Divinity: Original Sin

Spent a couple of hours playing it yesterday, went through tutorial till I got to the first town / ship on fire. Stood there thinking what the heck can I do to help - tried stealing a bucket and everyone turned on me... then realised I have a rain spell to help... ha!

I'll definitely enjoy this game, can't believe I overlooked it - I've been a fan of Neverwinter and this is very similar!
 
Is the text generally small in the game? Not the best eyes and don't want to strain them playing this type of game. Wasteland was far too small for me.

Thanks
 
It can feel a little long winded, left trigger to select characters and right trigger for the other options. Obviously nowhere near PC like but it works well enough considering the PC controls have access to alphanumeric + more.

After a couple of hours, it becomes almost second nature. Still occasionally hunt around for options like action or break door/crate.
 
Surprised this hasn't got much attention, fantastic game.

Inventory is a bit fiddly though, I'd like a communal backpack that's shared across all companions so i don't have to "send to..." all the time.
 
Just finished this after some very intense gaming sessions. Yes, I may have been up until 2am on several nights this past week...

I was very impressed with how the game managed to revive the feel of classic cRPGs without feeling like it was merely rehashing old tropes. There was some nice innovation alongside the obvious classic influences I thought. I liked the combat especially. Although it was turn-based with many familiar RPG skills, the way it included environmental effects that interact with each other and with player- and enemy-created effects gave it an added bit of novelty, depth and tactics - well, at first anyway.

Like most cRPGs there was a very noticeable reverse-difficulty curve, but it seemed a bit more pronounced here than in many others even. The first third to half the game felt challenging, with each encounter needing some thought, planning and judicious use of environmental effects being well-advised. The second half of the game, though, my party had access to such powerful skills that could synergise so well with each other that I barely had to give a second thought to the environment and its impacts on the battles beyond making sure my characters weren't standing in pools of electricity-conducting fluid before I cast a shock-based spell.

I do tend to min-max a bit but I didn't really know enough about the mechanics to try to get a synergistic party so either I lucked into an uber-powerful combination or the game didn't quite get it right with its late-game difficulty. The penultimate boss was dead in one round, before it even had a turn. The final boss was dead in two rounds without having a chance to act due to being CC'd in the first round. This was a pattern for much of the second part of the game, in fact, so fights do go a bit from being intriguing exercises in tactical thought to being minor inconveniences en route to more XP and more powerful characters.

I didn't even use half the spells, abilities and items I'd got hold of because there was just no need. I didn't use a single grenade, never ended up using the level five geo spells except one time just for the sake of using them, used soulsap once, used maybe four or five special arrows. I never crafted a weapon either, and only used crafting boosts for existing items before the final area just for the sake of a bit more min-maxing. So I basically had a couple of high-strength characters with massively full inventories of stuff I was collecting and lugging around to no actual purpose in the end. Too many of the talents were pretty useless for anyone but a melee character as well.

Having said that, I enjoyed this more than any other RPG I've played in the past couple of years, apart from The Witcher 3 and Dark Souls. Think it's pretty much on a par with Dragon Age: Inquisition for me, which I also really enjoyed (and which also had its shortcomings). Extremely impressive for a relatively small studio and a welcome return to may of the elements of classic RPGs I always loved so much. Looking forward to the sequel already.

EDIT: Ah, posted this in the console section by mistake... guess most of the comments are still valid, but I actually played this on PC. Oops.
 
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Like most cRPGs there was a very noticeable reverse-difficulty curve, but it seemed a bit more pronounced here than in many others even. The first third to half the game felt challenging, with each encounter needing some thought, planning and judicious use of environmental effects being well-advised. The second half of the game, though, my party had access to such powerful skills that could synergise so well with each other that I barely had to give a second thought to the environment and its impacts on the battles beyond making sure my characters weren't standing in pools of electricity-conducting fluid before I cast a shock-based spell.
Yea, this led to me feeling burned out by the end. Battles stopped being interesting and satisfying.

I kinda worry about this with the sequel. They seem to be adding tons more spells/abilities and are opening more of them up earlier on in the game.
 
Yea, this led to me feeling burned out by the end. Battles stopped being interesting and satisfying.

I kinda worry about this with the sequel. They seem to be adding tons more spells/abilities and are opening more of them up earlier on in the game.

Yeah, I have that concern too. The first part of the game when the fights were challenging and the environmental effects integral to success really felt like a breath of fresh air for this genre. Such a shame it all became so mundane after a while. Would like to think they've learned from this and will tighten it up for the sequel, but as you say the access to ever more powerful abilities does raise worries on that score.
 
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