Divinity Original Sin ( 4 DVD )
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.
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.
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.
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.
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.
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.