The dynamic Source Hunter duo.
Divinity: Original Sin is a rather enjoyable yet devilishly difficult RPG which features CRPG mechanics. For the purposes of this post, I’ll be discussing the original release and not the Enhanced Edition so take some observations lightly. I’m sure that the Enhanced Edition has better tuned mechanics. Hopefully. It’s also worth noting that it’s been roughly four years since I last journeyed around Rivellon, and that I wasn’t too far through the main story the last time that I did. But I’ve been having a lot of fun with it this time around.
I even bought Divinity: Original Sin 2 because of it.
Character creation is definitely one of the best things about Divinity: Original Sin. Both the Source Hunters you begin with and companions that join you are fully customisable, and if you don’t feel like playing with others you can completely forego companions by acquiring the Lone Wolf talent. You can even develop characters with myriad non-combat abilities.
On that note, I was slightly disappointed that I would need to move items to a character in order to utilise Blacksmithing or Loremaster. That’s something I know that they’ve changed in the Enhanced Edition. I’m also slightly disappointed by the lack of variety in companions. I would’ve liked to see more of the unique character classes being represented. That said, I chose Jahan and Madora to fill two very simplistic roles in the end. One being the ever-murderous valiant knight who would tank damage about as well as my Source Hunter, while the other chose a more scholarly yet no less destructive route of raining fire down on anything and everything. I’m not disappointed in the range of skills you can choose from, though. They’re pretty great overall.
On the other hand, while the skills are great, the flow of combat can sometimes be weighed heavily in your opponent’s favour. It’s fairly obvious that most enemies have higher resistances and better chances to apply status ailments than you, which would be fine if you weren’t perpetually outnumbered. Worse still when you’ve invested significantly in Bodybuilding or Willpower to affect those saving rolls and they still apply the status ailment. Enemies seem to act rather randomly, too. So it’s almost down to luck whether you’re going to make it out alive.
Which also would be fine if resurrecting wasn’t an inconvenient annoyance.
But the synergy between your skills is incredible. Being able to create poison surfaces which you can later set alight, or being able to freeze the ground to cause enemies to trip, or even being able to use Teleportation (which is the best skill) to drop an enemy into lava is ridiculously fun. The combat can simultaneously be the best and worst part of the experience.
I would say that Divinity: Original Sin is a great experience if not a little flawed. The quests are certainly engaging enough and not every single one requires combat, but the progression through new areas feels a little disjointed. Often you’re expected to travel to higher level areas to complete lower level quests. That said, it never ruins the experience it’s just a little frustrating at times trying to figure out where to go next. I also wish that crafting in the original release made any sense. I’m certain that the Enhanced Edition will smooth out this experience to make it more enjoyable, and so I’ve no hesitation in recommending Divinity: Original Sin to all who enjoy RPGs (and CRPGs) as it’s worth the time invested. Without question.
Have a nice week, all!