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"Divinity: Original Sin 2" Topic


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890 hits since 14 Dec 2017
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Gunfreak Supporting Member of TMP14 Dec 2017 2:23 a.m. PST

So I've never liked these old-school cRPGs.
It's not the gameplay, but I can't relate to that little man or woman I'm moving around, he just looks like a random soldier from a random RTS.

If I can't relate and roleplay my guy, then what the point of playing a roleplaying game?

I bought Original Sin 1 when it came out, played 45 minutes and gave up for the same reasons I've just stated.

But when the second game came out late this fall and basically hailed as the best computer RPG ever.

I forced my self to play the first one, I got 25 hours into the game, and didn't feel like I wanted to play anymore, the main story was kinda silly and some of the characters were just too comical.

But I learned I could play a cRPG.
So I bought the 2nd game. and I'm now 55 hours into that game.

It's amazing, so many ways of doing stuff, you are totally free to do what you want, you can murder every single NPC in the game.

You start on a prison ship, you are a sorcerer, someone in tune with the source. The Divine order is rounding you and your ilk up because they feel you attract "voidwoken" daemons that want to destroy existence itself.

You escape the jail and prison island with your companions. And find you are instrumental in saving existence.

You have several "ready" characters with their own backstory. A man, a female elf, a male dwarf and male lizard and a female human. You also can be several undead characters, they have their own story I know nothing about)

I played the man but changed some stats so I was a two-hander warrior instead of a ranged character.

Your companions are the other characters you didn't choose to play.

All of them have their own stories with their own questlines.

The combat is turn-based, you get skills through reading skills books, besides having to have the required stats to use the skill, you need enough memory to keep it ready, low-level skills only take 1 memory slot while the more powerful takes 3. The more powerful skills also use "source points"

You have both Magic and physical armor, generally things that are used by magic wielders have more magic armor, while warrior armor generally has more physical armor.
Like my tank dwarf has about 1200 armor, and 600 magic armor, while my wizard has 350 physical but 1100 magic.

Some stuff like necklaces only gives magic armor.

My two warriors(damage dealer and the tank) are easy to use, get close to the enemy and kill kill. But my elf archer has the "huntsmen" skills giving damage bonus if she is higher then who she shoots at, I've now leveled this skill so much it now gives a whopping 70% damage boosts.

Some attacks only have real effects once the armor is gone, like powerful mele "knockdown" attacks only knockdown the enemy if the physical armor is gone, and magic attacks like stun and freeze only work if the magical armor is gone. On top of that, you have environmental hazards like poison, fire, ice etc. This give very intreating and deep tactical combat.

Attacks like stun, freeze, knockdown are instrumental because you need to do crowd control. If you can keep a powerful enemy out of the fight for 1-2 turns it will help a lot.

It's a great game, even if the story might be too "epic" to save the world and talk to gods…

Barin114 Dec 2017 3:00 a.m. PST

I'm over 50% for the first Divinity, got bored by it…basically by all games I have. Good thing that I finally got back into modelling and painting, also learned to craft houses from Polystyrene…but I've seen many positive reviews on Div 2. may be I'll get it before our long NY and Christmas vacations.

Col Durnford14 Dec 2017 7:36 a.m. PST

Computer games are the junk food of the hobby.

I went thru that phase. You know, "just one more turn and then I'll go to bed". Repeat process until 4AM.

Mithmee14 Dec 2017 1:29 p.m. PST

Sorry just got back into playing WoW again can't go and jump ship again.

The Angry Piper21 Dec 2017 1:47 p.m. PST

I too tried the first Divinity after it was touted as being true to old school paper and pen rpgs.

I gave up for a few reasons, but one of the main ones was that you had to create two characters, and you were responsible for the interactions they had with each other. Not really sure what the point was, but you could make them argue about everything if you wanted.

The designers (or possibly reviewers, I can't remember) once said that they expected you to try and fail several times until you found a style of play and made characters that complimented each other enough that you would succeed. But who wants to sink 6 hours into a game and then start all over again with new characters? Now thanks.

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