[Gaming] Divinity: Original Sin Enhanced Edition
Posted by Khatharsis on November 21, 2017
I often dream of getting into a long story-driven game like I used to as a kid, but life tends to get in the way. I lose interest just a few minutes into a game. Or I get a good rhythm going, but something happens and I generally lose interest in continuing (like Microsoft Build and Stardew Valley). Something makes me put a game down and I don’t have the drive to continue. But for some reason, Divinity: Original Sin was able to keep its hooks in me until close to the end, although I rushed through the last fights so I could claim finishing it. I even re-rolled a couple of new characters to start a replay, though I haven’t revisited it in a couple of weeks because … life.
I have to admit, the first time I played Divinity, it was a few years ago. And it was hard. Like, put-the-game-down difficult. On normal. My friend has been hassling me to play a game with him for weeks and this was one we had in common, though we never did play together. I chose to play on easy-mode this time. Some thread I read a few years ago discussed selecting game difficulties and older players seemed more content to choose easy mode so they could progress while handling life outside of the game. I finally understand that concept now.
What I liked about the game was the concept of choosing two main characters. To keep it interesting, I chose a couple of fictional characters an artsy friend came up with (along with my contribution). I think the dynamic between the two characters during play, as well as my choice of pulling my friends’ characters into the game (even if only by name as customization wasn’t as extensive), is what sank the hooks in deeper.
There were a few encounters where I knew if I were playing on normal mode, I would have wiped. In the beginning, on easy mode, it was a rush in itself to finish a battle that I had previously loathed and gotten frustrated over. As I got more practice, I got better at the mechanics of the game and battles. Though, I am still a little confused on what combinations cause what effects.
I also found that I turned my volume up to listen to the music and dialogue. Though, I did read faster than the spoken text and clicked through if I wasn’t interested in listening. Some of the sound effects were important, like the death knights’ stomping. Although the screen does shake, I was more clued in by the aural cues rather than the visual because I was constantly moving my characters around.
The story wasn’t too deep, but it was sort of interesting. What is this soul forge they keeping talking about? Who or what is Arhu (cat or human? wizard or unfortunate byproduct of Source/magic?), really? And so on. The confusing part was the number of characters. I didn’t realize a character you meet early in the game at the tavern is part of a cult that you end up taking down as the main story line until my second play through.
The turn-based battle system was a little weird to get at first, but once I got into its rhythm, I started to appreciate the tactical nature. I used to enjoy real-time battle systems because I wanted to be mashing buttons and taking down enemies, but after playing this game, I think I much prefer turn-based battle. I can be a little lazier. I tried playing a little bit of Watch Dogs, but realized it had real-time fights that I wasn’t really into.
I’m a little saddened that the sequel dropped the concept of two main characters and instead opts for one. I’m not sure yet if I’ll get it, or if I’ll wait until the price drops lower. I also have yet to see if I’ll finish my second play through.