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Divinity: Original Sin 2 Early Access Thread [GAME RELEASED, GO TO NEW THREAD]

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
14485015_1228284337231762_6869711672802904935_n.png


No matter what your class, our new tag system in#DivinityOriginalSin2 lets you define your whole character. You might wear the armour of a warrior, but do you have a mystic's soul, a barbarian's savagery, or a rogue's wit? What did you pick for your characters in #DOS2?

https://www.facebook.com/LarianStud...83318.57774.154072634652943/1228284337231762/

KnvThij.jpg
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,029
Pathfinder: Wrath
"The Soldier" one kinda looks like Rhianna, lulz. I can't wait to choose my facial expressions which I won't even see because it's isometric and probably hidden by a helmet. Is it isometric though? Isn't isometric projection only in 2D? Maybe top-down/overhead perspective is a more accurate term?
 
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Efe

Erudite
Joined
Dec 27, 2015
Messages
2,597
do these faces look like their tags to you?
whats that mystic supposed to be doing anyway? neck stretches? it will be like that whole game?
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,029
Pathfinder: Wrath
Now that you mention it, she does look underage. Like 13-year-old underage.
 
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Seethe

Arbiter
Joined
Nov 22, 2015
Messages
967
Nah fuck this, not refunding. I like this game for now, and the third person text is getting less annoying. Less annoying is not good though, why'd they have to ruin it?

I like that at least the game is a little more grim, and takes itself a little more seriously compared to the first one.
 

vmar

Savant
Joined
Oct 17, 2015
Messages
210
How does the combat feel with the 6 ap cap? I can deal with the weird dialogue.
 

Seethe

Arbiter
Joined
Nov 22, 2015
Messages
967
How does the combat feel with the 6 ap cap? I can deal with the weird dialogue.

Not THAT much of a difference for me, especially with stuff like the Warlord talent which restores AP points if you deliver a killing blow, or Adrenaline which allows you to borrow two extra AP points and lose 1 the next turn. It seems more fast paced due to it, which is actually good in my opinion. Some battles were snoozefests in the first game, due to how many moves everyone could do.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Some details on companion system in single player mode, unreleased origin characters, default racial origin stories, scope (Act 1 is 20-25%), what's coming during and after Early Access, and so on: http://www.eurogamer.net/articles/2016-10-04-understanding-divinity-original-sin-2-in-early-access

Divinity: Original Sin 2 is already good - but there's important stuff coming that could make it great

Even after playing the Early Access version of Divinity: Original Sin 2 for nearly 20 hours I didn't understand why I would want my party members to work against each other. It's one of the big ideas in the sequel, one of the big ways the story will improve on Divinity: Original Sin 1's - this idea that people in your party are in competition with one another. In multiplayer you're even actively encouraged to stitch your friends up, which is something we've written about before. But in single-player, where you control the party members, why would you do it?

Turns out I didn't quite understand - both about competing party members and about other things that either aren't working properly yet, or aren't implemented, in the Divinity: Original Sin 2 Early Access build. I find that out when I speak with the founder and creative director of Larian Studios, Swen Vincke, after my Early Access playthrough. He puts me straight in the hope I can put you straight, too.

"There is something that is missing in Early Access and that is why you're confused," he tells me. "It's party relations and it's scripting for the companions. Currently what you're doing is you're controlling your party members as if you were to control them all in multiplayer - and that will not be the case when you're playing single-player."

Instead, he says, think of them as companions in Dragon Age: Origins or Baldur's Gate; companions with minds of their own.

"Your companions will have their opinions and you will have to influence them," he says. "You will still be able to walk around in the world as [the character] Red Prince if you, for instance, started as Sebille; what you will not be able to do is affect Red Prince's origin's quest. You will also not be able to affect his relationships."

It's an important clarification because it means you won't give the order for conflict in your party, which was the bit I was struggling to understand. The conflict will happen around you in characters with motivations of their own, and it will be up to you to try and manage them. They are designed to clash, and if you handle them badly they may leave and even attack you. But without the party dialogues at the moment, or a relationship gauge affected by it, it's only really half there.

The characters and their origin stories are very important to the bigger picture. They are the characters you'll choose from to play as and who you'll surround yourself with, and their origin stories should completely change your experience of the game. There's the corpse-eating elf Sebille, who's on a Kill Bill-style quest for vengeance against people who wronged her when she was a slave. She tattoos the names of her targets on her body, so has names to cross off. There's the Red Prince, exiled royalty who wants to restore his kingdom. There's Ifan, a murderous gang member who finds out he's not as alone in the world as he thought he was. And there's Lohse, a lady whose mind hosts demons. They all have things to do, and further down the line Vincke says there will be cutscenes at the start of the game explaining each of them.

Four of the planned six origin characters are in the game now. Those remaining are the undead origin character and the dwarf, says Vincke. In addition there will be default racial origin stories for people who make their own character from scratch, so however you play you'll have an origin story to pursue - as of course will the people playing with you in multiplayer, or the AI companions playing with you in single-player. And these are stories that weave far into the game.

The game's overarching story starts well enough, although Act One, which is what's in the Early Access build, mostly concerns itself with setting things up. There's a prison break that's entertaining for the amount of ways you can achieve it (and because sticking it to The Man and breaking free is always fun), then there are introductions to the vying factions in the world and the baddies, plus a personal revelation to spur you on. According to Vincke it's at the end of Act One, which isn't in the game currently, that things really kick off.

"You're playing Act One but you're not seeing the full end of Act One," he says, "so the full end of Act One is quite spectacular and that's not in there. And it ends there, where you fully comprehend what your central concept is going to be and what you need to go do through Act Two."

And Act Two, he says, "is vastly bigger".

"If you want to quantify it: Act One is going to be 20 to 25 per cent; Act Two is going to be 50 per cent most likely; and Act Three is going to be the last 25 per cent. Three acts," he says, "but that doesn't mean three maps."

But the game's real imagination, for me, shines through in the incidental stories and characters. This is a game where you can talk to animals, where even the fabled RPG rat speaks, and where dogs have crossbows on their backs. It's cheeky, it's quirky and it's all the better for it.

One memorable moment is an encounter with a witch, a sultry witch who uses her wicked temptress ways to seduce me and soon we're kissing. Only, well, I've never been kissed by someone who spews insects down my throat before, or been stung from the inside come to think of it. It's for a collection of moments like this, for giving a recently bereaved bear cub some life advice, that the writing of Divinity: Original Sin 2 leaves its mark on me.

But while the story and characters have clearly greatly improved from Divinity: Original Sin 1, the star in the sequel remains that irresistible core of turn-based combat, where floors erupt in sweeping fire, or ice, or poison, or the sky rains blood, and both sides unleash an arsenal of abilities trying to capitalise on it. Added into the mix this time are powerful Source skills, which don't feature too highly in Early Access; height bonuses, and with them multi-levelled battlefields (which apparently come into play very strongly later in the game); and physical and magical armour. The latter has a noticeable effect even in the Early Access build, and means that as your characters accrue physical and magical armour they can withstand some of the elemental chaos that was once so deadly.

What's so moreish about combat is that almost every encounter, on the higher Classic difficulty, feels beyond me when the fight begins. When the top of your screen fills with the turn-order of the people involved in the battle, it's overwhelming. How on earth am I going to survive this? But with careful manoeuvring and a generous dollop of luck it is possible to win - and it's so satisfying when you do. Even the final battle in the Early Access build, which spikes in difficulty significantly, is just about doable, although not head-on - you'll have to be cleverer than that.

Feeling clever is how Divinity: Original Sin 2 makes you feel over and over again. It's as though you're outfoxing the game. And it extends beyond combat out into the world, too. Problems aren't explained but laid before you, and you must figure them out. A maze took me the best part of an hour to get through, and I'd almost given up on another puzzle until I accidentally walked into the answer.

It's not how I'm used to playing role-playing games. I'm used to so much more being pointed out, and being guided to it, but that doesn't happen here - and it takes some getting used to. There are also a few bugs and issues with the journal not keeping track quite as well as it perhaps could, which can cause frustration from having to traipse around. But Larian is aware of it.

"The journal could be a little bit clearer, that's for sure. We see that," says Vincke (who adds the camera angle will also be zoomed out a bit). "But then again, it's hard because Original Sin is a different kind of experience in that you get so much freedom that we don't have a concept of quests, and this is something that people aren't used to because they've been so indoctrinated that there's a quest, and there's a quest reward, and that's what you get.

"We give you little stories that you encounter through your journey as you follow up on your overarching goal. At the start of the story this is getting off of the island, and as you get off of the island you understand there is something more special about you - and that becomes very clear when you get to the complete end of the Act and have to deal with it. How you get there," he says, "we don't care."

There's still a significant amount of content to come to the game for release. Major things missing from the Early Access build are the undead race; the fun-sounding polymorph and summoning skill lines; skill crafting and item enhancement; Spirit Vision to talk to ghosts (well, it's in there but not used); voice acting - "we're in talks right now to see if we can voice record the entire thing, but that's not a guarantee yet that we can do it"; the Game Master mode, the Editor, and a fix for rangers, "the most boring class right now".

But already Divinity: Original Sin 2 offers a fine, 15-hour-or-more campaign, either alone or with friends. And if you want more then there's the Arena player-versus-player mode where you can test higher-level skills, Source powers and the new Curse/Bless abilities that temporarily alter the properties of surfaces. You can only pick from pre-made characters there at the moment. Vincke says they're working on letting you customise your own.

Divinity: Original Sin 2 is a beautifully made, beard-stroker of a game that's so pleasant and rewarding to play. It has some rough edges but is unputdownable once you settle in and the game hits its stride. Indeed my biggest disappointment is that I can't play it all now. Everything that Divinity: Original Sin 1 did so well, the sequel revels in, and if the double-punch of story and conflict between origin characters does what it ought to, this could be special indeed.

The question now is when we can play the rest of it.

"Only god knows, man!" Vincke laughs, joking. "No, it's next year for sure. Preferably earlier next year than later next year but we're going to take time to do it correct."

Can't come soon enough.
 
Unwanted

Bésame Mucho

Unwanted
Joined
Sep 27, 2016
Messages
247
3rd person dialogue is misleading. There is a guy up the wall who plays cards and as you escalate towards combat there is the first dialogue options that literally says something along the lines of "give it to him" and in my mind I was going "awyeah killing time, imma gonna give it to him". What happened was that I emptied my inventory, GIVING TO HIM everything I had lel.
 

SniperHF

Arcane
Joined
Aug 22, 2014
Messages
1,110
DOS2 has more light-hearted tone but what would be your overall opinion?

Not that much lighter. In some ways it's darker. A lot of the characters in TToN are creatures of their environment, they aren't in despair or even desperate circumstances really when you consider that to them the world is as it has been for a long long time. They don't have much concept of the tumultuous past other than the small remnants of past civilizations. In a lot of ways it has the whole technology being indistinguishable form magic thing going on so the writing itself is not dark a lot of times. Characters just aren't aware of it. The player can get a different tone having a different perspective and knowing the setting but it's a personal tragedy more so than a global one.

In D:OS 2 though, it's actually really freaking shitty for both the player and the world at large. Source users (the player) are put in internment camps and experimented on. The black ring and void creatures are all over the place, and again if you know the setting (it's confusing AF so don't worry about it) will literally soon take over the world. The Gods are "dead". Their living God is dead. There are a ton of racial tensions between Lizards/Humans/Elves mostly. The other races aren't heavily represented yet. It's not like D:OS 1 where everyone is running around going "Oh hey look at all these crazy undead taking over the world, well nevermind that no go fetch me some cheese in the market". There is no market, everyone in act 1 is basically living in a ghetto except for your captors. The vast majority of the characters are well aware of where they are and don't slip into offbeat humor all that much. Frankly it's so over the top in how shitty the situation is that it goes too far, there's no perspective for the player. Perhaps when the intros are added that will change a bit. Also hoping that the next acts have more city life and other things going on rather than how act 1 is with basically every person in there consumed by their existence.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,029
Pathfinder: Wrath
The most awful and terrifying situations are those that are subtle. There's no subtlety in a concentration camp, it's all shitty, all the time and people within it know it. I feel like they went the easy route, the one where the bad guys are obviously evil because they are literally Nazis-by-any-other-name. And we all know how that part of history went down, so there's no need to establish evilness, that work is already done. I find Nazi allusions distasteful. There's so much more that the 20th century has taught us, and most of it isn't pretty, why does it always have to revert to Nazis? There's no way in hell they can justify concentration camps to make the evil guys seem reasonable and worthy of consideration, i.e. make them capable antagonists.
 
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Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Why does it always have to revert to Nazis? There's no way in hell they can justify concentration camps to make the evil guys seem reasonable and worthy of consideration, i.e. make them capable antagonists.
Whaddaya mean, "always"? Has any other Larian game been about Nazis? What percentage of RPGs in the last 10 years have been about Nazis? Or are you saying that Nazis have been done enough in the past and need never be mentioned again?

And it's OK sometimes for villains to be capital-e Evil. Shades of grey have a place in storytelling, but not everyplace.
 

SniperHF

Arcane
Joined
Aug 22, 2014
Messages
1,110
Certainly Witcher 3 hammed up the same angle. I don't really have a problem with it in theory but it takes over the entire tone of the game. Larian pretty clearly over corrected from all the D:OS criticism, at least in act 1. Witcher 3 avoided that despite using the same theme.

But I would say that Alexander and your other captors actually aren't outright evil in the usual hahaha I'm going to take over the world sense. That's the Void/ "Chaos" whatever the hell Larian calls it this week. The people holding you and other sourcerers are using evil methods. But they explicitly want to use them against the void from what I've gathered. They also seem to think (incorrectly?, it's not actually clear that they are wrong) that sourcerers in league with the void in some way.
 
Self-Ejected

Bubbles

I'm forever blowing
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Aug 7, 2013
Messages
7,817
DOS2 has more light-hearted tone but what would be your overall opinion?

Not that much lighter. In some ways it's darker.

I'd agree with that. Torment has more elements of comic relief than people might expect; the Erritis companion, the sexologist who spies on people's "mating habits", the Don Quixote character, the guy who narrates everything that happens around him, etc. etc. The world feels like a big circus in many ways, with all the aliens, transdimensional travellers, clones, cannibals, cultists, etc. crawling around.
 

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