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Giant Bomb Review

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Divinity: Original Sin Review

4
  • PC

They may not make games like this anymore, but maybe they should. Larian's latest CRPG is a deeply satisfying turn-based adventure that rewards players with patience.

Where'd the summer go? Mine disappeared into the lengthy turn-based vortex that is Divinity: Original Sin. After roughly 70 hours of casting fireballs and swinging axes with my friends Roland and Susannah, I've saved the world (for now). It's intimidating to play games you aren't familiar with. I know JRPGs, not CRPGs. The rules are scary and weird, but you have to start somewhere. Original Sin marks the third installment in the mainline Divinity franchise, and serves as a welcoming gateway into a genre only recently making a comeback.

(For reference, CRPG refers to computer role-playing games in the lineage of Baldur's Gate, Icewind Dale, and others.)

I really enjoyed this game, despite the presence of a quest line involving giant spiders.
I really enjoyed this game, despite the presence of a quest line involving giant spiders.

Divinity's world is one of god, men, orcs, magic--typical fantasy stuff. Players are asked to build two characters from scratch--male, female, doesn't matter--who become the leads, Source hunters looking to solve a murder. Source is a dangerously powerful form of magic long since banned for its corrupting nature. That's why you're Source hunters. Anyone found messing with Source is to be eliminated with extreme prejudice. Of course, it wouldn't be a video game if the world didn't come to an end at some point, so it doesn't take very long for Divinity to rope its characters into a near-certain apocalypse.

In the first hour, Divinity lays out its gameplay beats. Players click a customized party of warriors, thieves, and mages across a beautiful but violent world, seamlessly shifting between exploration, conversation, and combat. Though Divinity does a serviceable job of explaining its high-level concepts, it does not hold your hand and make sure you're ready to play. Divinity throws you into the deep end. Some players will love that; it's not common these days. Those lovers are, most likely, already fans of the genre. It's not uncommon to hear reports of players investing hours into Divinity, realizing they've built their characters wrong, and starting from scratch. It's easy to goof stat upgrades, and you only level every few hours. Those stories almost scared me off from even trying the game, so I kept a guide from Kotaku's Kirk Hamilton open on my iPad for the first dozen hours. It quickly became my personal bible, a cherished friend. It might not have been the purest experience, but it helped me get my feet wet, and I eventually moved forward with confidence, and crafted my own experience.

Though Divinity has a story, this game's all about combat. I've played turn-based games before, but few offer the seemingly limitless strategic freedom found in any single combat encounter. It doesn't take long to grasp the familiar mechanics. Characters have a set number of action points that regenerate each turn, and any movement, spell, or attack requires spending those points. Players and enemies swap turns, and it's always clear who's next, since it's listed at the top of the screen. What makes Divinity unique is a discrete focus on base elements. In Divinity's world, that's earth, air, fire, and water. Each of these elements play off and interact with one another, and learning those dynamics is critical to longterm success. If you dump oil on the ground, you can light it on fire, which can light enemies on fire, and burn them for several rounds. If you cause a rainstorm, that generates puddles on the map, which are susceptible to lightning strikes, and those are suddenly stun traps. The list goes on, and options expand as more party members join the group. Most battles conclude with your surroundings looking like a scorched wasteland, the ground littered with tasty loot.

My crew consisted of Roland, a ranger focused on distance attacks with elementally-tinted arrows; Susannah, a mage with earth and fire spells; Jahan, a mage with air and water spells; and Madora, a walking tank carrying an axe. We were a wrecking crew by the end. Ahead of combat, Susannah would sprinkle the ground with oil. Then, Roland would fire a charm arrow at the most powerful enemy, temporarily turning our greatest enemy into a terrifying ally. Not long after, Susannah would drop a massive boulder from the heavens, one that both ignited the oil and poisoned anyone nearby. Before anyone could recover, Jahan had summoned an ice elemental to begin freezing those still standing. Finally, Madora would lumber forward and take out anyone stupid enough to stick around. After this destructive blow-by-blow, the enemies would get a chance to fight. Chance. I'm getting teary eyed thinking about it. That's just my strategy, though. There are countless others, as characters don't have to fit into established archetypes, party members can learn every type of magic (I never even touched witchcraft!), and battles will often begin with enemies specifically designed to force you in a different direction.

Just as elemental interactions can stun and burn bad guys, you can accidentally do the same thing to yourself.
Just as elemental interactions can stun and burn bad guys, you can accidentally do the same thing to yourself.

The experience is, in many ways, one of your own making. Who do you want to be? That extends beyond the combat, and into the role-playing, as well. The game doesn't have a morality meter, and doesn't judge. Players have little money at the start, but an early gold hoarding tactic involves stealing paintings in the first major city, Cyseal. If you're not caught, no one seems to notice an art thief has invaded, and vendors buy the paintings happily. After nabbing a few, the characters have a conversation about their actions, briefly reflecting on their newfound hobby. The two banter back-and-forth about whether stealing the art is immoral, but it ultimately has little impact on...anything. +1 personality bubbles sprinkle above them, but that's to reflect the tenor of the discussion, and grant a minor buff. Heck, at any time, you can (try to) kill just about any character in the game.

It often feels Larian has imposed structure on a sandbox to give players something to do, but doesn't care if you bend or break the rules. This philosophy is everywhere. Let's say you're having trouble with a particular boss. Before most major encounters, there's a conversation. This dialogue is only between the party member who initiated the conversation, and you can move other characters around while the dialogue tree is active. Get where I'm going with this? It's entirely possible to attack and kill a boss while it's talking to someone else. That always felt a step too far, but I love that it's an option. It's also possible to attack enemies before an encounter begins, which I took advantage of all the time. Sorry, goblins, about that sudden meteor shower! During a particularly rough sequence, I quarantined a set of enemies by crafting a wall of chairs. (Chairs, for whatever reason, are invincible in Divinity.) Some might call these exploits, and it's possible they're patched out, but Divinity is okay with you screwing around. Towards the end, there's a door that requires an item to open. You could go on a few more quests and find them...or spend 30 minutes bashing down the door. Your call!

You can have up to four party members, but there are perks for travelling with fewer.
You can have up to four party members, but there are perks for travelling with fewer.

You don't have an option to skip the game's lengthy narration, though. An NPC here, some hero chatter there. Generally, the writing is pretty good; it doesn't take itself too seriously, and it's funny. I'm a big book reader in my spare time, so I don't have a problem with Divinity dumping the equivalent of a novel on me. Unfortunately, the verbosity isn't backed up with characters and plotting worth the hours of attention devoted to it. Somewhere around the halfway mark, I was clicking through the conversations, waiting for the game to automatically populate my quest log with information on where to head next. Yet another generic end-of-the-world storyline can work when told using interesting participants, but that's not the case here. It's nothing new. The main characters are never given any significant development, serving as blank slates until a few endgame revelations that come too late. We learn more about the optional side characters who can join your party, but even those twists don't even happen until dozens of hours in. Divinity gives players broad discretion over how to play, which includes personality interpretation. This means we're left with an experience left to define itself on gameplay alone.

If we're talking about the combat, Divinity's got that covered. Unfortunately, it's the other parts of the game that got on my nerves as time went on. The first time Divinity asked me to zoom the camera in to scan the area for a tiny, pixel-sized button to unlock a door, I let it pass. When it became the fifth or sixth time, I started consulting online guides without much remorse. This focus on obscurity is prevalent throughout Divinity, and extends far beyond hunting for buttons and switches. On one hand, Divinity avoids guiding players to a solution with huge, pulsing arrows. On the other hand, it often doesn't provide you with nearly enough relevant information to reasonably determine where to go or what to do next. Both characters and quest logs are incredibly vague, and I grew tired of trying to decipher their riddles. It doesn't help some quests can easily become glitched and unsolvable. If you can't tell the difference between a bug and poor writing, there's something wrong. When it became clear this issue was not one or two quests but a prevalent issue throughout the whole game, I started regularly referencing walkthroughs to keep the story moving forward. I didn't fall in love with Divinity's world, characters, or lore. I wanted more of its relentlessly punishing combat, and this approach gave me that.

Playing Divinity to its lengthy (if predictable and stretched out) conclusion is a journey unto itself, an exhausting odyssey. The game asks much of players but rewards with them genuine, earned satisfaction. Even now, I could recite whole battles to you, days after the game's credits rolled. During one thrilling moment, I was literally biting my nails while a turn progressed. As victory became reality from the final blow, I tore off my headphones and screamed into the night. There are few games like Divinity in 2014, but it absolutely deserves to be here.

Patrick Klepek on Google+

71 Comments

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Tennmuerti

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Edited By Tennmuerti

I am a huge old school CRPG fan, heck BG2, Planescape:T, Arcanum and Fallout 2 are in my top 10 of all time greats.

But I have seriously been struggling to finish Original Sin. Lately it's icon has been just collecting virtual dust on my desktop. It's just as the game went on my will to play it was sapped slowly but surely. Traditional CRPGs should have 2 things going for them, interesting story and engaging mechanics that keep ramping things up. And while OS makes a great first impression with the first town and dumps a boatload of cool mechanics and toys to play with in the first area, one quickly realizes like Patrick has pointed out that the story is barely bearable and once I have figured out it's systems and had a good party setup going everything past level 10-11 ceased being remotely challenging even boss fights, skill progression tapered out, loot was just increasing the same numbers ... and that kind of left me with nothing to look forward to as I kept playing :(

A anyway good review, quite spot on despite any inexperience with the genre.

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Colonel_Pockets

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You should really give Dragon Age Origins a shot. It has the old school crpg mechanics mixed with great characters and an interesting story.

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Gyrfal

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Patrick "Deeply" Klepek up in it!

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Sin4profit

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Edited By Sin4profit

i'm at 106 hours in and have been using walkthroughs lately, feeling like i should drop the difficulty down. Though, i really like the game i may have made the mistake of deviating the expected path, accumulating quests i'm not ready to take, and forgetting everything about the quests that progress the story.

It reminds me of how good these games are but also how far we've come with designing a more communicative, more guided, experience. I think this game could do a good job of tying in it's guides with the fiction, having more intelligent characters capable of showing quest markers or something along those lines. As is, i'm at a fatiguing point and just want it to be over with.

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Fallen189

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I like this review. How do you feel about how the game suffers from that awful RPG trope, in that so many bosses are immune to things like knockdown/blinds etc? I'm struggling through the immaculate stuff and taht element of the game is really bugging me. The combat has gotten to a point 40 hours in where I'm struggling to fight bosses because they resist everything, which seems kinda contrary to the rest of what the game is trying to do

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TheHT

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Edited By TheHT

@fisk0 said:

If Dan and Patrick end up in the same city some time, I'd like to see them take on some of the CRPG classics like Arcanum (which I think is the most similar game to Original Sin), Ultima 6-7 (maybe 4, but despite it's amazing morality system, it's kinda aged), Planescape: Torment and Wizardry 8.

I still kinda think Patrick should see the Spanish action-RPG Severance: Blade of Darkness, because it's incredibly Souls-like. Not particularly deep as RPG's go, but it's pretty much got Dark Souls' exact combat system.

(and the mod community have made that 13 year old game look goddamn amazing these days)
(and the mod community have made that 13 year old game look goddamn amazing these days)

I remember playing the shit outta the Blade of Darkness demo. I hadn't played anything like it, and very well didn't afterward for some time.

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fobwashed

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The bits about the story sorta falling to the wayside is a bummer. RPGs need to have both a strong story and fun combat for me to really want to invest the time and this one sounds like it has combat locked down and a skip able story. Unfortunate... Great review though Patrick!

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patrickklepek

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@wonderva said:

@patrickklepek, do you plan on playing and reviewing Pillars of Eternity? As someone who has never played CRPGs, just by judging from the quick look's, Pillars looks easier to get into. Would love to see you compare the two.

Possibly? These games take so long to play, and the only reason this one got a review was because the summer was pretty light, so I ended up spending most of the last month plucking through it.

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wonderva

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Edited By wonderva

@patrickklepek, do you plan on playing and reviewing Pillars of Eternity? As someone who has never played CRPGs, just by judging from the quick look's, Pillars looks easier to get into. Would love to see you compare the two.

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fisk0

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fisk0  Moderator

I'm fairly deep in gaming and have never heard the term CRPG before. To google!

It just means Computer Role Playing Game, since particularly back in the 80's and 90's, there was a pretty big difference between computer and console games, specifically in the RPG genre. Retronauts talked a bit about it in their recent UK Gaming and Planescape: Torment episodes.

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The_Vein

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Throwing those teleport stones through windows and over walls to get to places I shouldn't be was one of the most surprisingly fun things I've done in a game in a long time.

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fisk0

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Edited By fisk0  Moderator

If Dan and Patrick end up in the same city some time, I'd like to see them take on some of the CRPG classics like Arcanum (which I think is the most similar game to Original Sin), Ultima 6-7 (maybe 4, but despite it's amazing morality system, it's kinda aged), Planescape: Torment and Wizardry 8.

I still kinda think Patrick should see the Spanish action-RPG Severance: Blade of Darkness, because it's incredibly Souls-like. Not particularly deep as RPG's go, but it's pretty much got Dark Souls' exact combat system.

(and the mod community have made that 13 year old game look goddamn amazing these days)
(and the mod community have made that 13 year old game look goddamn amazing these days)

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Rayeth

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Edited By Rayeth

I'm fairly deep in gaming and have never heard the term CRPG before. To google!

They aren't really made anymore, is why. The term is mostly used to distinguish them from JRPGs back when those were the big things all the console players were hanging their hats on. Generally, they are focused on exploration, numbers based RPG combat, and letting players have lots of freedom to decide their character's direction. Its pretty easy to follow the path from the old-school CRPGs (like Baldur's Gate and the old Elder Scolls games) to stuff like Skyrim today (thought obviously, Skyrim is more mainstream focused and wouldn't really qualify as a CRPG).

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patrickklepek

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@ichi_ said:

Great review Patrick, its a great time for crpg's with this and pillars coming out soon, hopefully that will be just as good.

Players are asked to build two characters from scratch--one male, one female

You can have two females or two males as the main characters as well.

Woops, thought I'd nixed that in edits. Thanks for the heads up!

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Ichi_

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Great review Patrick, its a great time for crpg's with this and pillars coming out soon, hopefully that will be just as good.

Players are asked to build two characters from scratch--one male, one female

You can have two females or two males as the main characters as well.

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Rayeth

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I'm happy Patrick decided to finally review this game. Its a total blast, and hope more people play it.

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fobwashed

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I'm fairly deep in gaming and have never heard the term CRPG before. To google!

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chaser324  Moderator

Not the sort of game I expected to ever get a review on a Post-Snider era Giant Bomb.

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extintor

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Edited By extintor

4/5 was pretty much what I thought of it also. The shortcomings were minor, but definitely noticeable... and increasingly so as the game wore on.