Divine Divinity Preview, part 2
If you haven't read the first
part then do so first, as it contains information you
might need for this second part. In this second part I let
you know how the playing session went that I had at the studio.
I arrived on Saturday (as did Moriendor) and left on Sunday
and would have played Sunday as well but I got sick from eating
something (the joke is that I'm the first getting sick after
seeing Divinity, but that's not true :-). Anyway here it is...
Arriving
After I traveled down to the studio, south of Gent I found
myself in a deserted place. That's what you get from making
sloppy appointments ;-). So I waited and after half an hour
or so Swen "Lar" Vincke arrived and let me in, to
find out that Arhu had just woken up (strange life this cat
lives).
Lar put me behind a computer and started up the intro movie,
which showed the black ring trying to kill the Divine creature
they summoned. But instead of dying it splitted in three and
entered the bodies of three marked-ones. After which the game
begins, well it should have at least. The last build of the
game Lar wanted to make me play had some unexpected test scripts
running were I would quickly meet some 30 level orcs, which
were a bit to heavy for me :-). So Lar took me to an older
build to play that. So I did and selected to play a female
warrior who looks really cool. I'm not sure if that's why
I choose her. I just thought she is fun to play with ;-)
The story begins
The game begins with my character standing in the middle of
a house. There is someone else there however, who gives me the
information that brings me up to par on what happened to me
after I was hit by the divine being. He also invites me to take
whatever I want from his house, but basically the only thing
of interest there is a knife. My very first weapon.
So I walked out of the house and the game took over control.
An in-game animation was played between a wizard and his assistant.
The wizard appears to be a nutcase and the assistant tries
to calm him down and lead him into the house. However the
wizard thinks the other one is the enemy and uses some magic
turning the other one into ice. Then the wizard enters his
house and leaves him alone, which also ends the animation
and gives you the control back. These in-game animations will
appear often in the game and are very smoothly done.
No doubt about it, this is my first quest, so I headed over
to the assistant who was starting to feel cold, but not cold
enough to not be able to talk to me anymore. So he asks to
get the wizard back and convince him to turn him back to normal
again as that's the only way to save him. The door is closed
however, but there is an entry to the house via the well nearby,
leading through a cellar.
The first quest
There I got into my first fight with some skeletons. In the
beginning I was clicking as a madman until Lar told me that
I only needed to click once. Strange, I knew that but forgot
it somehow. I must have grown accustom to this continuous
clicking somehow (played too much Baldur's Gate I guess).
Especially when you are facing multiple monsters then clicking
only once on each monster is very much preferable over having
to click like an idiot until it is down and then repeating
this for all monsters in sight.
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There are several items in the cellar, like rotten food (which
can be toruned into poison if you have the right skill) and
there are also several barrels. As I'm the explorer kind of
guy I trashed or opened all of them. In some of them there
are even some items to collect.
I did find one thing that I had some troubles with during
all of this. As described in the first part of this preview,
you can drag an item over you and then it's added to the inventory.
For some reason I managed more than once to accidentally drag
a broken barrel over me, resulting in it being added to my
inventory. The problem with that is that it immediately makes
me go over my weight limit, resulting in me not being able
to run anymore. But besides that, what on earth should I be
doing with a broken barrel. Now the problem is getting rid
of it. As my strength is still very low, taking the barrel
from the inventory and throwing it away is not so easy. There
is only a small region to the left and the right of my character
on screen that can be used for that.
It happened to me later in the game as well, although at that
time I got the hang of it and it was easier to dump it again.
I guess it must be me clicking too much :-).
Anyway, after scurrying through the small dungeon, I found
a way up to the wizards house and talked him into releasing
his assistant. Yeah! my first quest has been solved.
Click!
Like I said, I'm the explorer type and I want to open and
click on everything (which is probably why I end up with too
much stuff anyway). So I wanted to do any quest I could find.
But first let me say something about the controls.
In order to walk somewhere you just left-click there with
your mouse. You can keep the left mouse button pressed in
order to keep on moving as long as you keep your mouse moving.
If you click close by to your character, he or she walks to
that point, clicking further away makes him or her run to
it.
Clicking on objects containing something (like barrels and
cupboards) will make you open them and pops up a screen with
the objects in it. Clicking on items will add them to your
inventory if they are objects you can actually use, otherwise
nothing happens. Clicking on these items and dragging them
will move them or will throw them, depending on how far you
move your mouse away. Clicking on something like a barrel
with your weapon drawn will make you destroy it. Clicking
on a candle will turn it off when it was on and visa versa.
Clicking on a monster will make you fight it, clicking on
an NPC will make you talk to him or her, if you are carrying
a weapon and you click on an NPC then you get a different
response from him as you are approaching with a weapon, but
in general you do not attack him.
All of this clicking is done with the left mouse button. The
engine decides what you want to do given the situation and
I must say that there wasn't a single moment that the engine
made the wrong decision. The time they must have spend into
making it work like this is well worth it, I wish all games
were as intuitive as Divinity when it comes to controls.
As a mouse has two buttons, the right button plays a role
as well. With it you used the skill which is currently selected.
At the beginning it is attached to your special move, so when
I clicked it my warrior lady started to rotate and swing her
sword.
Roaming the village
The village of Alleroth is big enough to occupy anyone for some
time. But it is not essential. Quests do not need to be solved
in any predetermined order. You can even decide to skip on the
quests and walk out of the village immediately. However there
are some mean orcs outside the village so you might want to
try and level up a bit in order to stand a better chance against
them.
On your walk through the village you see several animals
walking, running and flying. Butterflies and birds fly through
the sky, rabbits quietly go on with their own business as
you walk along and frogs are happily jumping up and down to
name a few. The world seems very alive and is a change from
the somewhat static backgrounds like we know them from other
games.
While you are walking around then you might notice that sometimes
an entrance to a cellar is blocked by several crates. If you
look careful enough then you'll see that there must be something
underneath them. Moving them will reveal the entrance to the
cellar and offers you the chance to some more items and experience.
Sometimes there are also items behind barrels and crates.
If you explore everything carefully then you are rewarded
by the game for doing so.
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And if you want to learn a bit more about the background
of the story then you should read up on the many books that
are in the game. They offer a lot of information and sometimes
are essential to solve a specific quest. There is for example
a magic mirror in one of the houses in Alleroth, the purpose
of this mirror would be unknown to me if there was not a book
hidden behind one of the crates in the same room. Moving the
crate revealed the book and showed me what it was used for.
Some books even show you how you can make honey or do something
nifty with herbs.
I tried to do all the quests I could find and was occupied
with that for almost four hours, after which Lar told me that
I did not solve all of them yet. He told me about this one
rather funny quest in which a zombie would appear and fight
you. You kill it of course but the zombie will continuously
reappear throughout the game wherever you go. If you however
did not find this quest then all of this will not happen.
Leveling up
I did of course gain a lot of experience this way and was
able to level up a few times. Every time I levelled up, it
is possible to distribute 5 points to the four primary statistics,
which are: strength, dexterity, intelligence and stamina.
How they are distributed is your choice. You might want to
try to max out on one statistic but that doesn't make sense
as you then might not be able to learn all the skills you
want. In general warriors need strength, wizards need intelligence
and survivors need dexterity. But your dexterity also influences
your defense capabilities, so these are useful for everyone
and if you want to use magic spells as a warrior then you
need some intelligence as well. And with a low strength you
can not carry a lot, so even warriors and survivors should
raise that stat.
The way you develop your character is up to you, by choosing
your statistics to increase and the skills you want to learn.
And when you learned all skills in a path then there is even
an extra bonus on the effect of each skill (something in the
order of 1.5x).
The dungeon
So after I did everything I could find it was time to go down
into a dungeon below Alleroth. During the game it becomes clear
how you can enter the hidden dungeon, but I wanted to play out
the quests first before I entered it. The dungeon is huge. There
are several levels and the levels are easily as big as the village
itself. The dungeons are mostly filled with skeletons and zombies.
The emphasis in this part lies on the hack&slash part of
the game. There is one quest that you get from on Orc Chief,
but in general it comes down to gaining a lot of experience
points in killing everyone you can find. The AI of the monsters
is very clever and they will 'call' their buddies when they
see you, so you should be aware of that.
However as I did find some armor and levelled up quite a
bit, my defence capabilities became too high for the monsters
in the dungeon. Even though there were at some times several
of them trying to cut a piece from me. I hardly got hurt by
them. Needless to say that it was easy to get by them in this
way and to kill everything on my path. Of course it was no
challenge either so after a while it even got boring a bit.
The game is in beta of course and there are more leveling
problems like this, however I'm convinced that they will solve
things like these. Although I can imagine that it is a bit
problematic as someone who goes for all the quests will have
a far tougher character then one who doesn't go for all of
these quests. The game should be playable for both types players.
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A Break
I was almost constantly playing for 5 hours or so when Lar
made us stop, which was about right as my game locked up due
to some bug. He took us to his room where he showed us some
other parts of Divinity. There are too many things to sum
up, but some of them are still fresh in my mind. One of these
places is the swam area where Lar's character was reflected
perfectly in the water of the swamp. To cross the swamp he
shapeshifted into some sort of firefly and flew over it until
there was some solid ground again to walk on. He also shapeshifted
once in a frog and as such was able to move much faster then
he could have as a human.
And of course there were some really great animated skills
being showed off by Lar. Like creating a wall of skeletons
aiding you in the battle or some kind of electric wall, that
you could create around your enemies killing them as they
want to get through or a reflecting arrow skill, which would
bounce of any arrow being shot at you and being redirected
back to the one who shot it. So every time a monster shot
one of his arrows it would reflect, turn around and hit the
monster. There are too many things to name (or remember).
Conclusion
For those not knowing it yet, Divinity is one of the few upcoming
RPGs that uses a 2D engine, with pre-rendered background and
2D animated figures. The spells are in 3D however to create
some great effects and everywhere you go there will be sounds
and music playing. I'm not going to debate 2D vs. 3D here.
Personally I think it will be hard to find a 3D RPG that looks
better than Divinity.
After playing the game I would like to play more. That's
a good sign I guess :-). There are some balancing problems
and there are some bugs left to solve. That's the main reason
that the date of 14 September has been pushed backwards to
the beginning of 2002. Personally I think that's a wise decision
and I hope that they manage to get the game finished in time.
It should be as there is already so much working smoothly.
Divinity seems to have everything one can expect from an
RPG. It has great combat which allows you to play like in
Diablo, but doesn't force you to do so. There are other ways
without you getting into a fight, especially when you are
using the survivor skills. Divinity has a vast amount of side
quests to do as well, that can keep you occupied for a long,
long period of time, especially as there are often several
ways to solve them. But you don't have to do them if you don't
want. You can finish the game without doing all of the quests
that pop up.
The game is nonlinear and you can go everywhere you want
in the world and do things in your own way. Although in the
end you will have to fulfil your destiny, to complete the
game and for that you will need to solve the main quests which
are linked together by a compelling story accompanied by some
great music, making sure that you will stay hooked on the
game, wanting to finish it.
Then there is the name of course. Divine Divinity. A lot
has already been said about it and in general nobody really
likes it but let's just think of it in the (slightly changed)
words of good ol' Frank Sinatra: "A game so nice they
had to name it twice".
Besides that I believe that both the Hack&Slash and the
true RPG players will find what they want in Divinity so it
should be on every RPG players list. It sure as hell is on
mine.
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