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Divinity Divinity: Original Sin 2 - Definitive Edition

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,545
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Bulgaria
Man O man. Tactician. Almost 40hours in. Exploring is still fun but combat becoming boring with every encounter. Hype is decreasing for me.:negative:
Youp that is why i alt+tab on every enemy's turn.
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
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Scandinavia
[...] Larian aproach to game is fun unlike any POE balanced bland shit.
Honestly though, some of the main flaws of the game stems from the fact that Larian seem to have forgotten this key tenet. I think it hit the game late in development, which is why it's not endemic, but there are definitely key parts where they prioritized "balance" over fun. It's honestly very.. odd. It's like they changed leads mid-development or something, or decided to build the game as some kind of competitive platform, possibly for PvP or something. It's actually quite odd, the near-obsession there seem to have been on certain aspects of the game, which is why the Attributes are so extremely lackluster and we're stuck with the round-robin turn-order.
 

Belegarsson

Think about hairy dwarfs all the time ( ͡° ͜ʖ ͡°)
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Steve gets a Kidney but I don't even get a tag.
Jesus fuck the fight in Kemm's vault
fucker teleported in and one hit kill Arhu despite all of my fortifying and buffing armor efforts. Is there any easy way to keep Arhu from dying so quickly?
 

Jimmious

Arcane
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Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
[...] Larian aproach to game is fun unlike any POE balanced bland shit.
Honestly though, some of the main flaws of the game stems from the fact that Larian seem to have forgotten this key tenet. I think it hit the game late in development, which is why it's not endemic, but there are definitely key parts where they prioritized "balance" over fun. It's honestly very.. odd. It's like they changed leads mid-development or something, or decided to build the game as some kind of competitive platform, possibly for PvP or something. It's actually quite odd, the near-obsession there seem to have been on certain aspects of the game, which is why the Attributes are so extremely lackluster and we're stuck with the round-robin turn-order.

This is exactly what I've been thinking. A lot of combat decisions seem to be focused on balanced multiplayer PvP which is certainly crazy as it was never the focus of the game.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.eurogamer.net/articles/2017-09-21-divinity-original-sin-2-review

Divinity: Original Sin 2 review
God killer.

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A CRPG of unparalleled breadth and dynamism, Original Sin 2 is Larian's masterpiece.


About halfway through Original Sin 2's campaign, you acquire the ability to talk to ghosts. Cast "Spirit Vision" in any given area of its massive, detailed world, and any nearby souls waiting in the queue to the afterlife will be revealed to you, their transparent outline glowing with a greenish hue.

In other games, this would be a neat gimmick useful in a few specific circumstances. In Original Sin 2, it's like putting on the glasses in John Carpenter's They Live. It changes everything. Suddenly, the world becomes alive with the dead. They wander through the streets, linger amongst revelling tavern patrons, hover over battlefields staring at their own corpses.

You've been given the keys to a whole new reality, and it's going to unlock a lot of doors. Remember that murder you were investigating? Never mind finding the murder weapon or an incriminating letter, just ask the victim whodunit. Looking for a secret passage in a dungeon? Maybe there's another, less fortunate adventurer floating around you can glean some advice from.

It's a revelatory feeling, and it isn't the first or last time that Original Sin 2 evoked such a sensation within me. Indeed, it's just one example of a theme that defines Original Sin 2: nothing is as it seems, and there's always another way of thinking about a situation.

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I have a bad feeling about this.

Admittedly, this was more or less the premise of the first game. In fact, at a glance you'd be hard pressed to tell the difference between the two. Original Sin 2 carries over all the best elements of its predecessor along with, annoyingly, a few of its flaws. But as you delve deeper into Original Sin 2's labyrinthine story, it becomes clear the two diverge like grape juice and wine. The former is light, fresh, unadulterated. But things have happened to the latter, and it's come out the other end darker, matured, and delectably intoxicating.

Indeed, if there's another theme that defines Original Sin 2, it's corruption. After escaping from the Sourcerer prison of Fort Joy, you and your party embark on a race for power. A malevolent force known as the Void is slowly wrapping its tendrils around the world, and to defeat it one of your party must ascend the status of Divine, a form of godhood previously attained by a Christ-like figure named Lucien.

Alongside your ragtag band are at least a half-dozen other factions scrabbling toward Divinity, from the ruthless Magister sect led by Lucien's own son, Bishop Alexander, to a Necromantic cult known as the Black Ring. Even the Seven, the pantheon of gods whom Lucien once served, have succumbed to bickering and infighting in the shadow of the Void. Their quarrel is so grievous that each god selects a different member of your party to be their "Chosen One", which has all kinds of potential ramifications for your party's own cooperative efforts.

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Otherworldly elements like Deathfog and Source are represented by a brilliant visual effect that's like someone cut a hole in reality, revealing the stars of another universe.

As the different sides clash and atrocities are committed, what should be a straightforward battle between good and evil turns into a grey malaise where it's hard to tell which side is the most contemptible, let alone who is right. Larian drip-feed the ensuing twists and revelations over many hours, slowly peeling back the skin of each faction and letting you prod at the flesh beneath to decide just how rotten it is.

It's a strong plot, adopting the perspective that everybody is the hero of their own story and rushing into battle with it. Nearly every side has a convincing justification for their actions, but at the same time those actions make you really want to throw them in the biggest fire you can. This notion also applies to your party, who truly can be the hero of the story if you choose to play as one of them. Up to four of a potential seven characters can accompany you on your journey, and their personal tales can be just as compelling as the wider stories being played out in Rivellon.

Take Sebille, an elvish rogue on a bloody quest for revenge. Before you encounter her in Fort Joy, Sebille was a slave and assassin forced to murder countless people by a mysterious figure known only as the Master. Sebille carves a bloody path on her journey through Rivellon, a path that is not always one you want to follow her down. At the midpoint of the game, you need to parley with a mercenary faction known as the Lone Wolves, whom another of your party, a man named Ifan, belongs to. But the leader of the Lone Wolves is responsible for selling Sebille into slavery in the first place. Put her in your party when you speak to them, and there won't be much time for negotiation, what with all the stabbing going on.

The party stories aren't as integral or fleshed out as those in, say, Mass Effect. They tend to occur in short, infrequent bursts. But they're all thoughtfully written and can be very dramatic. The story of Lohse, a flame-haired mage with a demon trapped in her skull, has one of the most stunning visual reveals I've encountered in ages, beautifully set up and executed. The game even uses the characters who don't accompany you on your adventure in clever and surprising ways.

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The Spirit Vision mechanic epitomises the richness of the game's detail.

Yet while I enjoyed both the main plot and the backstories to the characters, the best stories in Original Sin 2 are those you stumble upon in the world. I've battled sentient scarecrows, helped a chicken find her lost eggs, and once received a quest by eating a disembodied limb I found in a shark's stomach. I lured a murderer out of a tavern by feeding him tainted stew, and then killed him when he emerged from the outhouse, having relieved himself of his stomach lining. The inventiveness of Larian's writers and designers never ceases to amaze, nor does their ability to anticipate the player's actions.

Then there are the stories you make yourself through the games combat and dynamic systems. At one point I entered an arena fighting competition where all my party were literally blindfolded, and won the match. But afterward the game automatically removed the blindfold, revealing my undead face to the competitors I'd just bested. This resulted in a second, altogether more real fight as everyone recoiled in horror at my eyeless skull, and reached for their blades. Another time, one of my party got imprisoned after being caught trespassing. I broke him out by teleporting him out of his cell and hiding him amid a stack of barrels until the heat was off. I also picked up two quests in the prison that otherwise I might have missed.

Wherever you go and whatever you do in Original Sin, the game constantly impresses with its ability to adapt and accommodate. Some of the quests I embarked upon ended happily, while others were astonishingly bleak. Original Sin is capable of both humour and horror, and this is reflected in the design of its world. The area immediately surrounding Driftwood is an idyllic fantasy-scape; verdant woodland, dramatic cliff-faces, there's even a little lover's grove complete with waterfall and rainbow. Proceed north, however, and you'll eventually reach Bloodmoon island, which is one of the ghastliest places I've explored in an RPG. The ground is slick with blood, body-parts litter the landscape, and what passes for plant-life consists mostly of fleshy bulbs and sinewy vines. In one corner of the island is what I can only describe as a tide of corpses. It's unsettlingly grim stuff.

Regardless of the hospitality of your surroundings, the detail in Larian's environments is wonderful. Arguably my favourite thing about the game is the diorama-like design of its houses and structures, from the cluttered desks and stacks of books that litter an arcanist's office, to the way tables in taverns are sprinkled with food, wine, and utensils. All of this can be touched and picked up and moved around, making Original Sin a rare example of a truly tactile isometric RPG. I love those moments in the game where you have to search one of these busy rooms for a trapdoor or hidden lever, or rummage amongst the desks and bookshelves for a letter or a specific tome.

Were they so inclined, I think Larian could make a marvellous detective game, although they'd need to jettison a few bad habits. One thing that carries over from Original Sin is the puzzle-like nature of its quests, and I remain ambivalent about some of the execution. Original Sin 2 doesn't track quests like other games, providing clear instructions and an exclamation mark on the map to chase. Quest markers are revealed sparingly, while your journal only records brief, cryptic statements about what you've found so far, offering no information on how next to proceed.

The intention is clear enough. With multiple ways to solve most quests, Larian want you to sniff around and discover a solution for yourself. The trouble is sometimes it's not just the solution that's evasive, but the leads that you're supposed to follow. This becomes particularly problematic in the third act, when searching the city of Arx for the missing Lord Arhu (presumably short for Arhu the person I'm looking for?). While pootling around the sewers, I discovered a hidden door that led to a ground of Locke Lamora-esque child thieves' den. I thought this was a neat Easter-egg, but it turned out to be a crucial location related to the Arhu quest. How you're supposed to figure that out logically I still don't know.

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Divinity's bright and cheerful aesthetic belies some truly horrific scenes.

Balancing difficulty is undoubtedly where Larian struggle most. Although Original Sin is an RPG, it has one foot in the strategy genre, evidenced most clearly by the XCOM-style combat. I loved the combat in the first game, and Larian have wisely left the system more or less unchanged, mainly focusing on expanding the classes and abilities. I started out playing as the new Polymorph class, but as the game went on I increasingly leaned toward the Witch's abilities because they're so cool, including the ability to summon a spider made of bones, and call down blood rain from the sky.

The ability to build your own combat style is key element of Original Sin, and the strategic opportunities it offers is basically a game in itself. But mixing classes is a tricky balancing act, and if you get it wrong and spread yourself thinly, you could be in trouble. Combat can be fiercely challenging, especially if you're a couple of levels below your opponents. Put it this way, I played the game on the "Explorer" mode, because I like RPGs to be more about characters and choices than raw challenge, but I still hit a couple of bumps along the road. One battle I fought in a place called the Blackpits took over an hour, as the game sent wave after wave of oily blobs after me, wreathing the whole area in hellish necrofire that will be burned into my mind for the rest of my life.

Still, the merits of Larian's creative choices outweigh the flaws. I like sniffing out my own solutions to problems, and of all the fights I got myself into, only perhaps ten percent of them were unpleasantly difficult. Partly it's about learning to use the tools available to you effectively, to provide your characters with plenty of skills, to use summons and disabling spells to mitigate the numbers of a larger force. To remember to cast Spirit Vision when you're at what seems like a dead end. Perhaps the biggest challenge in Divinity is not necromancer cults or cryptic puzzles, but learning to experiment with all the available systems.

There's such a wide range of influences visible in Larian's work. Ultima and XCOM are the obvious ones, but there are other moments, such as when you're breaking into a house or searching for a hidden hatch to the basement, that the game suddenly feels more like Thief or Dishonored. The game foremost in my mind while playing, however, was The Witcher 3.

This isn't because of the setting or Divinity's similar ponderings over morality. It's because I thought it would be many years before I played another RPG that was even close to being that rich with choice and charisma. Original Sin 2 has made me question that belief, and I don't think I could give it a higher accolade.
 

Jimmious

Arcane
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Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Don't blame them, I think most of the younger populace didn't see turn-based combat until nuXCOM appeared. They probably thought it was a myth until then, told only from some crazy people that also play "that stuff with the dice and elves"
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,705
Pathfinder: Wrath
It's not like it isn't easier than ever to find and play old games, and the old X-Coms in general, with the existence of GOG. They probably just think there aren't any games outside AAA ones.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,653
They are map markers which denotes region of interest you heard from but you still need to look around and search for quest objectives so its not as bad as Bethshit quest compass is.

This functionality became supported in Bethesda games as of Skyrim. :M
 

LESS T_T

Arcane
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Oct 5, 2012
Messages
13,582
Codex 2014

Raapys

Arcane
Joined
Jun 7, 2007
Messages
4,994
Finally finished my solo run. Game says I spent 70 hours or so. Feels a lot shorter, so I think that timer takes into account CheatEngine's speedup, meaning it's more like ~40 hours actual play time.

Overall a very enjoyable game. On one hand I dislike plenty of things about it(level scaling/balance focus, armor system, art style, storyteller writing, random items, slow walking and combat, etc.), on the other it's just really fun to play at 2x speed. In a lot of ways it reminded me of BG2, in that the game world is huge and there's always some new content waiting for you around the corner. The ways various skills and environment synergize is great, though I played most of tutorial island before realizing that Necromancer can't actually leech hitpoints from Retribution.

The difficulty level was where I wanted it for a solo run, though for slightly wrong reasons. The main challenge when going solo is incapacitation(freeze, stun, shock, petrify, terrified, knockdown), i.e. anything that forces you to skip a round. Unfortunately there's plenty of that, so it required some cleverness and cheesing here and there. Starting at maybe level 12-13 things started turning around due to the way the scaling works and I probably ended up having an easier time than a full party in a lot of the battles. Ended the game at level 21 with 40k hp, 3.2k damage, 65% crit chance, but by then I'd already stopped optimizing. There were still a couple of challenging fights towards the end though, so it didn't really get boring combat-wise.

I'll probably try another solo run, using a pure caster this time. Fighter's fun enough, but offers limited tactical variety. And I still haven't actually tried any of the source-based skills yet.
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052


TBH, the Wolves are just too powerful in this game. One Lone Wolf is better than the entire basic party, lol. Two are beyond any measure.
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,093
Just killed Drog Grog , it was much easier than I thought , poor fella didn't get a chance to do anything getting stunned each turn . Didn't even take long to do it , thanks to Prince's pyromancy dealing over 1000 damage per turn .
LyiUIlT.jpg

People say that 2 lone wolves are really strong , but I wonder how they deal with gimmicky fights like this , where versatility really matters .
 

Stavrophore

Most trustworthy slavic man
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don't identify with EU-NPC land
Strap Yourselves In
Item scaling is really fucked up, basically your equipment is useless after two level ups.
About the troll fight, what kind of CC you used on him? He is immune to some effects if i recall correctly. Im thinking to use invert health polymorph spell on one of my people who will get to low health before the fight, and then its just using some firespells.
 

Raapys

Arcane
Joined
Jun 7, 2007
Messages
4,994
People say that 2 lone wolves are really strong , but I wonder how they deal with gimmicky fights like this , where versatility really matters .
Struggled for a long while with that one. He couldn't kill me, I couldn't kill him. Then I used the source vision thing and some ghost says the trolls all have a weakness to one element. Went to city to buy a flame scroll, cast on Trog and it completely removed his regen.
 

Belegarsson

Think about hairy dwarfs all the time ( ͡° ͜ʖ ͡°)
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Steve gets a Kidney but I don't even get a tag.
Pretty sure he's vulnerable against fire because I drained magical armor and half of his hp with 2 laser rays.
 

Sjukob

Arcane
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Jul 3, 2015
Messages
2,093
About the troll fight, what kind of CC you used on him? He is immune to some effects if i recall correctly. Im thinking to use invert health polymorph spell on one of my people who will get to low health before the fight, and then its just using some firespells
If you are not sure what his immunities/ressistances are you can always right click and examine him . I used 3 forms of cc: blind , stunned , chicken morph , with stun being the most frequently used . He only got one chance to attack/fortify , after that it was an endless chain of cc and burning him down with fire damage .
 

Renevent

Cipher
Joined
Feb 22, 2013
Messages
925
I was a tad over-leveled when I fought him (maybe level 14 or 15?), but I opened with a fireball and one shotted him with meteor shower. There's obviously source restrictions on that skill so it prohibits it's constant use, but that's probably the strongest spell in the entire game, at least that I've seen.
 

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