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Review

Divinity: Original Sin Review

  • First Released
  • Reviewed:
  • PC
Aaron Sampson on Google+

Superbia, avaritia, luxuria, invidia, gula, ira, acedia.

To play Divinity: Original Sin is to fall in love with role-playing games all over again. It's tempting to label the game as an immediate classic simply because it recalls the days of Baldur's Gate and Planescape: Torment, a time that many role-players still look back on with much fondness. It's true that Original Sin has the trappings of those memorable gems: an isometric camera perspective, an adventuring party of four, magic spells and pubs to relax in and an intriguing fantasy kingdom that captures the imagination. What makes this game so special, however, is that it avoids slavish devotion to those games of old and instead tells a tale very much its own--a tale of conflict between the elements that plays out in electrifying turn-based battles, and a real-world tale of loyalty, in which game and player establish a bond born out of patience, perseverance, and the promise of joyous surprises in every crevasse.

That Original Sin expects a certain amount of patience is obvious from its opening hours, during which you grow accustomed to the game's quiet confidence in your own intelligence and wits. As you traipse about the first town learning the ins and outs of the complex crafting and combat systems, you discover that there are genre conventions you must live without. There is no automated crafting interface that pieces together recipes you have learned; instead, you must remember those recipes or refer to your logbook. Waypoints are few, and quests rarely lead you directly to your ultimate destination. You do a lot of meandering in these early hours, which makes the pace drag, but this is your chance to explore, to test the waters, and to poke and prod at the game to discover what makes it tick.

Even walking through the wrong door can make you enemies.

In the process, you discover that Original Sin forces you to confront the consequences of your actions, and does so in ways that most RPGs boasting meaningful decisions fail to match. You cannot take every loaf of bread from an inn, or open any door you please, lest your actions lead to disapproval from the homeowner, or even the wrath of nearby guards. Such consequences appear in other RPGs, of course, but Original Sin goes even further, to the point where you must consider activities you would never question in most other games. In turn, you come to conduct yourself with an unusual level of care. In one instance, I dug up a grave within plain sight of a sobbing villager grieving her buried loved one. In a tear-fueled anger, the woman turned on me, a battle began, and I sliced her up with little fanfare. She was not a warrior, and no match for my party.

I mourned over this one simple action. Few role-playing games would have allowed this kind of conflict; they are designed to have you clicking on everything, seeking every possible gold medallion, every possible health potion. Games at large have taught me to presume there may be something valuable buried in graves and crypts, and those valuables are the journey's driving force in many (if not most) RPGs. Digging up this fresh grave rewarded me with a measly bone, a common crafting component I could easily have gone without. I had defiled a dead man's resting place and taken an innocent life because my greed was too great. I felt more guilty and more invested in this one action than I have felt in entire quest lines in other choice-driven role-playing games, and I chose not to reload an earlier save point. I forced myself to live with my decision.

Expect few oases in this harsh desert.

And so you learn that every action has a reaction. This isn't Mass Effect or Dragon Age--your narrative path isn't determined by a good-or-bad morality system and branching conversations. Rather, you hew a path with every step, and the game responds naturally, allowing you to craft small but memorable stories like the one about the lady at the grave. You engage in plenty of dialogue, of course, much of it witty, much of it dramatic, and most of it colorfully written. There's a skeleton who misses having a soul, and whom you convince to replace his head. (It seems logical at the time.) There's a statue that promises to show you how your journey ends, and rolls the game's end credits should you ask to see your future. Developer Larian Studios takes Polonius' words in Hamlet to heart: "Brevity is the soul of wit." The frequent conversations rarely get bogged down by endless and unnecessary dialogue, and conversation partners are drawn with broad, vibrant strokes. Some dialogue doesn't adjust properly to account for story events you have triggered (why are you talking about that necromancer as if you didn't know I murdered her?), but idiosyncrasies like that are minor distractions at worst.

You read more than just the onscreen dialogue. You must peruse recipe books if you want to learn how make a club out of a piece of wood and a handful of nails, or how to write a magic scroll. You craft items by dropping and dragging objects onto each other directly in your inventory window, or perhaps by dragging items onto a nearby furnace, mobile kitchen, or other gadget. You spend a lot of time in your inventory windows, which proves rather cumbersome after a while. But it's hard to contain yourself in that special moment when you create a magical starfish by accident--a moment outmatched by the one in which figure out what, exactly, you can do with that magical starfish.

Into the woods without delay, but careful not to lose the way.

What a wonderful place this is to be, overflowing with visual details and unexpected occurrences that make exploration a treat. There are blizzards and dust storms to trudge through, with each weather phenomenon ensuring that you rethink how to play. (The sandy winds slow me down in battle; how, then, must I compensate? I keep slipping in the ice; I wonder if these snowboots I found could prove useful?) There are spider-worshippers and cultists and an otherworldly place to call home, where you can bring on new hirelings and stash excess junk for safekeeping. Every discovery is a thrill, not just because there are so many sights to drink in and fill up on, but because some discoveries might lead to unplanned quest developments. For instance, if you are fortunate enough to have a party member who has earned the pet pal perk, a talking rabbit might have some excellent advice that allows you to bypass a perilous cavern--advice that has you again rethinking hitherto mundane game mechanics.

Depending on how you spend the skill points you earn as you level up, you might be able to talk your way out of conflict by charming, intimidating, or reasoning with potential adversaries. You wouldn't think that simple chats could be so dramatic as those in Original Sin, but the game uses a straightforward but effective rock-paper-scissors minigame to turn vital conversations into a suspenseful duel of words. The higher your rating in a particular conversation style, the closer you come to winning the verbal war with every rock-paper-scissors victory. My stress levels ran high when talks came down to one final game of chance. If I win, I can walk around the encampment freely; if I lose, I must shed the blood of the opposition. And if blood must be shed, I might never know what information or stories my victims might have otherwise shared.

But it's hard to contain yourself in that special moment when you create a magical starfish by accident--a moment outmatched by the one in which figure out what, exactly, you can do with that magical starfish.

Intriguingly, your two primary party members--the ones you customize within moments of booting up the game--may not agree with each other on a proper course of action. When playing with a cooperative partner, this means both players have an opportunity to direct the outcome. When playing on your own, this allows you to role-play both of these characters, a circumstance that led me to an experience I don't recall having had in any role-playing game before now. I had decided my man at arms had the soul of a paladin, always yearning to support the downtrodden uphold the moral high ground no matter the cost. My witch, on the other hand, was both more practical and more adventurous in my mind, always trying to stir the pot unless the aftermath were potentially too disastrous. When the two exchanged tough words, I chose options that seemed consistent with their characters, while secretly rooting for one or the other to overcome. I was playing both roles simultaneously, rather than just outright choosing the outcome I wanted. Plenty of RPGs feature adventuring parties; few actually encourage you to play two independent roles at once.

Conversations can and do go awry; luckily, the tense and thoughtful battles are incredibly rewarding in their own right. The moment you engage your enemies, time pauses and combatants enter battle stance. From here, your party members perform whatever actions you command of them until you use up their action points or end their turn. Party members begin the game with very specific types skills, but Original Sin's great flexibility means that your adventurers might be able to fling all kinds of spells and swing all kinds of weapons. And while you don't want to sacrifice mastery for flexibility, having a lot of different types of attacks to choose from is highly advantageous, for battles are not just a clash of wills, but a clash of elements as well.

Rain shall quench these fires and cleanse your sins.

Elements are a vital aspect of video game sorcery; fireballs, ice shards, tornadoes, and the such have long held central magical roles in fantasy fiction. In Divinity: Original Sin, those elements cooperate and collide with each other, opening up all manner of satisfying offensive possibilities. You can make it rain, and then zap puddles with electricity, stunning the orcs unfortunate enough to be standing in them. You can ignite poisonous clouds and slicks of oil, thus bringing a band of creepy-crawlies to a smoldering end. Barrels of water and oil can provide a bit of battlefield assistance should they be scattered about, but be careful: not only can your opponents turn the tables, but you can inadvertently injure or even destroy your own party members if you get careless when zapping puddles and spewing poison.

Battle is not just about maximizing damage, however, and elements are not just for hurting and healing, but also for hindering. I won a nail-biting struggle with four colossal guardians by carefully controlling their speed and their strength. Turn by turn, I blinded, stunned, froze, weakened, and crippled these iron giants, doing my best to keep every character alive and taking down one guardian at a time until all four had fallen. Every time one of them marched towards my party, I held my breath. They could kill my mages with a single swipe, and their slow gait was pure agony. This is turn-based combat at its best. Every attack is meaningful, every option is a consideration, and every new enemy has you rethinking your strategy.

Don't underestimate the usefulness of potions and one-time scrolls. They might hold the key to escaping a tight spot.

Divinity: Original Sin's minor flaws include a few bugs here and there, such as one that might turn a cave into a neverending mass of explosions. Its interface is fiddly, giving each party member his or her own supply of gold and sometimes making it a chore to do things as simple as repairing equipment or bartering with townspeople. Some idiosyncrasies aren't flaws, however, but rather reminders of how often we expect games to ask of us the simplest questions and then provide us easy answers. How do you find the forest where the White Witch lives? You go out into the world and you find it. How do you locate all the door-opening switches in an immense library? You look for them, you investigate, you open your eyes wide and truly take in the space around you. Little by little, you learn the rules--and little by little, you wonder why there are so few games so willing to trust you to examine and explore. That it believes in you is Original Sin's greatest achievement, and given its many achievements, that's high praise indeed.

The Good
Complex systems that make even the smallest actions feel meaningful
Beautiful world that makes every new area a treat to explore
Exciting turn-based combat with flexible elemental skills
Story and dialogue are full of wit and drama
Rock-paper-scissors conversations strengthen the role-playing possibilities
The Bad
Cumbersome interface
First few hours drag
9
Superb
About GameSpot's Reviews

About the Author

Longtime role-player Kevin VanOrd spent 65 hours playing Divinity: Original Sin, and still feels like he's only touched on some of the intricate systems that makes the game so extraordinary. His favorite Divinity talent is Leech; his favorite spell is Vampiric Touch; and his favorite conversation was one with a chicken.

Discussion

825 comments
Cloud_imperium
Cloud_imperium

This game is masterpiece . Finished it two days ago , gave it 10/10 .

bpmike83
bpmike83

Just got the game today.  Have so many others to play but I am excited to get to this one.  I glimpsed at the game a few times on metacritic, but mostly looked it over.  So many great reviews on this game so I had to get it!  Cannot wait for Witcher 3 and the next Neverwinter Nights!

dkwfirstborn
dkwfirstborn

Just buy the damn game already!  This is best rpg in years! Music is great, combat is fun and somewhat challenging (No, not rly if you have 3 spellcasters) Everything u do seems meaningfull. The only reall downside is for me that my saves got messed up at around 30h of playing. But not games fault rly.


By the way: The first 2-4 hours can be drag, but remedy that by stealing, steal a lot, sell a lot!

Yenkin
Yenkin

I just started this game the second time, the first time I really did not get very far, and was not patient enough to get past the beginning, The game really does not get moving until about lvl 4 when you can leave the main city.  On the default level mobs are very overpowered, so you have to pick and choose your battles.  Not a bad game, but still only have 5 or 6 hours in.  If you are a ADD type you might find the pacing a big slow.  But if you enjoyed early RPG's this game gives you a bit of the old school feeling.  personally I like Turned base combat,


But I have had to use some walkthru's as this game gives you nothing.  Which does slow the pace down a bit.

 

martinigirl1979
martinigirl1979

good rpg, exept for the major gamebreaking bugs. It seems you can walk around freely and do quests any time you want, but apparently the (main) quests are ment to complete in a specific order. You can completely mess up the game and make it impossible to finish it, whitout even realising it until it is too late. As a result of this I had to restart my first playtrough after completing 2/3 of the game. Now I'm halfway my second playtrough and again I encountered a gamebreaking bug (a different one obviously). That completly ruins it for me, for what would otherwise be an excellent rpg. I would recommend to wait until those bugs are fixed before you buy it.

amar1234
amar1234

dammit if only it wasn't turn based i would try this game, i love rpgs, but turn based combat is just too boring. I dont mind the way dragon age does combat , that's ok, i don't have to directly control my character , but damn tun based is just too much. I just about put up with it during the Final Fantasy days ( when that genre was cool ie up to FF8 or 9), i thought we are now in  the golden age where turn based is over and done with for all but mobile games. Remake the game, and make it hard as you want but go why not just use the dragon age origins combat system? I really loved origins, but that's the only game like that,  they so damn rare.

PowerDingALing
PowerDingALing

OK, so I've played this game for some 15+ hours.

It is really, really time consuming. I already knew that, but I was expecting it to pay off the time investiment. I don't think it does.

It's boring.

There's too much management to do and the interface does not help a little. Even putting the interface aside, there's still too much management, and not the funny kind. Improving armors and sharpening swords to increase their value before selling them... It feels like I'm working, not playing a game.

The crafting system is the worst I've ever seen. It's like playing Doodle God. Giving you a lot of things to mix doesn't make crafting good. Seriously, don't even waste your time with crafting.

Half of the dialogues is boring, and there are far too many words to say only a few things.

The rock-paper-scissors minigame is completely out of place. And it follows a pattern, you only lose if you are stupid, so it's nothing more than a time waster.

There's only 2 companions (you find them at the very beginning of the game) and  henchmen sucks. And they are all boring. Your both characters are boring too.

I know they tried to make an out of the box game, with flexible classes and all that, and it's a very good idea. But a lot of the abilities and skills are just "meh". There's actually few things to do with your character.

Stealing is too easy, you distract people with one character (talking to them) while sneak and steal with another. And there's no consequence to it. I don't know, but I didn't think Source Hunters were supposed to be a bunch of thieves. I didn't steal anything, but it is just too easy and very lucrative. It's wrong, and your companions don't say anything about it.

Besides all these downsides, it's not a bad game (if you don't touch crafting and pretend it does not even exist).

Combat is deeply strategic and the interactions between elements are great. The world and the exploration are great too.

But looks like they want you to do many, many stupid and time consuming things so you'll think the game is huge and deep.

This game is overrated here. There are a lot of reviews on Steam community much more accurate than Kevin's. The same happened with Bioshock Infinite. Later they will re-review this game and give it a much lower score.

KIDFOX
KIDFOX

I just finished the game, and to be honest, this game was not worthy of the rating Gamespot gave. It would fit somewhere in 8. The multilayer is total bs, You only get to play with other people characters and cant bring your own or like wise, some of the puzzles were more waste of time than actual challenging and fun. If you are planning on buying this game, I would suggest you to wait on a promotion or discount.

Pyrosa
Pyrosa

This is like Ultima 7 and Baldur's Gate 2 had a love child, and that child spent its growing years playing the entire back-catalogue on GOG.com. It's immediately familiar yet fresh, with all the depth of the first two games named. 


Absolute 10/10.   I'm even playing it on the travel laptop (admittedly a nice i7 w/8GB RAM & an SSD, but only Intel graphics) and by setting resolution down to 1280x800 I was able to turn everything up to Medium -- and it's smooth as silk.  It'll probably take me until the end of the year to finish it.


Special tip: DON'T READ ANY TIPS.   Just enjoy the immersion, the depth, not knowing how everything works, and not knowing what to expect; don't cheapen this truly RARE gift that the developers have given us.

ipala
ipala

This is one of the best RPG I ever played. But of course u need time, brain and patience to play this through. Combat system is brilliant. Turn based but blv me its simply awesome. The interaction between spells and environment is way better than any of the RPG out there. Dialogues and Story telling is ordinary . U shouldn't expect something like Elder Scroll . At some point camera is annoying but other than that everything about this game is simple but nearly perfect. 
One wrong step and u will loose a lot. Go ahead and give it a try guys. After a long time got a beautiful game. But one thing is true this is not for the Masses , only for Classes. :)

ilikepandas
ilikepandas

Does this game let you fight anything besides spiders? Video sure had a lot of spiders...

PowerDingALing
PowerDingALing

Good game if you don't have anything else to do in your life. Too much time consuming.

bobban49
bobban49

I have played this game for three days now. A lot of childish comments about the review but I think it is a good one from a  perspective of someone who wil have the time and patience for this game (he forgot to mention this marvelous background music just perfect for a meandering adventure).


My problem is that I have a family, business and in general a life that is not going to allow the dedication required to extract the fun from this game. I like an open adventure but it's really a questions of balance. This game takes that notion to an extreme. The crafting system (reading paragraphs of text to get the clue of one of bazillions of possible recipes), the chaotic inventory bags bloated with a thousand types of different but visually identical or similar items (get ready to scan a truckoad of toolips) and the many text dialogues with NPCs (there is definitly some with and the odd dry chuckle but I found the conversations fairly dull) are mostly what turn this game into a great big headache for me.


I think if the game was designed to ease you into all this it might work but from word go I was lost (I knew nothing about this game having only read reviews on it the day I bough it). To be honest the first few hours were pure frustration and regret on purchasing. When I finally found a fight I got slaughtered repeatedly and ragequit. I came back a few hours later, found a nice getting started guide and realised I could add companions to my party and other nice starting tips for the Cyseal area and actually started having fun! I haven't played a turn based game for twenty years (I used to love D&D game on PC in the eighties) and I am pleasantly surprised to learn how fun this system still can be.


The general story in the early game is actually not bad the but the pain of crafting, sorting out bags of equipemnt and items for 4 characters and stumbling around for more progression (alt tab to guides) means I am going to shelve it now and pick it up occasionaly when I have the spare time to whittle away. It's a shame because I think there is a really good game in there somewhere. 

The graphics are perfect, the music beautiful and the combat very nice. Personally I would rate this a 7 to my taste but I think the high score of 9 is justified because for people with the time and patience to grapple with this epic will really enjoy because after all I think this is the target audience for this game and developers have done a stirling job crafting this gem for them. Happy to have made my donation and hope Larian would put out a dumbed down game of this style. :)

Vienreich
Vienreich

comparing this little turn based hack n slash with epic giants like baldurs gate and fallout is just marketing madness. People exaggurating to create some happening "wow"....

nicolasetespqr
nicolasetespqr

@dkwfirstborn


Music is great? The first thing I said to my mate the moment I installed the game is "God, the menu music is goddamn awful xD".


Since when did bad quality synth violin electronic orchestral music become a synonim of "great"? 

martinigirl1979
martinigirl1979

you can ignore the above. I had some locations and quests mixed up. Pity I didn't realise it earlier. I lost a lot of time restarting the game. Still didn't finish it, it's a pretty big game.

oneschool
oneschool

@amar1234 I'd give it a go if I were you. I felt the same way but decided to take a chance. Divinity makes turn-based pretty interesting, actually. It moves quickly and you have to think through what you are doing. Very much like Xcom, although this seems more engaging. 

tj3n321
tj3n321

@amar1234 have you try play the game yet? or just watch the youtube? at first i feel the same as u after watch youtube (really), but i decide give it a try, after that, i just cant put it down, seriously (and im not a fan of slow turn based combat)

PCsama
PCsama

@ipala is it an online game? it is reminds me of Diabllo

wrednajasobaka
wrednajasobaka

@bobban49

My sentiments exactly, I would have given it a 7 but I really appreciate what they tried to accomplish here. The inventory is a mess, crafting too much of a headache. I also found interface a little clunky at times; for example I would try to attack undead with bow but the highlight would disappear and I would end up unintentionally making my archer walk. Game could be better about showing you when there's line of sight: you think that you are safe behind a rock and then you find out that you are not by getting hit with exploding arrow. Combat doesn't have much flow as you have to prepare well for most fights and possibly even try few times before succeeding. 

Maybe I'm sounding too negative, but overall I think this game would be very rewarding for those who have a lot more patience and time than I do. 

suppaphly42
suppaphly42

@bobban49 now that had some thought put into it.


that said this may not be a game you should put down for to long, sometimes the journal doesn't tell you everything that the npcs said and you might forget what they said you  need to do, you may get lost. 

lindallison
lindallison

@Vienreich 

Whether we're talking about art, gameplay mechanics or volume of content there's nothing 'little' about Original Sin.

BG/BG2 are two of the best visualizations of a by-the-numbers fantasy setting I've ever seen.  They're still beautiful to this day and have a staggering amount of quality content, but I really don't get where you're coming from if you want to tell us their combat system is deeper and less mind-numbing than OS's turn based system.  

I mean if you find these battles mind-numbing how did you ever make it through Fallout where the TB combat workload is significantly lower.


I mean I loved Fallout, but it wasn't exactly a great example of what you can do with a TB system.

suppaphly42
suppaphly42

@Vienreich this is not hack and slash no game that is turn based will ever be called hack and slash they are almost dynamic opposites a contradiction in terms. turn base hack and slash, you should delete that comment before to many people see it. it makes you look foolish  

dkwfirstborn
dkwfirstborn

@Cloud_imperium @dkwfirstborn 3 spellcasters make it sadly cakewalk. You can summon 3 things to assist you, and can have one warrior pretty much un-killable. You can cast meteor to poison surfaces, oil surfaces, electrify surfaces. Poison is pretty imba as you can make it explode HARD. Make the game ez-mode, even at hard difficulty. (Hard difficulty is where the game really shines by the way, and repeating one fight can take forever, however the satisfaction is insane.)

dkwfirstborn
dkwfirstborn

@nicolasetespqr @dkwfirstborn 

It fits to the game perfectly, and makes the world feel even more lively. I mean search from youtube Divinity orginal sin soundtrack. How can you say it's bad? I like it, so it must be great!

ispitha
ispitha

@amar1234 definitely give it a try. I first tried it for 30 minutes and I got bored with it. But then I start playing it again and after few hours in I quickly got addicted!

PowerDingALing
PowerDingALing

@Gelugon_baat @PowerDingALing Any kind of game. There are good games of many kinds, just like music ou movies. I would play this one too, if not so much time consuming. It's a game in wich you have to invest time. I've played many time consuming games when I was younger, but I don't have this free time anymore. And, to be honest, I regret a little doing so instead of doing other things with the free time I had.

kozzy1234
kozzy1234

@wrednajasobaka @bobban49 I can understand if someone doesn't like the inventory/interface but crafting a headache? Combat doesn't have much flow? 

1. The combat has some of the best flow for an rpg combat I have witnessed in over 25 years of playing rpgs. 

2.And the crafting does not give headaches at all if you use you're head, it is very straight forward (What is so hard about putting a herb over top of a empty potion bottle? Or a scroll on top of a empty spellbook?)



bobban49
bobban49

@suppaphly42 

Guilty confession. I picked this game up again and haven't had much luck putting it down since. I finished it in easy mode, and have finsihed it completly again in normal mode. I just really love the combat system.


When I played in easy mode I just used onine guides to keep the game flowing. To my taste the puzzles are just time wasters. I admit I admire (and pity) anyone with the industrious tenacity to grind their way through the many puzzles, and dialogues that must be trawled to play through the storyline but for my taste that whole side of it is just too heavy and getting in the way of the brilliant combat/rpg elements. Playing through the second time when I didn't need to keep alt tabbing was so much more fun. 

Even in normal mode the crafting is completly unneccessary to winning all fights there is more than enough drops. The only thing I make is poison potions which are a basic mushroom and an empty vial and you can use to enhance your weapon with a poison stat. Otherwise just completly ignore ti and really have no desire to bother with it.


I am going to take a break and than clock it in hard mode. There is such a great game within this I wish they bring that to the surface in the sequel.

Vienreich
Vienreich

@suppaphly42 shove your fanboyism somewhere. To compare this little game with Baldurs Gate is just dishonest marketing garbage

Vienreich
Vienreich

@suppaphly42 pff who cares, you're caught up in measly details. That same mind numbing bla bla bla battles 

wrednajasobaka
wrednajasobaka

@PowerDingALing @Gelugon_baat

Same here, I can only devote 1-2 hours to this game every few days. Ten years ago it would have been another story. It doesn't help that combat is a lot of trial and error.  

Gelugon_baat
Gelugon_baat

@PowerDingALing 

It's not that you don't have the free time; you don't have the will to play a long game.

You can say that you don't have a lot of free time if the game doesn't let the player record his/her progress, i.e. make game-saves.

wrednajasobaka
wrednajasobaka

@kozzy1234


1. I guess we have different definition of flow. To me starting a fight and finding out that I'm badly outclasses does not mean the combat has a good flow. Twenty five years, huh? So you are telling me combat in this game is smoother than, say, in Baldur's Gate?

Or are you thinking of turn based RPGs only?


2. I have ingredients scattered over 4 different party members, of which only one can craft items. Then of course I need to read the recipes, because I need to know which ingredients to drag over a bottle. And then when I'll remember the recipes the process is going to be painfully repetitive and boring.    

suppaphly42
suppaphly42

@Vienreich @suppaphly42  did i tell you that you have to like the game no. that is what fanboys do. argue tooth and nail to the bitter that this is the best and YOU should think so too 

all i did was point out  ( rather bluntly ) that you made a comparison that does not fit and leaving a comment like that makes it look as if you didn't play it at all and are talking out you @$$ which in turn makes you look foolish    


just trying to help a fellow out ;)

PowerDingALing
PowerDingALing

@Gelugon_baat @PowerDingALing Yes, of course. Then, when I get to the game again I don't even remember what was going on.

And of course I won't EVER spend all my free time playing games. Specially games where I have to kill giant spiders. I'm not 10 years old no more.

There's a lot of things going on outside, you know...

Have you ever noticed you win all debates, you are always right, your points are all the best...?

You must be one of the most boring persons alive, i.e. your writing is often too flowery.

Gwarpup
Gwarpup

@suppaphly42 Exactly.  Putting Turn Based and Hack & Slash together is like putting FPS and Point & Click together.  Shows he doesn't even understand totally different gaming genres.  Ultima 7 is more of what the designers patterned D:OS off of.  But still it is very similar to Baldurs Gate as well which I don't think this person every played or he would've been bored by that as well.


lindallison
lindallison

@Gwarpup @suppaphly42 

Imagine Ultima VII with this combat system, man that would be a game.

I mean I can't say enough good things about VII and VII part 2, but that was some of the worst real time combat I've ever seen

PowerDingALing
PowerDingALing

@Jfrench14 @PowerDingALing @Gelugon_baat I'm Brazilian. Can you speak in Portuguese? Can you write in Portuguese? I don't think so.

How good is your grammar in any other language than English? We can talk in Portuguese, or Spanish, or Italian if you prefer. Then you don't need to read my terrible English.

What do you think?

Divinity: Original Sin More Info

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  • First Released
    • Macintosh
    • PC
    In Divinity:Original Sin you take on the role of a young Source Hunter: your job is to rid the world of those who use the foulest of magics.
    8.6
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    Developed by:
    Larian Studios
    Published by:
    Ikaron, Larian Studios
    Genres:
    Action, Role-Playing
    Content is generally suitable for ages 17 and up. May contain intense violence, blood and gore, sexual content and/or strong language.
    Mature
    All Platforms
    Blood and Gore, Violence