Divinity Demo, First
Impressions
EverythingXen,
2002-05-07
I've been reading up on this game half-heartedly since I started
visiting RPGDot. It never really caught my attention, but
the staff and a few others kept passing on good things about
it until, when the whopping large demo was released, I had
to download it and give it a shot.
I'm glad I did. Divine Divinity appears to be a solidly made
game. As far as what's been seen in the demo, it hasn't offered
many revolutionary improvements to the genre
but as
I've mentioned before, I'm not as interested in revolution
as evolution.
Divine Divinity integrates components from many games. The
story and dialogue trees appear as good as anything Ultima
or Baldur's Gate has offered. The graphics are crisp and detailed
enough for an isometric RPG. The combat combines the wild
massacre abandonment of Diablo (I bagged me well over a hundred
monsters in 5 levels of a dungeon) with the real-time-pause
functionality of Baldur's Gate. This stops it from becoming
an all out potion chugging hack-fest as you can issue orders
and use some basic tactics without having to have highly developed
reflexes.
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I like the skill system a lot. This is probably the 'newest'
thing Divinity brings to the table. Whenever you level up
you get five attribute points, like Diablo, and 1 skill point,
also like Diablo. However, you can apply the skill to any
of the three different 'skill trees' in the game. You can
make a fighter with a few survivor skills for scouting capability,
or make a nice little battlemage
a guy who blows skeletons
to bits while they close but can happily go toe to toe with
whatever remains of the hoarde as it breaks through. Attributes
are the only true limits to jumping from path to path
I get the feeling that if you spread them evenly all over
the place the game might be a little difficult. Then again,
perhaps not.
Another great feature is the ability to combine items. Another
growing trend in CRPGs (especially in MMORPGs) since Ultima
Online and perhaps something before it that I'm unaware off
is the ability to take your skills and make your own stuff.
Ultima 7 left you make your own stuff as well, but it had
no skills to base it on. In the demo you can make potions
and combine all sorts of different items to get other more
interesting items. You can poison your sword, for example.
That's pretty cool. If the full game provides more things
to combine (and I'm sure it does) this could easily be one
of the most enjoyable features of the game (at least for me
I like combining items in games).
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The Diablo similarities almost put me off this game (I'm
not a big Diablo fan)
fortunately a strong story, good
voice acting, humorous reading material and nice soundtrack
(alright, I'm a sucker for sound) pulled me back. I think
this game has a little something for everyone. I'm looking
forward to the full version.
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