Divinity Original Sin

im still torn by it, i find that i am struggling to find games that keep me hooked

Same position, but it's had glowing reviews from actual people, and it having been kick-started gives me a lot of interest. I would rather grab this than the next dragon age this year, as the only other RPG on the horizon, that I'm interested in is Witcher 3 and that's 2015 now.

If there's any game that could grab you its an RPG, but a proper RPG, as the RPG in MMORPG was lost long ago. I'm still hoping i can get another turn based fix with Wastland 2 in a month or two.
 
im still torn by it, i find that i am struggling to find games that keep me hooked and i dunno if an old skool rpg will be the one.

Having said that listening to the early impressions here it sounds positive, are the majority of people here playing co-op or going it alone?

I love the little touches ive seen in some previews like being able to throw items around in the environment to make obstacles, start fires etc

Sum1 convince me this is the game that will keep me hooked where others have failed :)

Early impressions are positive not just here, I don't recall the last time I've seen a game mantain a 90+ user rating a week later, on Metacritic. That being said, my favourite parts are:

- The rich world. There's stuff to do and people to talk to everywhere. Some things lead to quests, other things lead to loot, sometimes there's a choice, other times there are several. In many games, the map is just a setting generically thrown around the story, not the case here. In the starting town, almost every NPC (sometimes even those without names), every chest, every locked door and many of the interactable objects (there are loads of them) are connected to something else, somewhere.

- The quests. In order to solve most of them you actually have to read what people are saying, along with any books/notes you find. The journal usually consists of one phrase that offers little/no hints. If you clicked the conversation with a quest NPC like a monkey, odds are you will either fail the quest or miss on alternative solutions and subquests. Sometimes (IE. something is burning) you have to find a solution on the spot as if you come back later, it's gone. There are no failed/completed quests - at some point they simply end and different choices made when working on the quests often lead to different outcomes.

- Traits. They provide small but sometimes important bonuses but you cannot actually choose the traits you get. Each trait has 2 sides (ie. Spiritual vs Pragmatic or Heartless vs Compasionate) and each side can provide a bonus. Each time a character makes a Spiritual leaning choice in a conversation they get a bonus on the Spiritual side. When one side has at least one more point than its opposite, you get its bonus. As a result, after a few levels and tones of conversations, my two main characters are each have an unique set of traits and I often found myself choosing the answers that I considered fit each character, rather than choosing the "best" answers. In other words, the game kind of forced me to roleplay, even if it has never been much of an aim for me in RPGs.

- Combat. Complex tactical combat, check. Meaningful - often mandatory - enviroment interaction, check. Decent AI, check. It's fun, it's tense and it often leads to disaster, on Hard.

- Puzzles. I have no idea how to solve some of these and that's ok. A good game should force you to think and it should sometimes let you fail.

Note that I'm only 15 hours into this game and I have barely explored the areas around the first town.
 
Early impressions are positive not just here, I don't recall the last time I've seen a game mantain a 90+ user rating a week later, on Metacritic. That being said, my favourite parts are:

- The rich world. There's stuff to do and people to talk to everywhere. Some things lead to quests, other things lead to loot, sometimes there's a choice, other times there are several. In many games, the map is just a setting generically thrown around the story, not the case here. In the starting town, almost every NPC (sometimes even those without names), every chest, every locked door and many of the interactable objects (there are loads of them) are connected to something else, somewhere.

- The quests. In order to solve most of them you actually have to read what people are saying, along with any books/notes you find. The journal usually consists of one phrase that offers little/no hints. If you clicked the conversation with a quest NPC like a monkey, odds are you will either fail the quest or miss on alternative solutions and subquests. Sometimes (IE. something is burning) you have to find a solution on the spot as if you come back later, it's gone. There are no failed/completed quests - at some point they simply end and different choices made when working on the quests often lead to different outcomes.

- Traits. They provide small but sometimes important bonuses but you cannot actually choose the traits you get. Each trait has 2 sides (ie. Spiritual vs Pragmatic or Heartless vs Compasionate) and each side can provide a bonus. Each time a character makes a Spiritual leaning choice in a conversation they get a bonus on the Spiritual side. When one side has at least one more point than its opposite, you get its bonus. As a result, after a few levels and tones of conversations, my two main characters are each have an unique set of traits and I often found myself choosing the answers that I considered fit each character, rather than choosing the "best" answers. In other words, the game kind of forced me to roleplay, even if it has never been much of an aim for me in RPGs.

- Combat. Complex tactical combat, check. Meaningful - often mandatory - enviroment interaction, check. Decent AI, check. It's fun, it's tense and it often leads to disaster, on Hard.

- Puzzles. I have no idea how to solve some of these and that's ok. A good game should force you to think and it should sometimes let you fail.

Note that I'm only 15 hours into this game and I have barely explored the areas around the first town.

Much appreciated for taking the time to write that up mate, SOLD!

After spending £20 on DAYZ alpha i cant really be the one to worry about spending £20 on this :p
 
Managed to LAN this on Saturday with a mate. I had not heard of this but he had a spare key with his edition. Its a really enjoyable game and I like how everything is not spoon fed to you, sometime if you get stuck you can take the extreme route and just demolish doors at a high weapon degrade cost.

I really enjoyed the turn based combat where you get x amounts of action points to use each turn, it really adds a lot more strategy to battles rather than just running in and mashing attacks.

All in all its a really fun game I think we started at 12pm and before we knew it, it was 1am.

I went as a ranger and found it really useful using fire arrow and having a spell to cast oil spills :)
 
I picked this up this morning, played for about 15 mins. Don't feel like there is much, or any of a tutorial lol.

Will give it another crack later.
 
Ive so far put an hr or so in so i havent came to the first town yet, i found the original few fights and dungeons served as a tutorial. I often had prompts on screen giving me tips on what to do so i assumed that was my tutorial.

So far it looks like its going to be a DEEEEEEEEEEEEEEEEPPPP game. Theres lots of little touches which i find myself just exploring for those tiniest details.

For example my chosen classes are a Witch and Cleric. I have no idea if thats a terrible combination but thats half the fun i guess.

Anyway the witch has an ability to talk to animals so in the first sorta tutorial dungeon i spoke to a rat and it was saying how people seem to like shiny gems, but they didnt taste as nice as flesh to the rat.

This made me wonder if the rat had a nice gem in its gut so i murdered the lil bugger.

Did his corpse reveal a gem? No. But the fact that this game made me think it is a possibility shows that im in the right mindset to enjoy this :D
 
So what class is everyone?

Knight and wayfarer. So essentially a dps with archer/magic hybrid.

I have set my wayfarer up to cover monsters in oil then set fire to them. Muhahah!

Loving the quests and combat. Loot and crafting is all quite experimental too -it's fun to test stuff out. There's not much combat in the first few hours but that's not to say the game is empty - it's incredible fun.

I've cranked the difficulty up to hard as I want it to challenge me :)
 
I went battlemage and wayfarer. The wayfarer was really weak until I started to get up to speed with various arrows and got a few skillbooks.

The talk to the animals skill's been really useful too :)
 
How much int do I need to be able to increase my pyro skill? I'm currently lvl 4 with 1 point in pyro.

Oh, just found out you need two available skill points to increase a skill to level 2. Lucky I stopped myself spending them on tat.
 
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40 hours in a coop game with a friend and loving the game. Feel as if I've not scratched the surface of if yet. Knight and Enchanter was the starting classes and we are using a wizard and ranger henchmen.

I've been dropping almost all attrib points into str on the warrior as it's needed for the higher level chest armours however starting to bump speed / perception for AP points; level 11 currently. The item drops are very random though, all the characters still have quite a few low level items.

Not a massive fan of the rock, paper, scissors conversation minigame. We've missed a couple quests now due to losing and constantly seem to have much lower skill than the npcs. We've started to save it whenever they appear.

Int will increase the damage your spells do. Skills determan how many skill you can learn of a type. Pyro 2 allows 5 Pyro spells learned at one time etc. At rank 5 you can have unlimited skills of that type and there tends to be a special talent. Man at Arms 5 allows the a talent (which I've forgotten the name) which grants 10% x man at arms skill to the main resists (earth,fire,air,water), so is effectively +50% to resists.

Best game I've played in a while and I'm very happy I helped kickstart it (even if I didn't give a lot). :)
 
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Something like Vanguard's diplomacy mini-game would have been perfect for the rock-paper-scissors thing they have going at the moment. Can't have everything though I suppose :)
 
How much int do I need to be able to increase my pyro skill? I'm currently lvl 4 with 1 point in pyro.

Oh, just found out you need two available skill points to increase a skill to level 2. Lucky I stopped myself spending them on tat.

Lol thanks for mentioning this, it was doing my head in trying to work that out! :)

Think Im gonna restart, I made an Enchanter, only to find one of the NPC companions you find is exactly the same. Might try a Witch instead, the Witchraft spells look really handy.
 
Made a team of Archer and Cleric, default stats and skills.

So far only just out of the tutorial dungeon but have crafted some arrows, used environmentals to do things, collected a stupid amount of shells and had a great time.

I'm trying to avoid my usual RPG sin of trying to min/max characters un-flavourfully. I think I'll also 'roleplay' them more as myself instead of constantly asking "what's the 'goody two shoes' response, because I want my goody-two-shoes points to go up?"

Any advice on easily-made mistakes to avoid? (nonworking skills/spells, ones that are fa rmore useful than they appear etc)
 
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