Is the original Divinity worth playing today?
Divine Divinity
Yeah.
Yes. People basically overlooked it thinking it was a Diablo clone.
>mfw publisher demanded changing from turn-based to real-time combat
It's ok but pretty stupid game from lore to character dialogs
I started a playthrough recently but stopped a week ago 'cause got busy with irl stuff, definitely gonna get back to it this weekend.
it's good.
Yes, it's a fun RPG with diabloesque combat.
But Beyond Divinity is not that good iirc.
I played it about a year ago for the first time and it was pretty fun, it's like Diablo with a splash of Baldur's Gate.
Is it worth playing? If you can get it for 5 dollars or less than yeah I'd say it is.
I couldn't get more than an hour into it. There's nothing I can appreciate about it other than maybe the graphics.
Yes but apparently the second one is worse
Not really no
Yes but get these fixes for font size, because the game was no designed with modern resolutions in mind so normally you need a telescope to read the text in 1080p.
steamcommunity.com
steamcommunity.com
As long as the gameplay is fun I will be happy.
That's nice. Thanks user
>that massive skeleton dungeon with these huge skeletons that kill you with three hits
>it's your first dungeon
What the fuck were they thinking?
I did just fine dude
You're welcome, I also suggest changing resolution to something like 120x720 if you're playing on a 1080p screen of 1600x900 if you're on a 1440p screen because even with the font fix it's still a bit small and clicking on all the environmental interaction stuff becomes a pixelhunt chore.
Swen said the game was aimed exclusively at boomers who grew up with Ultima and liked challenge
>That sounds appealing. Lead the way.
of course
I also managed fine with a lot kiting. What astonishes me as well is how huge this dungeon is compared to anything that comes afterwards.
Ultima 7? It was the first one with real time combat, but it was not challenging at all. Sounds like excuses for poor design.
yes
It was turn based until the last minute when publisher forced a bunch of dumb changes like real-time combat, Diablo loot and name change from "Divinity: The Sword of Lies" to "Divine Divinity" because after the success of "Sudden Strike" they were obsessed with game names that abbreviated to 2x the same letter.
Even with turn-based the beginning was front-loaded with anti-melee, they just didn't know what they were doing. I'm sure inbetween marketing their next game Sven would admit it.
>Is the original Divinity worth playing today?
Yeah until you reach "that" part, where if you haven't skilled a specific skill a boss during "that" part is impossible.
Also start as a warrior for best stats.
Has ther never been a more stern or categoric answer to getting gay solicitations in game.
It's always "sorry not interested" "not my kind of guy" or somethign along those line. How about a "Not interested in men." "No, and never ask me that again." Not even asking for a "Back off or else..." or "Disgusting, absolutely not!" options, just something that isn't "OH MOST ESTEEMED APOLOGIES GAY ONE, I SIMPLY CAN NOT BEND OVER FOR YOU AT THE CURRENT TIME, BUT YOU ARE TRUELY A VENERABLE AND WORTHY SEXUAL PARTNER!"
The whole game is basically 4 gigantic maps + dungeons. First map is the best part of the game, by far, hands down, second map is quests exclusively, third map is like first but worse in every regard, and the fourth is utter dogshit and possumcum. Dungeons range in between of mediocre and utter dogshit as well, barring the first one which is kind of fun actually.
It is extremely charming in terms of audiovisuals, moreover, compressed screenshots don't really convey that, and the game really livens up when seen crisply and in motion, it just all clicks into place.
Mechanically it's nice, but extremely cheeseable in just very dumbfuck ways, that kind of screams it just hasn't been all that well playtested despite the very surface level, in other words, it's bells and whistles.
Writing is wacky and all over the place and is basically their to supplement the overall wishy-washy whimsical art direction, in other words, the writing doesn't carry anything in game, but kind of still fits quite well. Same goes for nigh non-existing worldbuilding.
There is a very nasty difficulty spike late in the game, a certain boss. Just make sure you invest some points into magical spikes, you'll get why later.
Anyway, point is, first map's level-design is Really Entertaining. Like it's genuine "wait a sec I wanna see what's up there" times 1000. Like there is a analogy to describe what this game is like at its best. It's an earworm. A VERY silly tune you can't, for your fucking life, get out of your head. That sums it up perfectly. All the stuff other than the first map is still the semblance of that to a greater or lesser degree.
Something like that. Oh yeah, I advise you to first kill stuff, then do quests, you get more XP that way. And do NOT invest into scouting or whatever that stat that makes you see further on the overworld map, it just fucks up your map exploration.
>finally finish first dungeon and leave the starting town
>look at kill log
>454 skeletons killed
Fuck are you talking about? It was initially called The Lady, The Mage and The Knight and it was, IIRC, realtime, like, literally, there is footage of that thing on youtube.
Those poor skeletons. Just minding their own business and you invade their home and kill them.
Well, good shit I am always playing such games as the archer, so, like, :P
Do you, by any chance, mean Josephine?
Read the book that came with the Anthology Collection, Swen wrote a 130 page developer journal on Divine Divinity, Beyond Divinity and Divinity 2.
The finalized title of the game was Divinity: The Sword of Lies, the "Lady, Mage and Knight" was when the game was still trying to rip off "The Dark Eye" franchise.
I'm pretty sure the Steam version of Anthology even comes with the PDF of said journal.
Yep
Why the fuck should I even care? The game started realtime, ended realtime, end of the conversation.
Absolutely, it starts of slow but once you are past the bridge real Divine Divinity begins.It's quite a long game too.
Nice goalpost moving you little bitch
It suffers the same problem as all Larian games in that it's EXTREMELY frontloaded to the point of being overbearing, but then chills out over time and becomes much less daunting to play.
Did you at least have fun in THE BONE ZONE
Also, on a semi-related note, I would also advise OP to play Kult: Heretic Kingdoms. It's kind of different though, despite, on a surface level, being a similar type of humoresque click-click-quest-quest with wacky mechanics. Kult is just mediocre aesthetics-wise (in opposition to DD, which just immediately sucker punches you with how it looks and moves), BUT it is REALLY fucking carried its story. Like, honestly, it is such a nice feat of writing, like every single ingame book is directly relevant to what happens there in the game. And the irony, and all the trope subversion, actually, more or less hit the mark, as opposed to "whatever sticks to the wall" kind of slapstickery DD sports.
DD is like a classical jester, if that comparison makes any sense. It's interactive entertainment. Kult is more like this guy telling an actual story - in a lighthearted way, sure - but a story nonetheless.
I am moving a goalpost? How the fuck do you fight Josephina turn-based considering spikes ignore ALL the defences and resistances, huh? Lar can yap whatever he wants, but looking at LMK I see a prototype of released DD in how it moves and plays.
I mean, once I got the hang of things and adjusted my expectations, the game wasn't too bad. It wasn't the most tightly built game I'd played, but it was a pretty fun Diablo-like. Though I should confess, I cheesed my way through large portions of the game via poison stacking.
I liked it.
Word of warning though: some skills are utterly useless (like wisdom), and others (like poison weapon and scorption traps) are utterly fucking overpowered. So if you want to avoid both cheesing the game and gimping yourself, plan your character in advance by reading a character-building FAQ.
One last protip: randomly generated "good" items spawn in set locations, but they don't actually roll their stats until you either hover over them with your mouse (you'll see them sparkle if you do). You can quicksave before looking at an item and keep rerolling until you get something that isn't shit or has the stats you want. Cheesy as fuck.
In other words, even if they did remake the game from turn-based to realtime at the last moment, those realtime mechanics were NOT conjured from the thin air they were lifted from the iterations of the game that PRECEDED the turn-based one.
And that should really tell you everything you should know about DD, like really. It's a game where designers couldn't even decide whether they wanted it to be realtime or turnbased. And it fucking shows. It is carried exclusively by its content, and considering that content is just everything and their mother slapped together, it's just really gets carried by novelty alone. It's strictly a one-time game, that can't even adhere to the mark it initially sets for itself for more than 1/3 of its longevity at best, nothing more. That 1/3rd though is still pretty damn good, even if by force of novelty alone.
This game was my fucking shit as a kid, I love Divine Divinity. Unironically better than Diablo.
Also use Fade from Sight targeting an NPC and you'll become true invisible until you enter light. It's a very handy glitch that lets you do anything without being detected.
Every identifiable item, that isn't the quest one - including all the artifact weaponry/armor, has random stats (within margins, of course), that get set in stone the moment it is identified, if I remember correctly.
>scorpion traps
I felt like a fucking genius after finding out that the binding spell for summoned creatures via magic also works on the scorpion
Basically you get a completely overpowered, almost immortal and deadly scorpion that follows you around
dont bother lil zoom, just play DOS2 instead and wait for BG3
does it have sexy lizard wimmen?
lmao too long didn't read u mad fag?
>tfw it literally melts everything
wew
>mfw publisher demanded changing from turn-based to real-time combat
Proofs?
oh yeah profuse rectal bleeding call nine one o
>worth
Retarded zoomer, your entire life isn't worth a damn, end your fucking life asap.
>First map is the best part of the game, by far, hands down, second map is quests exclusively, third map is like first but worse in every regard, and the fourth is utter dogshit and possumcum.
Main part, the big city, the elf forest and the endgame, in that order?
Or were those teleporters that I could never find actually real?
Seriously speaking I did read it and you're right but that's not what the original argument was.
The original argument was that the game was never turn based and was never called "Divinity: Sword of Lies" which was the thing I pointed out as wrong because Swen himself confirmed both those things in the developer journal from Anthology Collection.
In that order.
Okay.
For me, it's the city. I can't remember what it's called, but man I had some good times.
>youtu.be
Though Swen never says anything about turn based combat, just that he wanted the freedom of Ultima 7.
They've basically been cockblocked from making the games they wanted to make by their publishers up until they finally told them to fuck off and crowd-funded D:OS.