
Divinity: Original Sin
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PublisherLarian Studios
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DeveloperLarian Studios
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Release date30 Jun 2014
Assemble your gathering and return to the underlying foundations of incredible RPG interactivity. Examine your choices with buddies; battle adversaries thusly based battle; investigate an open world and connect with all the fixings and everybody you see.You assume the job of a youthful Source Hunter: your main responsibility is to freed the universe of the individuals who utilize the foulest of magics. Setting out on what ought to have been a normal homicide examination, you end up in the center of a plot that takes steps to crush the very texture of time. A total redo: Thousands of improvements, full voiceovers, new game modes, full controller support, split - screen center, long stretches of new and reconsidered story content, a fresh out of the plastic new closure, new weapon styles, new abilities, new riddles, new foes, better plunder, better adjusting and a whole lot more! New game modes for additional replay. Voyager Mode for story-centered RPG fans. Exemplary mode for the individuals who need it spot on. Strategist Mode for in-your-face players, including completely adjusted experiences, various snares and new and more intelligent adversary types. Furthermore, Honor Mode, for the strategic prodigies among you! Pen-and-paper-like opportunity. Investigate a wide range of situations, battle a wide range of fantastical animals, and find huge amounts of attractive things. You will be flabbergasted at how a lot of opportunity the games gives you. Control nature and use ability & spell combos to beat your numerous enemies. Warm up ice to make water. Heat up the water to make a steam cloud. Charge the steam cloud to make a static cloud and paralyze your foes! Play with a companion in center multiplayer, either on the web or with dynamic split-screen. Unwind a profound and epic story, set in the beginning of the Divinity universe. Examine with your gathering individuals how to deal with the numerous choices you'll need to make. Raunchy creation lets you structure your preferred character. Perpetual thing association and mixes take investigation and experimentation higher than ever of opportunity.
AGM score | 90% |
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IGN | 9 |
GameSpot | 9 |
Metacritic | 89 |
About Divinity: Original Sin
Divinity: Original Sin is released by Larian Studios in 30 Jun 2014. The game is designed by Larian Studios. Divinity: Original Sin is a typical representative of the Role-playing (RPG) genre. Playing Divinity: Original Sin is a pleasure. It does not matter whether it is the first or a millionth hour in Role-playing (RPG), there will always be room for something new and interesting. Thrilling levels and gameplay Divinity: Original Sin will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
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- 🎮 Divinity: Original Sin
A complete list of games like Divinity: Original Sin can be found at AllGame here.
Divinity: Original Sin is versatile and does not stand still, but it is never too late to start playing. The game, like many Role-playing (RPG) games has a full immersion in gaming. AllGame staff continues to play it.
Divinity: Original Sin is perfect for playing alone or with friends.
At AllGame you can find reviews on Divinity: Original Sin, gameplay videos, screenshots of the game and other Role-playing (RPG) representatives.
The story
This section tells the history of the world of Divinity: Original Sin
In Divinity: Original Sin you take on the role of a young Source Hunter: your job is to rid the world of those who use the foulest of magics. When you embark on what should have been a routine murder investigation, you suddenly find yourself in the middle of a plot that will rattle the very fabric of time
Divinity: Original Sin - Analysis
Despite the name, we will see little original in this game. The developers, Larian Studios, seem to have been more concerned with digging into the past and arousing nostalgia. Divinity: Original Sin is the kind of game one would expect when Overhaul Games was preparing an upgraded version of Baldur's Gate from a few years back, and it gives you the same experiences as Dungeons & Dragons adaptations with updated graphics and more modern systems. . It's all here: zenith perspective that allows you to see your characters and the world as small figures moving on a board, turn-based combat and menus that indicate that it takes more skill to play than simply clubbing a sword at enemy. For those who have a fond memory of those old RPGs, Divinity: Original Sin, only these elements will catch your eye.
Fortunately, there is much more to it than that. For example, we have the story of two "Fountain Hunters" (the name given here to the origin of magic) who hunt down and capture terrible beasts and demons. In other RPGs like Skyrim or Mass Effect, the plot of saving the world does not usually marry very well with other types of activities, but here it has been tried to make everything more balanced and even to have moments with a sense of humor . The narrative mastery of other games may not be achieved, such as Planescape: Torment, but the writers of Divinity: Original Sin are competent enough to make everything go smoothly.
Much of the appeal of Divinity: Original Sin's missions is the treatment they have been given since Larian, peppering them with a sense of humor and veiled references to pop culture, as well as including small contextual mini-games in the same texts, which are almost always solved through the ancient "stone-paper-scissors" system. These games add fun while the two main characters participate in them, fun that increases in cooperative mode and expands the possibilities of gameplay beyond combat and passing a handful of objects.
The missions themselves are beautifully written adventures featuring themes like old blood debts or racism. Will you help an elf whose family has been killed by orcs destroy the descendants of that tribe of creatures, will you try to talk to them or trick them into feigning the death of the orc and stealing an amulet to prove that you have killed it? Divinity: Original Sin missions are full of these kinds of moral choices and almost all of them had a couple of exits that really made me feel like I was in control of the characters' fates.
But it is in combat that Divinity: Original Sin breaks free of that aura of tradition and finds its identity. There is a bit of Magicka in the way she uses spells and item combinations to achieve devastating effects , but Larian has made it possible for all fights to do crowd control and take advantage of terrain features. they require some thoughtful exercise, even at the simplest level of difficulty. What I did with the rain is just the simplest example of what can be done. In later engagements there are challenges that force you to dispel a poison cloud with one fire spell and then quench the flames with another water spell. Sometimes we can get shot in the butt, like when I accidentally discovered that it is a bad idea to throw electricity at an enemy who is standing in a puddle ... that also spread under my feet. And not only that, but all enemies can use these tricks to their advantage. It is a smart way to introduce tactics and make all matches memorable.
The first ten hours of this combat system involved constant learning, ranging from using fire magic to burn closed doors, rather than spending weapons hitting them. There's a tutorial that teaches you the basics, but the rest of Divinity: Original Sin is full of trial-and-error examples and figuring things out on your own in true Dark Souls style. This has its downside, because it is also capable of creating some situations that ruined the fun, situations that must be considered. Sometimes the key that was needed in one mission is obtained in another, and the mission journal rarely mentions these kinds of things. The strange inventory is confusing and requires organization every two by three and passing items from one character to another. At least twice I didn't realize that I already had an item needed for a quest because the character that had it wasn't actively participating in the conversation. When your group has the object it asks about, like the Holy Grail, one would believe that the one who has it would at least say it. Sometimes Divinity: Original Sin leaves you feeling like you've been wasting time.
But at the same time I liked the feeling that they didn't give me everything chewed. When I discovered that you can loot an entire house by having one of your characters distract their owner while the other one fills his pockets, it was fantastic. Actually, aside from inventory issues and the occasional wandering clue as to what to do next, the challenge of learning Divinity: Original Sin shapes is a lot of your fun. It forced me to think about my actions and choices , which more than we can say about RPGs today. The option to "unlearn" a skill does not appear until the game is really started, so I had to stop and start several times until I found the two hunters who were better prepared for all the challenges that awaited us.
Even though Divinity: Original Sin is out now, there are a few issues that Larian is still dealing with, such as the lack of named followers and voices other than the warrior and wizard you pick up in the first city. But we are talking about one of those games that will probably win the public's favors if only for the possibility of creating your own adventures thanks to a whole set of tools for modders . But it is a point in favor that these tools do not feel like something that is essential for Divinity: Original Sin, as it happens with other RPGs.
Other reviews
We gathered the finest game reviews for you to have a better idea of the Divinity: Original Sin
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Maurice WeberDivinity: Original Sin tested - huge, old-fashioned, fantastic
In the test, the role-playing game Divinity: Original Sin impressed with genre virtues from old times, challenging round battles and a completely free game worl...
So there they stand, our four brave heroes against a horde of undead archers and a skeleton with a huge bomb on its back. What to do? We could perhaps do a rain dance first to extinguish the fuse on the explosive skeleton. The soaked enemies would then be more susceptible to a few well-placed freeze spells. Or even better: We let loose lightning on the rainwater puddles under your feet and paralyze everyone in one go. But the last kick is still missing somewhere. So maybe no rain magic after all.
Wait, didn't we see a couple of oil drums nearby? We let them fall into the middle of our enemies via teleport magic and then throw a magic spark into the puddle of oil. The burning floor would be devastating enough, but especially the guy with the bomb doesn't get it at all. Bye archers, bye skeleton! There would have been dozens of other strategies and magic combinations, because Divinity: Original Sin is an RPG of freedom.
And not only in turn-based battles: Many tasks can also be solved by persuasion or stealth, and there are countless buried treasures and secret dungeons in the huge world. Above all, however, the game gives us the freedom to discover all of this without taking us by the hand - and of course the freedom to fall spectacularly on our faces.
Custom made co-op heroes
We already have a lot of leeway when creating characters, especially since we create two main characters. In the course of the game we add up to two companions to our group. We control this group of four either alone or we invite a friend and leave half of it to him - Original Sin can be played through completely in co-op. In any case, we develop our heroes without any typical class restrictions. Even if we start out as swordsmen, we can still learn magic and breed a battle mage later. To do this, we increase classic attributes such as strength and intelligence and distribute skill points across different disciplines such as one-handed weapons or the various schools of magic.
We learn spells and other special attacks from books that any hero with the necessary score in the relevant discipline can read. In addition, we should also consider skills such as pickpocketing, charisma or handicraft with a few points - although they do not help us in a fight, they make our way through the world a lot easier. Finally, there are special talents with sometimes serious effects. »Animal lover«, for example, lets us talk to the fauna and »Glass Cannon« gives us twice as many actions per turn in combat, but halves our life points. In short, in Original Sin everyone can work out their dream hero and turn dozens of screws - wonderful!
We are the chosen ones - again
When the hero duo is there, we go to the city of Cyseal. As so-called source hunters, a kind of inquisition for forbidden source magic, we are here to investigate a magical murder case. On top of that, the usual suspects of orcs, undead and dark cultists have spread in the area. In reality there is much more to it than that, it is - logically - about the threatening end of the world and only we - logically - the chosen ones can still avert it. It takes a long time for the story to break out of the fantasy cliché cage anyway, and it never really sweeps us away.
This is also because we hardly ever develop a real relationship with any character. There are dozens of possible companions to choose from for our group of heroes, but only two of them have their own dialogues or personality traits - no comparison to the colorful cast of Baldur's Gate 2 or Planescape Torment. And these two also remain very one-sided most of the time.
The ex-spring hunter Madora, for example, sees nasty spring devilry in every shadow (and every cuddly kitty) and gives almost the entire game little more than one absurd suspicion after the other - initially quite funny, her chatter soon only brings us to the fore Yawning. Later we learn in an extra quest why she trudges through the world so paranoid, but that doesn't make her a really interesting figure either.
World of wonders
While we are groping our way through Cyseal in search of the first evidence of a murder case, we discover the real strength of Original Sin: the incredibly rich game world. It is not a world in which we follow the main story as quickly as possible, but a world that comes to life primarily through its countless side stories. A melancholy clam wants to be thrown back into the sea, a beast of burden begs us to stab its cruel master or a heart-sick troll longs for female company.
As usual from the Divinity series, Original Sin is by no means deadly serious, but indulges in his wacky humor. But just as often as we laugh, we have to make really difficult decisions. For example, we come across a spirit who sank his beloved's ship out of jealousy and now regrets it forever - do we convince the spirit of his beloved to forgive him, or does he deserve his punishment?
In such cases, each of our two main characters can give their own opinion and then have a better chance of asserting themselves with a higher charisma value. These group discussions shine especially in co-op, where every player can have their own mind. But it's also fun to play your two heroes with very different personalities on your own - but if you don't feel like doing it, you can give one of the characters an AI personality. In any case, the decision-making dialogues are consistently written first-class, instead of simple good and bad, both sides usually have plausible arguments.
The conversations would be even better without the occasional translation mistake; if you can, you should play in English. Especially since the soundtrack remains completely in English in the German version - but only background noises like barkers are set to music anyway, so most conversations come as silent text windows. Original Sin can't really shine when it comes to staging, but it more than makes up for it with his clever ideas.
Eldorado for explorers
Aside from the quests, there is much more to discover in the huge game world: Characters with a high perception value may come across hidden treasures, and only those who scan the entire map will find all the secret dungeons. Original Sin never guides us, however, it demands our own urge to discover - if we miss something cool because we don't look closely, it's our own fault. The feeling of elation is all the more triumphant when we uncover a cleverly hidden secret.
In addition, the world invites you to be creative: almost every object can be moved (maybe there is a trap door hidden under this chest?), Almost everything can be stolen and sold if we are clever enough. Or use it for crafting. A makeshift club is made from nails and a branch, and anyone who mines steel in the mines can use it to make a high-quality ax in the forge.
In the same way, different but always comprehensible solutions can be found for most tasks. In the above-mentioned murder case, for example, do we tickle new information from the suspects with our charm or do we steal their keys from their pockets and search their rooms for evidence? Only the clumsy operation dampens the joy of discovery: Our heroes trudge slowly through the world, the confusing inventory quickly overflows with crafting ingredients and other odds and ends, and the camera doesn't always want to be like us, especially when there are great differences in height.
The right strategy wins
The turn-based battles are easy and intuitive to control, just like in the hunt for secrets, nothing is given to us here either. The system is actually deceptively simple: each figure gets a certain amount of action points per turn. They are our only resource and are used for moving, attacking and casting spells. Original Sin unfolds unbelievable depth through the endless possibilities of creatively combining our various abilities and elemental magic. Enemy flank attacks, attacks of opportunity and stabs in the back also force us to pay close attention to our positions. A sophisticated strategy can handle even superior enemies - and the enemies are almost always superior to us.
Each type of enemy has its own peculiarities: Ice elementals, for example, are not only immune to cold spells, they are even healed by it. A particularly fat boss opponent happily jumps back and forth between different elementary types and forces us to rethink every time. And then there are death knights who are completely invulnerable until, with some effort, we put together the only spell that helps.
Divinity: Original Sin makes us work for our victories, which makes them all the sweeter. The difficulty curve could be a bit more balanced: We hardly had a harder fight for the entire game than against the zombie boars in the forest of Cyseal, which we faced as complete beginners without much equipment. Later, after we had conscientiously accumulated experience through dozens of side quests and found our way around the game better, not even the most powerful demon made us sweat as much as the undead cloven-hoofed.
Fairytale
The game world is downright sweet: Original Sin contrasts the usual grim dark realism with a wonderful fairy tale world. Whether it is a busy city, secluded forest or a dilapidated sanctuary, every area is bursting with love for detail and is accompanied by an absolutely fantastic soundtrack. Only the character models look a bit clunky up close, but they shine with an imaginative, wacky design.
We not only fight against terrifying demons and classic undead, but also against jumping snowmen, skeleton court jesters with colorful bagpipes and robot chickens. It may take a bit of getting used to, but Divinity: Original Sin is a game in many areas that you have to get involved with. It is worth it ..
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LucDivinity: Original Sin review - classic turn-based RPG worth a sin
The review was based on the PC version.
Fans of RPG games certainly have nothing to complain about in recent years - the video game market is drowning in the flood of new productions focusing on the development of the hero, casting powerful spells and fighting dragons guarding vaults bursting at the seams. What's more, more great hits are on the way and will appear on our discs in a few weeks or months. And although the epic adventures we experience while playing the role of Geralt or Dovahkiin can totally absorb them, they have nothing to do with those we experienced in the golden age of classic erpegs. Studio Larian in 2002, when creating the first installment of the series - Divine Divinity - only took the first steps in the industry, but the end result turned out to be surprisingly successful. The production, combining arcade combat like Diablo and the level of openness of the world close to Baldur's Gate, was very warmly received by all fans of the genre, giving the creators the motivation to continue working on the world of Rivellon. After a few years of break, we have the opportunity to be there again.
Although the action of the new Divinity takes place in the same universe, the whole thing takes place long before the events of the first part. Playing the role of two heroes - members of the mighty Order of Source Hunters - we set off to an unknown seaside town to investigate the mysterious murder of a local councilor. As it happens in games of this type, the seemingly uncomplicated matter quickly turns into a much larger plot, the unraveling of which also falls on our shoulders. Looking for more clues, we come across newer and newer clues that ultimately lead us to the trail of a much more serious problem. So we move forward, visiting more spooky tombs, wandering through endless caves, tearing through deserts or even visiting other dimensions. All this to fulfill not only the duty of every Source Hunter but also their destiny.
In addition to the missions closely related to the main plot, our two heroes can also engage in a multitude of side activities. There are a lot of additional tasks, and although most of them only come down to bringing an item to the right person, I did all of them with pleasure. Satisfaction with a completed task - even a trivial one like defeating a crazy snowman - is enormous, especially if you need to solve a complicated rebus to complete it. The puzzles in Divinity: Original Sin can get under your skin from the very beginning . Although with some of them my Source Hunter had to become a Single Pixel Hunter for several dozen minutes, when I finally managed to solve the whole thing, the feeling of frustration quickly gave way to immense pride. Hiding tiny switches behind the bushes that open the door at the other end of the map is a manifestation of pure sadism on the part of the developers, but it should be remembered that the best games of this genre were built on such elements.
If it happens that we are not able to cope with a given puzzle on our own, or we are simply bored with playing alone, we can invite our friends to play together. Although I was initially quite negative about the cooperation mode, it turned out that thanks to the game for two, the title gains a completely new face . It is undoubtedly influenced by the double dialogue system - each of the main characters has an opinion on a given topic, and when he does not agree with his companion, he resolves the conflict with the help of a reliable "paper, rock, scissors".
While in the case of playing alone, it requires proper empathy and sometimes the first symptoms of schizophrenia, it works really well in cooperation and turns any opportunity for dialogue into great fun. Our comrades also quite often throw in their opinions, although this particular element is not particularly successful . Their stories and imposed personalities at the very end of the game turn blushes, but most of the time they throw numb clichés and it's hard to shake the impression that their lines have been written on your knee. Were it not for the fact that they can be useful in combat, my duo of Hunters would most likely travel only among themselves.
Exactly, a fight. After all, it is not just a conversation that a person lives on, so our proteges willingly reach for their weapons in the breaks between subsequent dialogues. Unlike the previous parts of the series, Divinity: Original Sin offers players a fully turn-based combat mode. And not just any, because it puts a very strong emphasis on strategy, character positioning and the ability to properly use the environment and the reaction between individual elements. Although I have not realized it so far, it is probably this element that I miss the most in contemporary productions. The need to plan a fight in Divinity really captivated me, and devising the right spell combinations to maximize damage is surprisingly much fun and makes each fight a completely different experience. If we add a really high level of difficulty to the battles, we get one of the most interesting and engaging systems, which gains even additional points during demanding boss fights.
During these clashes, however, the greatest drawback of Divinity is revealed - the camera work, which makes it very difficult to target enemies, and a clumsy interface . Although everything looks perfect at first glance, after prolonged use of the title, I cursed the creators for the trouble they did in this matter at least a dozen times. The camera often unexpectedly changes its position, and the characters we try to hit jump in a rather random way - this often leads to a situation in which we click right next to the beast, and our hero, instead of dealing a fatal blow, simply starts running towards the enemy. Hundreds of times during the game I also "skipped" my turn due to holding the key too long or accidentally pressing the spacebar twice. The lack of any safeguards in this regard often causes a lot of frustration and ruins all the moves that we managed to plan during the fight. As if that was not enough, the game does not allow you to quickly cancel the dialogues you have started, so when you accidentally click on any of the characters you have to wiggle the mouse furiously across the screen. In fact, these are minor inconveniences to which I was able to get used to after some time, although I must admit that even after nearly 50 hours of play, I still cannot get over the fact that these problems were not noticed during the tests.
Equally surprisingly - although in this case in the most positive sense - the game presents itself from the audiovisual side. Throughout the game, of course, we watch the action from an isometric projection. The locations we visit are extremely detailed and look equally effective even in very close-ups. The sight of undulating, single blades of grass, butterflies sitting on flowers or even the red gilt splashing with blows, are just some of the many details that build a world full of stunning views, at which I just had to stop at times.
The wonderfully composed soundtrack also helps in enjoying the picturesque landscape. It fits perfectly with the events on the screen and perfectly builds the mood of the adventures. Although I listened to it for several dozen hours, I never had enough of it. Compared to the previous parts, some of the songs sound strangely familiar, but considering how high the level of the compositions by Kirył Pokrowski has always been constant, it is difficult to make any accusation about it.
Despite some minor flaws, the game looks really great and I can honestly recommend it to anyone who has missed this type of gameplay. Support for the modding community is an additional promise that even after completing the official campaign, the item will still have a lot to offer fans.
However, I must admit that out of the four great erpegs founded on Kickstarter (apart from Divinity, I mean Torment: Tides of Numenera , Pillars of Eternity and Wasteland 2 ), I waited for Original Sin with the least enthusiasm. The time spent traversing Rivellon turned out to be wildly successful, making Larian's title arguably the best isometric RPG since Baldur's Gate II . If this is the future of this forgotten species, we are in for some great times.
Streams
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