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Divinity Original Sin

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From 1997 to 2002 was a period of “boom” of the CRPG genre (classic RPG – roughly called the classic role-playing game of the Western school), when the role-playing games “legendary” like Baldur’s Gate, Baldur’s Gate II: Shadows of Ann, Planescape: Torment, Fallout or Icewind Dale was released and made a big splash, and enrolled in the golden milestone of gaming history as titles that contributed to for the role-playing game genre to have a place where it is today.

However, in 2005 onwards, the 7th console generation strongly emerged, the CRPG genre began to gradually lose its place when the “brothers in the same house” as ARPG (Action Role-playing Game) to the throne, developers began to “simplify” their products to suit the majority of players. It is undeniable that Dragon Age, Mass Effect, The Witcher 2: Assassins of Kings, Fallout: New Vegas are all quality products, but veteran CRPG fans still need a role-playing game the classic is truly stellar, especially as it has been almost a decade and the hopes for Baldur’s Gate III or Neverwinter Nights III are still petty.

Does that mean that the CRPG is “dead” or not? Of course not! While the world is still disappointed by Dragon Age: Inquisition and The Witcher 3: Wild Hunt, postponed release date, veteran CRPG fans are preparing to relive the glorious moments when Wastelands 2, Torment: Tides of Numenera, and Pillars of Eternity are scheduled to “depart” not far.

However, as inXile Entertainment and Obsidian Entertainment are rushing to perfect their children, in the Belgian city of Ghent, Larian Studios has silently sparked the rise of CRPG with the latest game carries a name full of “challenges” – Divinity: Original Sin.

Despite being 12 years old, the Divinity series has never received the attention it deserved, but that did not discourage Larian Studios, but on the contrary, the love for the CRPG genre helped them creating one of the best role-playing games since 2010 until now.

In Divinity: Original Sin, there is humor in every story and every dialogue. It is hard to take the Rivelion land “seriously” when the Mighty Hunter is busy … talking to a dog for clues to the case, or a man jumping off a cliff because a statue says that it has transmitted the ability to “fly like a bird” to that person, etc.

Besides, the text dialogue is very well designed, not only using the full, round words to create easy to see, “less discouraged” when reading (a common obstacle of classic RPGs) I never get bored when I have to read every word because the attitude and temperament of each NPC are perfectly expressed without using voice acting.

Divinity: Original Sin possesses a rather large open world. Although it has not reached the scale of The Elder Scrolls, the way the game prompts players to explore every corner and set foot in new areas is admirable.

Divinity: Original Sin emphasizes quality rather than quantity, the side quests in the game are not much, but they are extremely diverse and do not follow any path at all, there are even several missions in the chain. Together, the player feels that no area is not “involved” with at least one mission. As a classic role-playing game, Divinity: Original Sin will never “grasp. hand “player and instruct” to area A talk to NPC B take item C into dungeon D “, without the” dazzling “arrows marking the destination, the player will have to keep an eye on each of your conversations or diary.

That is how Larian Studios forces players to fully “immerse themselves” in the game and consider each of their actions: sacrificing precious Bloodstone to cure the Beast of Burden struggling in pain, or keep it as your own … Such choices appear prolific in the game and indirectly show the player’s influence on the Rivelion land clearly.

There’s one thing anyone wanting to get acquainted with Divinity: Original Sin needs to know: it’s a true “hardcore” game! Larian Studios also warns in the note: “Save the game regularly to avoid blood rushing to your brain!”

Indeed, Divinity: Original Sin is difficult, and the game’s slow start can be daunting for many. However, when players are familiar with all the mechanics in the game and use their minds in each battle, they will realize that Divinity: Original Sin possesses a very attractive and addictive gameplay.

The turn-based combat system is the most unique feature of Divinity: Original Sin (this is also a difference compared to the first version). Players will have to take advantage of the surroundings and the five elements to take advantage of themselves, or use “like no one” tactics to win. The other Necromancer can launch flames at long range and you have no way to approach him?

A shower, a few fire resistance potions and a fire-type henchman to distract (and indirectly “monopolize”) is not a bad idea; A bunch of naive undead standing in a puddle? Just a simple electric discharge will make them stunned, too much time for the rest of the team to “treat them”. However, be careful, because opponents can also take advantage of the environment and turn the tables.

Through each different match, players will have to use their tactics flexibly, there is no room for pointless actions that uselessly cost Action Points. When dealing with opponents who are about a level or two above themselves, if you just work hard to “bleed”, it will be like stabbing your head to death, that’s when the player needs to nullify the opponent by row dozens of different methods, from a burn, freeze, stun, knockdown, bleed, blind, and cripple ) …

And support your teammates with armor that protects against each elemental type, or “buff” the defense stats for the whole team. Think about each action, “save” and use your Action Point properly, because just one wrong move will lead to the act of pressing the F9 (game load) button while you regret it.

After the battle full of brains is a worthy reward for the brave Mighty Hunters, in the sealed chest of the fallen boss may be a very genuine Legendary armor or shoes …!

That was when the writer suddenly realized that: I was repeating the joy that was difficult to give up when playing role-playing games, that is to continuously save and load the game again to “exploit” the “random loot” mechanism (map Items in chests appear randomly from time to time) and find the item you like best.

Contributing to making the process of collecting “trash” become easier is the Perception mechanism of the game, just holding the “Alt” button is Divinity: Original Sin will show the name of the object and the player will not have to lament when entering. Love picked up the empty jar instead of the sword right next to it. The crafting system also appeared in Divinity: Original Sin and it also took quite a while to get used to. Starting with potions, arrows to weapons, armor and finally crafting spell books and assigning elements to weapons.

Want to be a little bit creative? Divinity: Original Sin also allows players to become… chefs! Yes, you can make Pizza, cheese, honey milk, and tons of other things, just with recipe and ingredients nothing is impossible!

Graphics and sound: Great!

Traveling in the great and wonderful Rivelion land is something I have never felt discouraged from. From the city of Cyseal surrounded by beaches and cliffs to a frozen Hiberheim. Those individual nuances contribute to the entire landscape of Rivelion, which is large, colorful, and diverse and always inspires players to constantly explore.

Divinity game series always owns excellent music and Divinity: Original Sin is no exception. If The Elder Scrolls has Jeremy Soule, Divinity has Kirill Pokrovsky, in the end, we can enjoy the improvised plucking melodies or the sad melodies of the main symphony “root of sin”.

Perhaps this is the first time that the writer has encountered again the passion for each tune in a role-playing game since the last time setting foot in Tamriel land in The Elder Scrolls III: Morrowind.

weird dual dialogue.

Divinity: Original Sin possesses many elements for the co-op game, including a new mechanism called dual-dialogue, like in some situations, two Powerful Hunters will start talking to each other, increasing the interaction between the two players in the co-op.

In the single-player part, players will choose the words of both characters, which is a bit … weird because it makes the player look like they are talking to themselves, not to mention no one is so free to agree. Something equal to the first character then… refuted with the second character, unless the player… intentionally. It would be much more interesting if Divinity: Original Sin allows one of the two powerful Hunters to give random statements.

Besides, some of the dialogues between the group members were a bit … confused, perhaps because the design of the right-left distinction was too clear, leading to many unnatural lines. An example of a conversation with Madora (a companion the player can “select” from early in the game):

Madora: “This father is very suspicious, we must keep an eye on him!”.

Option number one: “That’s right, such a sneaky person has a bad intent!”.

Option number two: “Shut up, you crazy, all day long with suspicion!”.

In situations like these, the writer only knows each other once and then chooses to finish. If Larian Studios adds some of the same lines as the average person would say, then perhaps these passages will become much more engaging.

where can you get a Divinity Original Sin online

Divinity: Original Sin Enhanced Edition – Xbox One: Buy it now

Divinity: Original Sin – Enhanced Edition – PlayStation 4: Buy it now

Divinity Original Sin: Enhanced Edition (Xbox One) by Koch International: Buy it now

Divinity: Original Sin Enhanced Edition – Xbox One by Maximum Games: Buy it now

Divinity Original Sin: Enhanced Edition (PS4): Buy it now

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