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Tags: Divinity: Original Sin; Larian Studios; Swen Vincke
Today's Divinity: Original Sin Kickstarter update brings good news and bad news. The good news is that the game's beta is just around the corner, and will be released on April 1st. The bad news is that day/night cycles, which were promised for the Kickstarter's $1,000,000 stretch goal, have been cancelled. I quote:
This year, April is bringing more than mere showers: The beta version of Divinity: Original Sin is nearly ready for launch and will hit Steam the week of April 1 (no jokes!).
Those of you who have been making careful rounds of the alpha world will be excited to find the following:
If you watch the video, you'll find a nugget of wistfulness among the litany of good news:
Due to time and budgetary constraints, we have chosen not to implement day/night cycles for the launch of Divinity: Original Sin.
This was no easy decision, but in the end, resources had to be allocated toward stability and bugfixing in order to release a content-heavy, technically smooth game (almost) on time.
We realize our fans and backers will be understandably bummed by this news, but we hope to make it up to you with a game that we are proud to release and you will feel proud to have supported.
If you'd like to read more about the reasoning behind the decision to forego day/night cycles, head over to Swen's blog for a more thorough explanation.
Alas. It's a significant loss for a game that aims to be an Ultima VII spiritual successor. But as I often say, the tree of Incline shall be watered with the tears of disappointed fans. It's all for a good cause.
Today's Divinity: Original Sin Kickstarter update brings good news and bad news. The good news is that the game's beta is just around the corner, and will be released on April 1st. The bad news is that day/night cycles, which were promised for the Kickstarter's $1,000,000 stretch goal, have been cancelled. I quote:
This year, April is bringing more than mere showers: The beta version of Divinity: Original Sin is nearly ready for launch and will hit Steam the week of April 1 (no jokes!).
Those of you who have been making careful rounds of the alpha world will be excited to find the following:
- New region unlocks
- Hugely expanded character creation options, including visuals and presets
- Tons of new talents
- A new cache of new skills and spells
- Better AI and new enemy tactics
- Hundreds of bugfixes
- New and upgraded visuals, special effects, and music
- Improved loading times and stability
- Improved cooperative dialog systems
If you watch the video, you'll find a nugget of wistfulness among the litany of good news:
Due to time and budgetary constraints, we have chosen not to implement day/night cycles for the launch of Divinity: Original Sin.
This was no easy decision, but in the end, resources had to be allocated toward stability and bugfixing in order to release a content-heavy, technically smooth game (almost) on time.
We realize our fans and backers will be understandably bummed by this news, but we hope to make it up to you with a game that we are proud to release and you will feel proud to have supported.
If you'd like to read more about the reasoning behind the decision to forego day/night cycles, head over to Swen's blog for a more thorough explanation.
Alas. It's a significant loss for a game that aims to be an Ultima VII spiritual successor. But as I often say, the tree of Incline shall be watered with the tears of disappointed fans. It's all for a good cause.