By Connor Bucy
In the video game industry, the
financial desires of publishers often rule over all, above the developer’s
vision and even above the wants of potential players and fans. “Divinity:
Original Sin” is an example of what happens when game studios throw off the
monetary reins of publishers and bring their pure, unadulterated vision to
market.
“Divinity:
Original Sin” is Larian Studios’ latest entry to its “Divinity” franchise, and
differs from its predecessors in that fans, not publishers, funded its
development through a wildly successful crowd-funded online campaign through
Kickstarter, a platform which allows fans to pledge money toward ideas they
want to see made real. This key difference resulted in a game that could not
have been made under any other circumstances, a unique beast that combines
old-school imagination with the polish of the present.
“Original
Sin” starts off slow. Stepping into a generic-feeling fantasy world that belies
its true artistic depth starting out, players take on the role of two Source
Hunters, a government-employed force sent to a plain oceanside town to
investigate the murder of a politician. What could have been an entirely
cookie-cutter setting becomes much more nuanced as players explore the world
and experience the game’s quirky sense of self-deprecating humor in its many
characters and side stories.
While modern games
rarely encourage exploration, “Original Sin” hides complex storylines in
dialogue with non-player characters all over. Talking to townsfolk, or even to
animals if a character possesses the ability, can yield valuable information.
While perhaps not the most obvious way to tell its stories to new players, this
adds a sense of immersiveness to the game that harkens back to the days of old
pen-and-paper roleplaying games.
Mechanically,
“Original Sin” is all about choice and variety, providing a level of depth that
can be off-putting initially, since the game isn’t fond of hand-holding or
extensive tutorials. Players start the game with two characters, each with
potentially unique personalities, depending on how the player handles different
situations in the world.
This philosophy of
choice extends to essentially everything in the game, including the turn-based
combat system. Players can choose from pre-set classifications at the beginning
of the game but beyond that, every skill and trait learned is left up to the
player. These skills interact with each other and with the environment in
logical ways. For example, a rain spell will put out wildfires while hitting a
puddle of oil with fire will cause the ground to ignite, damaging both friend
and foe. While these combinations of strategic environmental use and character
skills work seamlessly every time, “Original Sin” spends little time explaining
how they work or that they even exist at all, leaving players to find out on
their own.
“Divinity: Original
Sin” prides itself on providing an experience built on a contradiction. It is
approachable yet highly complex and enjoyable yet infuriatingly difficult, even
starting out. Players will be frustrated time and time again, but the reward of
triumphing in a particularly difficult battle or solving a befuddling mystery
provide a sense of joy that can only come from hard work. “Original Sin” is a
mother bird shoving players out of the comfortable nest of mediocre, simple
games, without pause or warning. Those who learn to fly will find a humble but
complicated world full of fleshed-out characters, engaging mechanics and
stories that are never the same for any two players.
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