Divinity: Original Sin Preview
28 Jan 2014 Sabriel 0
Divinity: Original Sin is an RPG by Larian Studios currently in alpha. Based in the world of Rivellon, it’s a prequel to a series of games that have been coming out since 2002. Original Sin had a successful Kickstarter campaign that generated almost $1,000,000, which was more than double the original goal it was trying to achieve.
By allowing Kickstarter investors to play the game early, they have had a large pool of testers at the ready to help them prepare for the game’s release at the end of February 2014, a date that had already been pushed back from their intended release of Autumn 2013. In addition to allowing Kickstarter investors in, they’ve also opened the game up to Steam Early Access, adding an extra source of income and testers.
I haven’t played any of the past Divinity games, so jumping into this world is a new experience for me. With its three-quarter overhead view, I’m reminded of the Diablo series and Baldur’s Gate among many other games from the 90s. You’re able to point-and-click or drag your character around the map as you progress along your quests. The storyline is played out over a series of dialogue options, trying to find items you need, and combat.
Speaking of collecting items and movement, I would practice extreme caution when trying to click things. One wrong move and you’re going to cause trouble for yourself, be it by accidentally stealing someone’s pile of gold that they have sitting on their table or simply by touching a jail cell which incurs the wrath of the guards. You never have a reason to be in a hurry, so make sure that you’re clicking on what you want to be clicking!
There are two combat styles in-game, but I only experienced tactical combat (the other is a real-time fighting system). You don’t fight on a grid but rather over a free range field with as much room as your Action Points (AP) allow you to move each turn. Having the freedom to be able to go wherever I wanted was unique for me, as the last tactics game I played was Final Fantasy Tactics. I did prefer being able to use a bow or the magic system, but melee was okay. With melee, though, I felt that trying to get exactly where you wanted took too much AP, and once you moved, you’d be left doing a weak hit or trying to save AP for the next turn and the enemy would likely have moved elsewhere by then.
Being an alpha build, the game often crashed, or I’d find myself in a place where I couldn’t advance. I had to start the game over a handful of times from my last save point and got to a point where I was saving every time I felt that I had just accomplished something important or if I just hadn’t saved in 10 minutes. I learned to do this the hard way after I had lost an hour’s progress early on due to a crash. In retrospect, it was really maybe only about 10-15 minutes of work but the game was new to me and it felt like such a huge loss at the time. Some of the other bugs included a door being locked that shouldn’t have been (thankfully it later unlocked so I could progress), and an instance where I accidentally started a chat dialogue with a sheep that the game wouldn’t let me out of; I had to force close.
All of these are, however, understandable, as the game is still under development. Annoying, but understandable.
There’s so much more to the game that I haven’t had the chance to play yet: multiplayer, larger battles, the crafting system, custom content, etc. If things continue as they are, I think the game will be worth its $40 price once it’s released if you’re a fan of RPGs. I really liked what I saw and experienced.RelatedSabriel (3 Posts)
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