Swen likes his Ultima-inspired pseudo-simulation.
D:OS is pretty impressively fun to play considering how many of these stupid fucking design paradigms Swen obey
Swen likes his Ultima-inspired pseudo-simulation.
When I think of bashing stuff in RPGs, I'll always think of this:
D:OS is pretty impressively fun to play considering how many of these stupid fucking design paradigms Swen obey
Player -- "Oh look a chest, I should open it and take all teh phat lootz"
Game -- "Do you know how to pick it"
Player -- "No but I can bash it open"
Game -- "Lol nice try, it's triple super reinforced with steel plates"
Player -- "Oh, then how about I blow it up with a Super Fireball of Death"
Game -- "Ummm you'll just burn up everything inside"
Player -- "Well poop, I guess I'll justgo play Skyrimroll a thief on my next run"
When I think of bashing stuff in RPGs, I'll always think of this:
There's also Arcanum where you need to use a blunt weapon or an axe to avoid taking massive durability penalties.![]()
Let's take turns, asking all the right questions!
Divinity: Original Sin 2, the sequel to one of the most beloved RPGs in recent years, is coming soon, DRM-free on GOG.com! The good people of Larian Studios will be joining us in person to celebrate the occasion, and they've agreed to answer your most Sin-ful questions regarding the long-awaited epic.
The first Divinity: Original Sin sure made a big splash in the RPG community, with its inventive use of turn-based tactics and impressive attention to detail. Two years later, its sequel is about to raise the bar even further, as Larian Studios are committed to improving and expanding all of the original's celebrated features in meaningful and highly ambitious ways. Aside from the complex origin stories and the rich character creation options, expect even more engaging turn-based combat, smarter NPC A.I., and extended player freedom. And of course, get ready to meet Eithne, the enigmatic, scroll-selling NPC that the GOG community helped design back in April!
Do you want to know more about Divinity: Original Sin 2 and its fast-approaching entry into our Games in Development program? Now is the time to ask! Post your questions below until Monday, October 24th, and Larian Studios will answer the most intriguing ones alongside the game's arrival, coming soon on GOG.com.
Divinity: Original Sin 2 GOG keys available now
Hello,
We are happy to announce that we have launched Divinity: Original Sin 2 on GOG now! This means that you can claim a GOG key if you want to (and if you hadn't already claimed a Steam key).
To do so, head on over to larianvault.com, log in and click on the D:OS2 Kickstarter menu item. Then click on the submenu item Your Choices And Input. Look for Divinity: Original Sin 2, select GOG from the dropdown, click the button and then select the link that says "Available! Claim now!" and a GOG key will be generated for you.
If you don't have a larianvault.com profile yet, you will have to register first and then link your pledge to your larianvault.com account.
If this is what you have been waiting for all along, enjoy the game! We hope we'll be seeing you on the forums
Sincerely,
The Larian Studios Friday Night Gang
Torment 2:
74,405 backers
28,205 Steam owners
Original Sin 2:
42,713 backers
41,895 Steam owners
Hm.
Update:
Torment 2:
74,405 backers
28,800 Steam owners
Original Sin 2:
42,713 backers
59,585 Steam owners
People must really have a low opinion of D:OS 2's writing if they're willing to buy so many copies during Early Access.
Not that I want to defend TToN but Larian's TA is underachieving kids and unwashed peasants. No wonder they're popular on Steam.simple explanation
IN DEVELOPMENT: DIVINITY: ORIGINAL SIN 2 + DEVELOPER Q&A
Divinity: Original Sin 2, the sequel to one of the most beloved RPGs in recent years, is available now, DRM-free on GOG.com, with GOG Galaxy support for friend invites.
Many years have passed since the events of the first Original Sin, and the world is now a darker, godless place. Shape your character by choosing from five diverse races and carefully defining their origin stories before you unleash them upon a world, that treats the magic that is your birthright, with fear and distrust. Hunted by the Magisters of the Divine Order, you must first escape the camp in which you’ve been imprisoned and then join the fight to push back the spreading Void.
Larian Studios are not ones to rest on their laurels, so they're improving and expanding upon the original's celebrated features in meaningful and highly ambitious ways. This ‘In Development’ version already contains the first Act of the campaign, the PvP Arena mode, and plenty of the intended features, but Larian is constantly polishing and updating the game, thanks in part to the invaluable community feedback. Aside from the newly introduced origin stories and the rich character creation options, expect ever more engaging turn-based combat, four-player co-op, smarter NPC AI, and more player freedom than ever.
Role-play your way through an epic adventure that constantly reacts to your decisions and playstyle in Divinity: Original Sin 2, DRM-free on GOG.com.
Note: This game is currently in development. See the FAQ to learn more about games in development, and check out the forums to find more information and to stay in touch with the community.
DEVELOPER Q&A
Want to know more about what makes Original Sin 2 special? Here are some answers from the developers themselves:
How do you assess and react to feedback? How can we, GOG users, affect the shaping of the game further down the line?
First, we make long lists of all the feedback we get in channels like forums, social media, etc. Then we look at it, discuss it and try to understand what the message is. In general we look at everything but immediately cull things that don’t fit our vision. For the remaining things, to decide whether or not something is worth putting effort in, we look at things like the frequency of a request and the analytics which we are gathering from people playing the game.
Can you explain the companion influence/relationship dynamic? How do you envision it changing the individual's approach to quests and affect the replay value of the game?
We’re still working on that. The thing is that we can only finish this bit once all the rest is done so you’ll have to have a bit of patience.
What's your general approach to storytelling?
The nature of the game is that the story is approached as a collection of situations which naturally flow into each other. We follow a classic three act structure but for each step in the structure, there are a multitude of situations that bring similar narrative beats in a different manner. That way we are sure players are aware of certain things as they progress. Doing things this way allows us to maintain a large degree of non-linearity.
How accessible is the story? Do you have to play the first Original Sin to understand what's going on? Are these the same player characters as the first game, and will any of the companions be returning?
You do not have to play the first part to understand Divinity Original Sin 2. Players who are familiar with the previous game will recognize some references here and there, but it is not a requirement. Since a thousand years have passed, most of the characters from D:OS are no longer present.
Any chance on having a race or two specific to evil quest lines? For single player.
While we do have the tags villain and hero, we try not to think in terms of good and evil when thinking about quests and quest solutions. Heck, we in general don’t think of the situations in games as actual questsSolutions to situations may be considered as good or evil, depending on who is playing, the character which is being played, the situation at hand (as some quests are competitive to other group members) etc…
Will there be same resource imbalance as in the previous title? You know, special one-use weapons/projectiles costing you a small fortune but every poor bastard using them on you like he is a bank manager with unlimited resources :/
If you kill enemies quickly enough, you’ll find that you can actually gain their cool one-use arrows, grenades and scrolls. You could also try pickpocketing them.
Have you considered making a PvP mode? You could have competitive maps, tower defense modes, and board game style things. Just don't forget to make it cross-play between GOG and Steam (p2p maybe?).
We already have a PvP-mode, in which you can battle other players for different goals in various arenas. You also could play competitive in the campaign if you want. Right now, for cross-play you can use direct connect. No promises on other forms of cross-play at present.
What will you tell people who like all your games but were too bad at Divinity: Original Sin to the point of not even finishing it? Do you have any solution for them to enjoy Divinity: Original Sin 2?
Divinity:Original Sin is intended to be challenging. The explorer mode gives players the opportunity to focus on exploration and the story instead of fighting, but it’ll still make you think.
Cats! Cats! Will there be an abundance of talking cats?
Sub-question: Will you be able to transform into a cat? [only know that there is the one black cat]
We won´t have masses of talking cats, but you can acquire the talent pet-pal, which gives you the ability to talk to animals - including cats! As far as turning into a cat is concerned, I don’t think so, but since we change our minds so often during development, I can’t guarantee it won’t be in.
Are you expanding the crafting system?
Yes. But we’re still working on it so we don’t want to share details yet. Soon though. Very soon!
Is the glorious Zandalor making his return in this sequel?
Chris Avallone doesn’t like the name Zandalor so we’re trying to figure out a new identity for him through witness protection.
Are you working on improving the modding tools?
We are! We’ve done many enhancements already and there’s quite a team working on the tools. However - it does remain a complex affair due to the complexity of the game, so it’s definitely not for everybody.
Will there be a day/night cycle that was supposed to be in the first game but got canned?
No. For the same reasons it got canned in the first one. We just don’t have the resources to do it correctly, so we think it's better not to do it at all then.
Do you plan any expansions/DLCs?
Currently, we’re trying to get the bloody game done and so have no time for any expansions and DLCs. We’ll see afterwards.
Chris Avallone doesn’t like the name Zandalor so we’re trying to figure out a new identity for him through witness protection.
5) can't think of an easy way to describe this.. but one complaint i've had ever since DD is "flatness". They've never made a world that has depth, a life of its own. Everything is designed in strict gaming terms, what the player must or should do in/throughout it, where it's best to be placed and so on. Pure gaming, zero.. depth. You'll tell me they've added the odd joke or two, the occasional easter egg and so on, but you see that's just dressing after the cake is out. Can think of many RPGs that i may not have loved but are still memorable precisely due to their having managed this. Having if not their entire world, at least their towns/important locations giving off a sense of 'life of their own', a presence that is there for its own sake, not the player's. It's a bitch to nail down, but it's there. Larian games don't incorporate that. Can't recall a single location in any game they've made where i got this feeling.
2) Unless something's changed, the discontinuation of Lone Wolf/fewer party members option. Your background templates are a welcome addition, except when you force them on me. Worse when you do so in a way that limits me from options previously available (am assuming this is the reason; if it's just "balance" that made them cut it? Shame)
3) Lack of difficulty. I can rage all i want, as long as these Steam numbers are growing, i know whom it is that they listen to. Worse still if they actually believe Tactician really -was- hard