Jan 12, 2015

Divinity: original sin

I don't write about other games in this blog, because, well, it is development blog, but.
Screw it!
As fervent follower of Divinity series I assure you, this is the game roguelike fans dream of!
Rare situation when next game is like original and better.

It is complicate and full of details as all of us love, but you are able to control the balance of details during your game.
I say, you can play the game at 110% pace, read every book. check every barrel, solver every quest and talk to any rat you met (Yes! It is possible in Divinity and very useful), but the game doesn't make you to do this!
Because, in some games you can't control the detail level of the game for real. For example you hate brewing potions or pixelhunting every single corner of the dungeon, but no! If you don't do so, game becames unplayable.
Not in this case.
You don't want craft? Don't use it. Don't want to read books? Up to you and so on.
You can even play Divinity as a slasher and no problem, game gives you this opportunity. It is possible and still fun.
That's what means control over game details.

Or, alternatively, you can play enjoying every single moment, reading every book you find (remember first walkthough can be only once!) and it would make game easier, but not simple.
Game adjusts to your game style without autoleveling crutches, game pace changes, not the fun level.

Well. I can write about Divinity for ages. Original sin has interesting and original quests, and from one hand this quests are oldschool and should be really solved, but, simultaneously, solving them isn't hard or pain in the butt.
Come on, devs, there is way to make quest interesting, easy to solve and fun without turning them into "3 in row" application - design them well! Like it is has been done in D:OS.

So. Play DOS, it is awesome.

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