Original Sin - Two Other Previews
Here are two other reviews of Divinity: Original Sin.
Larian will be the first to admit that we didn’t really get the time we needed to fully experience Divinity: Original Sin. I did get a good impression of the depth, scale, and combat mechanics, though. What I saw was a deeply impassioned team who, it seems, are building a game as a response to a dry spell in RPG’s within the last few years. Divinity: Original Sin clearly isn’t being built as merely a good Divinity game, it’s being built as a good RPG in its own right. It’s not a spin-off, and it’s not the bare necessities. The scale and richness of Original Sin‘s game-world was a breath of fresh air, and whilst the combat handed my ass to me literally on the first fight, it’s because I sucked – not because the game was unfair or unbalanced. I need to get better at Original Sin. It doesn’t seem to be pandering to anyone, and that doesn’t mean it’s stubborn and arrogant, it means that Larian knows what makes a good RPG, and they know there’s a demographic for that. Prepare to be reintroduced to RPG’s.
The first thing I noticed about combat is that it was turn-based. Using an initiative system, turns are carried out by using action points from a combination of movement, attacking, or using magic and items. I moved to an enemy, which drained a few actions points, then attacked with the rest of them. On my next turn, I decided to give my fire spell a whirl. To my horror, I aimed the spell incorrectly and ended up setting flame to both myself and our enemies. The person playing with me decided to cast ice on the floor on his turn, and I promptly slipped on it on my turn (yes there is friendly fire). I melted the ice with fire, creating a puddle. Craftily, my ally electrocuted the puddle and made a sizzling trap. After the combat ended, I marveled at all of the different things we had done with the environment and spells. There is true potential here for two players to really plan out strategy, and thanks to the turn-based combat, take the time to plan out moves carefully. It is a system that I have always thought would translate well into a cooperative format, and I can’t wait to play more.
Information aboutOriginal Sin
SP/MP: Single + MP
Release: In development