Divinity: Original Sin

Note: This analysis reviews, deepens and expands our analysis in progress previously released.

Original Sin can be considered from now on as one of the covers of this year and perhaps one of the most interesting games of recent times for the role fan. Interesting because although there is no lack of supply and there are many games as present as future to be optimistic within the genre, the new Divinity offers something very different to what we are used to.

 

Larian he has finally been able to make the game he dreamed of when he began his career with the remarkable Divine Divinity and has managed to get as close as possible to his great reference: Ultima VII. After four years of work and independent and

 

receiving a generous extra supplement of funding thanks to Kickstarter, the Belgian studio has been able to make a game true to itself, inspired by the great classic of Origin, but with its own identity to also become in a reference for the future.

That identity is defined in all kinds of small and large details that are specific to Divinity. The influence of one of the great works of Richard GarriottIt is obvious and well known, based on the fact that it is Larian’s own people who have mentioned it on more than one occasion. But there are many elements that are the hallmark of the group’s house and others that have emerged

 

new to give the whole more luster. For example, the brilliant combat system, of which we will discuss in depth later, is our own harvest and has been brilliantly conceived, made in the image and similarity of the open proposal of the rest of the game, under the roof of a worked system by shifts full of possibilities and tactical considerations. Another element that is also characteristic

 

of Divinity is the sense of humor and the taste for the absurd, an element that has always been worked on in the saga and that has become one of its

 

hallmarks – we all remember the funny ability to read minds in Ego Draconis, or the absurd situations in Dragon Commander like marrying a non-dead princess- . It is this combination between classic design philosophies and Larian’s own ideas that make this title so special.

Divinity: Original Sin (PC) screenshot
Divinity: Original Sin (PC) screenshotDivinity: Original Sin (PC) screenshot

Everything begins with the creation of the two characters. The context of the games puts us before a world in which the source of magic is the so-called “source”, the source. Initially seen as a blessing, it quickly becomes a tragedy when its practitioners begin to become corrupted and go crazy, causing real calamities in a terrified world. With the situation under strict control, an order

 

known as Source Hunters has the task of investigating and eliminating possible harmful uses of magic, in a world still traumatized by what happened. The fact of having two protagonists is a very original component that is linked to one of the sonorous novelties of the game: the possibility of cooperative at any time and integrated into the story, which is not something that is seen every day in an RPG . Yes,

 

The first thing that is noted about the configuration of characters is that the game is committed to giving the player total freedom in how he develops his characters. There are several predefined archetypes, pure and mixed classes that respond to different prefabricated configurations, but in reality the basis of the system is in assigning points to attributes, skills and “traits”,

 

so it is possible to take our character where we really want. We can start by setting up a pure warrior, and then assign the possibility of learning spells from a school of magic as long as we have not completely neglected the intelligence attribute. Of course,

 

the most advanced requires more points in your particular skill range, so specialists can do things that those that are too mixed will not be able to do. Like the rest of Original Sin’s approach, the player must look for his life and decide between a wide range of options without anyone taking him by the hand or paving the way.