used to games that handhold players through quests and the change to having to figure it out for yourself is tough. I spent a lot of time looking up the solution to quests that I just couldn't figure out. I usually hate to do that, but I was completely stuck and could not advance the quests any further. Even with help there were several quests that I couldn't manage to close. It can be quite frustrating.
Divinity: Original Sin 2 is definitely deserving of the praise that it has received. It has been really great to see the modern version of CRPG's in a period of re-birth and improvement and it's clear that Larian is working to refine the genre. DOS2 manages to be entertaining, highly strategic, and to also incorporate strong characters and stories into the CRPG genre. It's one of the few games that I would recommend paying full price for.
Showing posts with label Divinity: Original Sin 2. Show all posts
Showing posts with label Divinity: Original Sin 2. Show all posts
Saturday, April 14, 2018
Saturday, April 7, 2018
Who put Romance in my Divinity?
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| Demonic possession? Nah, it's cool. |
I was completely surprised that the "romance" option was even included in a game like Divinity: Original Sin 2. There are a few times where you can interact with your squadmates and have some dialogue, but most of the game is about exploring and combat. The general tone I chose for my character was supportive--I was positive toward my squadmates and agreed to help them through their various personal crises. I didn't think that necessarily meant that it was flirtatious, but apparently, toward Lohse, it was!
The romance option isn't necessarily a bad thing. I think Divinity does a good job of making the characters within the game somewhat interesting. I enjoy the fact that each character has their own quest line and story to tell. Ever since Mass Effect 2, I think that more developers have realized that including those squad loyalty missions is a great way to build backstory.
I couldn't help but wonder what other people thought about the romance option in games. It seems like something that most people enjoy--either on a character-based, story development level or on a more pervy "sexy time" level. Personally, I don't mind a little video game romance. It helps to add a deeper layer of connection to the characters in the game. When romance is done well, it can be memorable. The Witcher 3 did a great job with the tangled web of sorceresses romanced by Geralt of Rivia. It didn't matter who you chose--Triss or Yennefer--there were great scenes that played to both dimensions of the romance spectrum--the truly sweet scenes where true feelings were put on the table and the straight up boning scenes that The Witcher is known for. Something for everyone!
So how does video game romance make you feel? Do you find it cheesy and unneeded or do you think it adds another layer of character development and connections?
Friday, March 30, 2018
Being Divine is Tough.
For a long time I watched and waited for Divinity: Original Sin 2 to finally make it to full release. It sat on my wishlist for many months and I kept an eye on any news about the quality of the game. Almost everything that I read was positive and there was even talk of it possibly being one of the best RPG's of the year. So, I finally decided to bite and buy it the last time that it was on sale. Now, I'm guiding my band of misfit heroes through a brand new story and set of challenges.
I will admit that Divinity: Original Sin wasn't a game that I initially had strong, positive feelings toward. It was a CRPG in a more classic form and definitely had a difficulty curve that I struggled with. Those struggles finally got the better of me and after some serious frustrations, I played through 80% of it and then decided I was tired of the long, drawn out bouts of combat. It sat neglected in my library for a long time and then I finally decided to finish it. After finishing it, I can definitely say it's a great game--the frustration came from the depth of the game and my inability to fully understand that depth.
I've been playing through Divinity: Original Sin 2 for awhile now (I haven't finished it yet and have probably less than 50% completed) and it feels like a significant improvement over the first game. The systems are very similar, but much easier to understand. I'm enjoying the fact that you can play as either a pre-designed character with their own story or that you can create your own. Divinity: Original Sin 2 features a wide variety of races to choose--you have your normal fantasy variants humans, elves, and dwarves--but now there are also lizards and the undead. The neat thing about choosing a pre-designed character is that they come with their own backstory, quests, and speech abilities that are particular to their story and background. Uniquely, you can choose any class for these pre-designed characters and mold them into anything you want them to be.
Not uniquely, I decided that I would play as Sebille and that she should be a rogue. Elves in Divinity: Original Sin 2 are somewhat unique when compared to the stock elven characters in fantasy games. There is still a strong tie to nature, but elves also possess a unique ability to witness the memories of the dead through cannibalism. Eating a severed body part can unlock abilities or quest information that can prove helpful. Sure, it's macabre, but it gives elves a new spin that they desperately need.
Sebille's story has remained largely a mystery. She has an odd tattoo on her face, possibly from being a slave, and her speech options include "outlaw," which means that she has a colorful past. She's not the friendliest of characters and can be quite ruthless.
To accompany Sebille, I chose a squad made up of the Red Prince, Beast, and Lohse. My squad represents the diversity of DOS2--a lizard, a human, a dwarf, and an elf. Unwisely, I didn't choose the best set of skills for my party. I decided that the Red Prince should be our fighter/tank--there's just something about his haughty demeanor that screamed "noble knight." Lohse seemed perfect for a mage/caster type. Stupidly, I decided that Beast should be a battlemage, a class that seems sort of bizarre--an illogical combination of melee and magic. Generally I like to keep a balance between ranged and melee, but I'm heavy on the melee side, which can be problematic. Somehow, I'm managing to keep them alive though.
One of the biggest improvements in DOS2 is the crafting system. In the first game it was barely explained and I often found myself Googling crafting guides just to learn how to do the basics. Now, there's a handy "recipes" tab that keeps track of all the different crafting recipes that your team has learned. The inventory system has also been vastly improved (but can sometimes be mind boggling) and party inventory can be easily shared. I still think that crafting is largely a waste of time, but it's nice that it's not so archaic.
On the combat side of things there is plenty to be excited about. There are a few new classes with their own special abilities--polymorphs can use magic to transform themselves into different beneficial forms; summoners can summon elemental totems and other objects and necromancers can summon undead creatures to fight with your party. The fighting itself has largely remained the same, but with some minor improvements. Utilizing strategy is very important--characters have both physical and magical armors that help to negate either physical or magical attacks. Paying attention to these armor types can help you decide where different attacks are better focused--casters can easily whittle down an enemy with low magical armor and characters that do physical damage can tear up a caster like a piece of wet tissue paper. It's also important to note which types of armors negate certain abilities. Of course, there's also the issue of friendly fire--if you're careless you could end up barbequeing all your melee.
Thus far, I'm enjoying DOS2 much more than the original. There have been some tough battles and some confusing quests, but I haven't felt the same level of frustration that made me quit the first game. I'm definitely feeling that DOS2 is a great game.
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