Gaming

Blog 750: Divinity: Original Sin 2

Larian have the most beautifully predictable development cycle. They release a game, it’s huge but a bit shaky around the edges, and one year-ish later they release a final edition that’s got a huge pile of fixes and extras. At this point you wonder why anybody even bothers with the first version, but then again, I suppose they only find out what needs fixed or boosted after millions of players have hacked at it for a bit.

So here we are again, with Divinity: Original Sin 2: Definitive Edition. Point one: it is kind of actually a sequel to Divinity II rather than Original Sin (which was a prequel to everything). Point two: why isn’t it called the Divinityve Edition?

Divinity: Original Sin 2

Having played through every Divinity title from the beginning, it’s been fascinating to see them meld a fairly basic trad-fantasy setting into something altogether more vibrant over the course of each game. From lizards being just another type of enemy lurking in the sewers to them being the haughty owners of a vast empire, with elves that eat the flesh of other creatures to read their memories; from “Source” being a random healing fountain in a small town to a lynchpin of the cosmos…

The best narratives are the ones that lean on their settings, where the mythology and the politics of a land are an important element of the story rather than mere set dressing. Divinty: Original Sin 2 has this in spades. The Seven gods are important, the magic powers you wield are important, and there are twists and turns abounding as they unwind how all these things fit together. My memory of the original Divinity is a little hazy at this point so there might be more than a touch of the retcon flying around, but overall it’s a fascinating extrapolation of all the madness that has come before.

I can’t imagine anyone playing the game without the Pet Pal perk, which lets you talk to animals, because the animals tend to have the best banter.

However, while the main plotline of D:OS2 is excellent and full of interesting twists and turns, it does seem to get lost in the minutiae of everything else. The game unfortunately has the same structural flaws as its predecessor that makes working through the it a choppy affair.

Divinity: Original Sin was a confused game in that it acted like an open-world game, where you could choose to “go anywhere” and “do anything” in “any order”, but it was functionally a linear game. Although landscapes opened wide for you, the combat encounters awaiting you were arranged along a golden path — one that was obscured to the player but rewarded you with impossible fights if you strayed off it.

This is most keenly felt again in the second act of Original Sin 2, the town of Driftwood and its surrounding environs. It’s a huge area, huge and dense, with quests sparking off in all directions — perhaps too many directions. Problems arise when you want to follow a particular quest but run up against an encounter beyond your pay grade and have to divert to another; and then you find that other line is also too high for you.

I love how the evil bugs are still incredibly well-spoken in their taunts.

The thing about Driftwood is that over its course you go from about level 6 to 16. That’s a huge mechanical gulf, and as you get to the upper reaches of that range it takes even longer to get enough experience to trip over the next line. That means if you’re level 14 and see some level 16 enemies, you might be another four hours or more of gameplay away from being reasonably able to tackle them. Soon you’ve forgotten who was doing what to whom because it’s so difficult to keep following a single thread.

I think they would have been well to split this second act in half, which would ensure the open world exploration was more constrained, such that seeing somebody slightly too tough would be a source of excitement to be anticipated Soon rather than something to be forgotten about for a week.

Spells are at least satisfying to cast, because even if the enemies don’t go on fire this turn, the surrounding environment sure does.

Combat has also had a tune-up that I’m in two minds about. Traditionally enemies have a single hit point bar to whittle down, but this time there are two additional armour bars added into the mix — one that resists only physical attacks, and one that resists only magical attacks.

In theory, this is an interesting system. It means you need to choose where to send your party members to make most efficient use of their skills. Warriors go up against enemies with light physical armour, where their basic sword strikes can ignore the magical resistances and get to the underlying vitality, while the mages unload on the heavily physically armoured foes who have weaker spell resistances. It means you can’t just whale on a single enemy at a time, but need to shuffle around a lot more.

It is, of course, not shy of deploying the meta-humour.

In practice, though, there’s a spanner in the works, because while a character has a shred of either physical or magical armour, they will shrug off the status effects that come with your special attacks. Physical armour stops enemies from things like being knocked down, magical armour stops them from going on fire or acquiring any number of handy status effects.

Since every encounter starts with everyone at maximum in all meters, it means there’s a strangely dead period for the first few turns where it’s almost pointless to use any special skills — because while they will do damage as normal, the special effects that allow you to control a fight rather than just participate in it won’t take hold. You can make it rain and then electrocute the puddles all you want, but nobody will get stunned until you’re half-way through the encounter. Your best bet is to concentrate on damage until you’ve flensed those armour meters away, at which point the raw vitality bars seem awfully small and it’s all over.

Hehehehe, favourable wind. Although there is a recipe centre to help you repeat good crafting combinations, there are still thousands of items and you’ll never find every combination (nor, to be fair, particularly need to).

Needless to say, there are ways to replenish physical and magical armour during combat, once again disabling those special status effects and thereby drawing out fights into long, hard slogs. Which is especially irksome when you’re on the cusp of the fight being a bit too difficult, and it’s more than half-way through before you realise just how out-classed you are right now.

Even worse, when enemies cast spells their status effects seem to ignore your team’s armour more often than not. So while you can’t get a foothold on them, they tend to be able to lock you down much sooner, fostering feelings of frustration and unfairness rather than meaty challenge.

I always feel bad when the enemies are cute. How bad could these froggies really be? Oh, they want to destroy the world.

The Verdict

So it is a bit of a mixed bag. You can rely on Larian to produce fantastic writing, swinging between delightful whimsy and po-faced heroism and everything in between; of that, there is no doubt. But the pacing spoils it and the triple-layered health meters sound good on paper but in my experience they only served to draw out fights rather than to make them more interesting.

Overall, I did have a lot of fun, but I can’t escape the feeling that I paid a heavier price than I was hoping for it. If Larian can just drop those open world pretences for the next one…

Whoa.
Gaming

Blog 639: Original Sin

Ahh, the darling of Kickstarter. I didn’t back Divinity: Original Sin, because while I’ve enjoyed many previous Divinity titles I’m also extremely risk-averse and scared of new approaches to life.

I mean, what if they made a game I didn’t like? Or worse: what if it would have been my input that made it bad? Artists, I think, are best left to their own devices, and as a consumer I feel better making an informed purchase (or not) of a finished work. Crowd-funding might be an excellent way to gather cash up-front for things that seem too risky to a giant publisher (even though there is actually a huge audience hiding under the quilt), but I’m not sure that crowds are entirely trustworthy in some other matters.

Either way, the game got funded and got made without my intervention. Did the crowd impart its wisdom or did Larian make a belter despite its howling? Does the presence or absence of crowd intervention even matter?

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Gaming

Blog 624: Dragon Commander

Ah yes, now we’re bringing out the big guns. I fell in love with Divinity II a couple years ago now; all the wit and charm of the earlier Divinity titles packed into a properly sumptuous 3D hack ‘n’ slash RPG adventure.

It was, then, with some disappointment that I realised Dragon Commander was to be too demanding for poor old Daedalus. That old “minimum 4GB RAM” chestnut again.

Now, though… My body is ready.

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Gaming

Blog 538: Divinity Discourses: More Divinity II

It’s always a nice feeling when you’re too drawn-in by a game to write blogs about it. But I’m sure you have the appropriate intestinal fortitude to stomach slightly longer gaps between entries than usual, dear reader…

It’s also a nice feeling when you can heap praise on something. There’s always that worry when you get a new game that you just might not like it, and that’s kind of awkward. Luckily, there have been no such issues with Divinity II, so let’s look at a few more things that I completely forgot to mention last time

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Gaming

Blog 536: Divinity Discources: Beyond Divinity

I remarked that Divine Divinity (the daft title was forced on the team by the publishers — makes sense) suffered heavily from not knowing whether it was a tactical RPG or a hack ‘n’ slash, awkwardly straddling both spheres not particularly well.

Beyond Divinity cast the dice in favour of Baldur’s Gate and realised that, yes, it probably should have been a party RPG all along and added more characters. Even so, it didn’t quite manage to go all the way…

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Gaming

Blog 525: Divinity Discourses: More Divine Divinity

I think most of my comments about Divine Divinity‘s difficulty stemmed from how badly I arsed up the introduction — right down to being unable to access a giant tomb full of nice level 1 and 2 skeletons that would have been ripe for my fledgling Survivor. But no, I had to completely miss the manuscript on the floor with the instructions on how to get in and give up. I got in at level 24 and… Well, didn’t get much useful experience out of it.

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Gaming

Blog 524: Divinity Discourses: Divine Divinity

As with all serials, one must start at the beginning, lest spoilers and rewinding technology spell disaster. Divine Divinity may have one of the most redundant names this side of an actual comedy, but the back of the box suggests that PC Gamer put it in their “top 100 games of all time” list.

I’ve probably not played many more than a hundred games in my life, so I suspect it will be markedly easier to get that dubious honour from me.

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Gaming

Blog 523: Divinity Discourses: Anthology (Introduction)

The opportunity arose recently to get Divine Divinity, Beyond Divinity and Divinity 2 (its new Developer’s Cut edition) in one lovely little DRM-free box. I was only tangentially aware of two thirds of these games before, but with the phrase “Three RPGs of Epic Proportions” bandying around next to “DRM-free” they didn’t have to ask twice.

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