Angthoron
Arcane
- Joined
- Jul 13, 2007
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Tags: Divinity: Original Sin; Larian Studios
Divinity: Original Sin, the latest entry in Larian Studios' series of Divinity games has finally been released from its Early Access status, and the ever-speedy RPG Codex staff embodied by Angthoron has already provided a review a mere two months after the game's release. Is this game divinely good, sinfully bad or stuck half-way in purgatory? Here are but a few spoilers:
Read the full article: RPG Codex Review: Divinity: Original Sin
Divinity: Original Sin, the latest entry in Larian Studios' series of Divinity games has finally been released from its Early Access status, and the ever-speedy RPG Codex staff embodied by Angthoron has already provided a review a mere two months after the game's release. Is this game divinely good, sinfully bad or stuck half-way in purgatory? Here are but a few spoilers:
What did I expect a year or so ago when Larian Studios announced their Kickstarter campaign for Divinity: Original Sin? A fun, light-hearted isometric game with lovely music, lots of hit-and-miss humor, a fair bit of filler combat, hours of enjoyment to rival the chunk of my life that was torn out by Dragon Knight Saga and a meaningful co-op mode in which my partner would blow me up with well-placed fireballs and lightning bursts. Were my expectations fulfilled? Oh, yes. Granted, things like the absence of the mega-dungeon and the cut-short soundtrack are somewhat of a disappointment, and there seems to be a whole lot more than just a fair bit of filler combat, but overall, this is the game that all the subsequent Kickstarter RPGs will be measured against, and I admit that a part of me worries that some of the upcoming projects might not measure up quite that favourably.
The writing in Original Sin is by its nature fairly light-hearted and humorous as is common to Larian Studios’ style. [...] It does, however, occasionally suffer from jarring tone deafness and anachronistic expressions. Being addressed with “Sup, mate” by a rooster, or have a ram admire a cow’s derriere is certainly amusing, but not quite appropriate in a context of high adventure in the enchanted lands.
The character system in Original Sin is a simple enough thing that most RPG developers in the recent years have managed to screw up. Fortunately, Larian hasn’t, and the result is a simple and solid system based on genre-standard ability scores, skill points, slightly less standard traits as well as minor boosts coming from playing the characters consistently in dialogue.[...]
[...]The world is well designed, with distinct locations, appealing vistas and high attention to detail. Characters and objects clearly stand out from the backgrounds, effects are almost always obvious and visible and the secrets are obscured within reason. The side character models are also more detailed than certain models from Dragon Age 2 despite the isometric perspective instead of third person, so there’s also that. If it’s better than a game from the masters of the RPG genre, it’s gotta be good.[...]
The co-op multiplayer mode in Original Sin isn’t just a hasty afterthought – it’s one of the game’s major hooks. Larian’s intentions from fairly early on have been clear: they wanted to make an RPG that could be played together by friends, couples and strangers alike, where all parties involved would have their say at critical moments, and where all would find something to do. With but a few minor issues, their intentions can be considered a success. The multiplayer experience can be a great amount of fun thanks to the chances for distracting the NPCs (and stealing all their paintings), creating unexpected scenarios in combat and arguing through loads of dialogue[...]
The writing in Original Sin is by its nature fairly light-hearted and humorous as is common to Larian Studios’ style. [...] It does, however, occasionally suffer from jarring tone deafness and anachronistic expressions. Being addressed with “Sup, mate” by a rooster, or have a ram admire a cow’s derriere is certainly amusing, but not quite appropriate in a context of high adventure in the enchanted lands.
The character system in Original Sin is a simple enough thing that most RPG developers in the recent years have managed to screw up. Fortunately, Larian hasn’t, and the result is a simple and solid system based on genre-standard ability scores, skill points, slightly less standard traits as well as minor boosts coming from playing the characters consistently in dialogue.[...]
[...]The world is well designed, with distinct locations, appealing vistas and high attention to detail. Characters and objects clearly stand out from the backgrounds, effects are almost always obvious and visible and the secrets are obscured within reason. The side character models are also more detailed than certain models from Dragon Age 2 despite the isometric perspective instead of third person, so there’s also that. If it’s better than a game from the masters of the RPG genre, it’s gotta be good.[...]
The co-op multiplayer mode in Original Sin isn’t just a hasty afterthought – it’s one of the game’s major hooks. Larian’s intentions from fairly early on have been clear: they wanted to make an RPG that could be played together by friends, couples and strangers alike, where all parties involved would have their say at critical moments, and where all would find something to do. With but a few minor issues, their intentions can be considered a success. The multiplayer experience can be a great amount of fun thanks to the chances for distracting the NPCs (and stealing all their paintings), creating unexpected scenarios in combat and arguing through loads of dialogue[...]
Read the full article: RPG Codex Review: Divinity: Original Sin