Gather your party and get ready for a new, back-to-the-roots RPG adventure! Discuss your decisions with companions; fight foes in turn-based combat; explore an open world and interact with everything and everyone you see. Join up with a friend to play online in co-op and make your own adventures with the powerful RPG toolkit.
User reviews: Very Positive (10,327 reviews)
Release Date: Jun 30, 2014

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Buy Divinity Original Sin Digital Collectors edition

Includes two copies of Divinity: Original Sin, one Source Hunter DLC pack, plus one Beyond Divinity and one Divine Divinity. Send your second Divinity Original Sin copy to a friend!

Buy Divinity Original Sin - Source Hunter DLC pack

Unlocks Divinity Original Sin: The Golden Grail DLC, Divinity Original Sin: Zandalor's Trunks DLC, Divinity: Original Sin Design Documents and Art Pack, and Soundtrack. (DLC will only be made available on release.)

 

Recommended By Curators

"A little obtuse in places, but otherwise this is the best new RPG in years. Demands your time and your brain, but it's worth it."
Read the full review here.

Recent updates View all (43)

March 19

Italian language available

Hi everyone,

The team at Larian is very happy to announce that -- thanks to the impressive efforts of the game's great fan community (Sciarada Team, specifically) -- Divinity: Original Sin is now officially available in Italian.

Larian put together a video to celebrate the occasion: https://www.youtube.com/watch?v=GzgR9cWhADE (you can turn on the Italian subtitles)

Work on the translation started in September, and the team has brought in four waves of testers throughout the process to ensure the translation is of high quality. Team leader Giuseppe "Chantalion" Cappariello told us that translating the orc language, finding the right words to make rhymes in Italian, and trying to preserve Larian's "surreal" humour throughout the game has been "delightfully hard and terribly fascinating." Other members of the team include Giuseppe's second-in-command Chris "Patarimanno" Benassi, as well as Marco "Malkot", Luigi "Jakelr", Enrico "Goatboy" and Enrico "Tanosblood".

You can find out more about the translation effort on the Facebook page: https://www.facebook.com/TraduzioneDivinityOriginalSinITA
or on the RPGItalia forums:
http://forum.rpgitalia.net/topic/24798-traduzione-italiana-divinity-original-sin/

66 comments Read more

January 30

Patch v1.0.252.0

It’s time for the first update of 2015!

In addition to a number of bug fixes (thank you for all your feedback!), we’ve gone through all of the encounters in the game and made a ton of balancing changes that we think will make combat even more fun. We’ve also activated the Steam Cloud saves, and we have good news! PC & Mac savegames are compatible. For the modders out there, we can finally release the exporters that will allow you to import your own models and animations into the game.

Here’s the list of the most important changes and a few important remarks about Cloud saving:

Cloud system:
When you enable cloud for Divinity: Original Sin, you will see your cloud quota in the save/load screens. Only new savegames will be uploaded to the cloud as they have a new, compressed format. So if you need your latest saves on the cloud, you will have to load them and resave. You will then see a cloud icon next to them. Hover over the different statuses in the save/load screen to see what will be added and removed from the cloud. You can remove saves manually from the cloud by deleting them via the in-game menu. Furthermore, the game will remove older saves from the cloud automatically when you have run into the max amount of cloud save data. Keep in mind that if you use the Steam Cloud for Original Sin, you will be uploading data on a regular basis if you make a lot of saves. Upload speeds will depend on your Internet connection.

FAQ for Cloud:

  • Do the cloud saves work cross-platform (Mac <-> PC)?
    * Yes, you can sync from PC to Mac and Mac to PC.
  • What happens to my old saves?
    * They remain locally on your current PC. Only new savegames made in patch 1.0.251.0 and beyond will be uploaded to the cloud.
  • What happens when my quota is full?
    * Your newest saves are uploaded to the cloud and oldest saves are removed from the cloud. This does not mean you lose your saves. They are just removed from the cloud, but stay locally on your PC.
  • What do the icons mean in the save/load screens?
    * "Cloud with arrow" means the save will be uploaded to the cloud upon exiting the game. "Cloud with x" means the save will be removed from the cloud upon exiting the game. A normal cloud means the save is correctly in sync.
  • How do I turn on/off Steam Cloud?
    * You can do this by clicking through the following steps: Library > right click on game > Properties > Updates > Steam Cloud > Check or uncheck the checkbox at the bottom.
  • Note: since the game is DRM-free, it can be started manually from the game folder while steam cloud is syncing. Do NOT do this, as it can possibly corrupt your steam cached cloud files. You will not lose any saves, but the cloud will be confused as to what is in sync and what is not. Please only start the game via steam, if steam is running.

Update:
We added the following hotfixes with 1.0.252.0:
  • loading of a save with missing mod dependencies now throws correct error message instead of crashing
  • fixed possible crash during/at end of combat (texture issue)

Bug Fixes:
  • Gameplay Blocked when talking to Leandra while escaping from Death Knights
  • Bairdotr party size issue fixed. You were no longer able to recruit a 4th party member. Loading your savegame should allow you to re-hire a 4th companion immediately.
  • Fixed Homestead room-opening issue if you spoke to Zixzax with a companion first, while other player characters were arriving. If you had this issue pre-patch, you can try loading your save and returning to the Homestead.
  • Fixed Zandalor being interruptible when you first meet him. This could cause story progression issues.
  • Evelyn NPC blocked and remains in clinic before and after going through the lair scene
  • Equipment usable in skill bar
  • "Send to Homestead" appears in context menu if you start new game after loading save
  • Change Tenebrium weapon damage calculation: Tenebrium ability is now a requirement and you get the damage boost from your weapon ability
  • Kickstarter pet black spider should now be the black spider model instead of fleshy spider
  • Ingame time incorrect after loading a save and then starting a new game
  • Due to cloud being enabled, the way the player profiles are shown in the game has changed. All existing profiles are scanned and available, instead of only the profiles linked to your steam account.
  • Fixed issue that could get your character stuck in skill preview mode after spamming skill keys when leaving a dialog

Mac specific changes:
  • VideoCardBlackList expanded with all the reported models for Yosemite (Lockup on first screen on old hardware)
  • OpenGL specific fixes for flickering objects
  • OpenGL performance improvements
  • Effects library updated with camera effect
  • Smoother zoom and scroll
  • Books rendering issues with OpenGL
  • Mouse right click in fake full screen was not working

Balancing changes:
Cyseal
  • Chimaera (script improved)
  • Dietmar (bugfix: enemies won't turn invisible again on save/load)
  • Lighthouse Horror (bugfix: scripting error)

Black Cove
  • Crab Summoner (now summons more, hits harder, can teleport back to the player if too far away)

Luculla Forest
  • Blue Mushrooms (bugfix: summons will not be of a different faction anymore)
  • Void Shepherd (bugfix: killing the shepherd now ends the fight)
  • Drunk Goblins (bugfix: goblins were not ending turn when drinking from flower)
  • Rafflesia (bugfix: now summons level 14 flowers)
  • Shadow Summoner (now stronger & faster)
  • Spider Queen (bugfix: now summons level 14 spiders)
  • Kromkromkris (bugfix: doesn't get attacked by his own summons anymore)

Hiberheim
  • Boreas (bugfix: made non-teleportable & doesn't move when it's not his turn anymore)

Dark Forest
  • Anguish Demon (removed one summon, making the fight a bit easier)
  • Fire Demon (summons void dogs faster)
  • Kalgruuda Cloudpiercer (doesn't end turn after summoning and summons don't skip their first turn anymore)
  • Braogg Spiritchaser (doesn't end turn after summoning anymore)
  • Tunnel Mushroom (made non-teleportable)

Stats changes
  • Rebalanced Constitution & Damage: from Luculla to Dark Forest, overall, creatures go down faster but deal more damage
  • Toned down Armor: some Armor scores were too high, resulting in unnecessarily long fight
  • Rebalanced Initiative: some creatures had too high an Init, others too little. NPC Init scores will now be closer to players' score
  • Rebalanced Willpower & Bodybuilding throughout the game
  • Rebalanced physical & magical resistances
  • Some creatures had high dexterity and were difficult to hit
  • Pure elementals (fire, water, air, earth) now have proper resistances and immunities
  • Magic weapons changed (example: a flaming sword would inflict pure fire damage. Now, it inflicts physical (slashing) damage + a fire boost)

Editor Update:
  • We have supplied a 3DSMax exporter to allow you to import custom animations and models into your mods

89 comments Read more

Reviews

“Hands down the best classic-style RPG in years”
9/10 – Eurogamer

“An incredible title that provides many hours of entertainment”
9/10 – Game Informer

“Outstanding tactical combat and engaging quests make Divinity: Original Sin one of the most rewarding RPGs in years.”
9/10 – IGN

About This Game



Gather your party and get ready for a new, back-to-the-roots RPG adventure! Discuss your decisions with companions; fight foes in turn-based combat; explore an open world and interact with everything and everyone you see. Join up with a friend to play online in co-op and make your own adventures with the powerful RPG toolkit.

In Divinity: Original Sin you take on the role of a young Source Hunter: your job is to rid the world of those who use the foulest of magics. When you embark on what should have been a routine murder investigation, you suddenly find yourself in the middle of a plot that will rattle the very fabric of time.

Divinity: Original Sin is a game that gives you a lot of freedom and plenty of gameplay mechanics to use or abuse. The game's epic story may drive you toward your ultimate end-goal, but how you get there is entirely up to you.

Or up to you and a friend, because Divinity: Original Sin can be played completely cooperatively, and features both online and local drop-in/drop-out multiplayer. Great adventures become even greater when shared with a trusted comrade-in-arms!

Key Features

  • Become part of a reactive, living and vast open world. Explore many different environments, fight all kinds of fantastical creatures and discover tons of desirable items.
  • Experience gripping party- and turn-based combat. Manipulate the environment and use skill & spell combos to overcome your many foes: Use magic to make it rain on your enemies, then cast a lightning spell to fry them to a crisp. Experiment with different skill combinations to ruin the day for enemies and townspeople alike.
  • Play with a friend in co-op multiplayer. Make decisions together (or disagree entirely), as your interactions and relationship with your partner influence the game.
  • Unravel a deep and epic story, set in the early days of the Divinity universe. No prior experience with other Divinity games is necessary, however. The game takes place well before its predecessors, Divine Divinity and Divinity II: The Dragon Knight Saga, but will still feel familiar to fans.
  • Classless character creation lets you design the character of your choice. Endless item interaction and combinations take exploration and experimentation to another level of freedom.
  • Create your own adventures and share them online. With Original Sin comes the powerful toolset used by the game's designers. Yours are endless new stories to make and share with other players!

Digital Collector's Edition

The Digital Collector's Edition contains:


  • 2 copies of Divinity: Original Sin: one for you and pass on the second key to a friend
  • Award-winning Divine Divinity and Beyond Divinity
  • The Golden Grail DLC: an in-game item that allows you to colour your items in gold and sell them for more.
  • Zandalor's Trunks DLC: enjoy a unique in-game undergarment as rare as it is opinionated.
  • Design Documents
  • Art Pack
  • Soundtrack
  • [/list]

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows XP SP3 or higher
    • Processor: Intel Core2 Duo E6600 or equivalent
    • Memory: 2048 MB RAM
    • Graphics: HD Intel Graphics 4000 or NVIDIA® GeForce® 8800 GT (512 MB) or ATI™ Radeon™ HD 4850 or equivalent
    • DirectX: Version 9.0c
    • Hard Drive: 10 GB available space
    • Sound Card: DirectX9c compliant
    Recommended:
    • OS: Windows 7 SP1 or Windows 8.1
    • Processor: Intel i5 2400 or higher
    • Memory: 4096 MB RAM
    • Graphics: NVIDIA® GeForce® GTX 550 ti 1GB ram or or ATI™ Radeon™ HD 6XXX or higher
    • DirectX: Version 9.0c
    • Hard Drive: 10 GB available space
    • Sound Card: DirectX9c compliant
    Minimum:
    • OS: OS X 10.8.5
    • Processor: Intel Core 2 Duo
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 3000/4000
    • Hard Drive: 10 GB available space
    • Additional Notes: HD3000 & HD4000 benefit from 8Gb of memory
    Recommended:
    • OS: OS X 10.9.3
    • Processor: Intel i5 or higher
    • Memory: 4 GB RAM
    • Graphics: Intel Iris (Iris Pro) or ATI™ Radeon™ HD 6XXX or higher or NVidia 6xx series or higher
    • Hard Drive: 10 GB available space
    • Additional Notes: HFS+ filesystem with case-sensitivity is not yet supported
Helpful customer reviews
59 of 69 people (86%) found this review helpful
1 person found this review funny
89.9 hrs on record
Posted: January 9
PC GOTY 2014 no doubt!!

People who love hardcore RPGs like Baldur's Gate, Icewind Dale, Neverwinter Nights, or Arcanum will surely fall in love with this game. It's so rare these days to find this kind of games when most RPGs are action oriented.

PROS:
+ Beautiful world, beautiful graphics
+ Environmental effects!!! For example: You can wet the grounds and cast air spells to electrify all enemies who stand above it or cast oil spell and burn the grounds.
+ So many possibilities when creating a character. A two handed warrior/sorcerer hybrid? Sure. A mage who good at sneaking and backstabbing? Sure.
+ It's quite hard and challenging without making you frustrated. Make sure you create a balanced team without overlapping abilities and skills between your characters. For example: Only take bartering or charisma skill in one of your character, not more.
+ A long RPG. It could litterally takes 50 hours or so to finish the game.

CONS
- Rock Paper Scissors. Too bad in many occassions, you have to play this mini game to win an argument. Daft.
- Annoying NPC especially in villages. They keep talking, shouting and mumbling the same dialogues over and over.


In short, get this game! You won't regret it
Was this review helpful? Yes No Funny
52 of 78 people (67%) found this review helpful
4 people found this review funny
95.4 hrs on record
Posted: January 18
The best classic-style RPG since Dragon Age: Origins.
Was this review helpful? Yes No Funny
173 of 312 people (55%) found this review helpful
1 person found this review funny
89.4 hrs on record
Posted: March 6
I don't understand the unconditional love and hype for this game. Yes, there are definitely fun parts, but the game is riddled with bugs (some of them game-breaking), flaky behavior, and bad design choices. It feels like the first 10 hours were made with loving care and then it gets progressively more and more rushed until a the end it's nothing but fight after fight with treasure and XPs being shoveled at you so you'll hurry up and get to the end of the leveling treadmill.

We experienced a game-breaking bug at the end of the game which wouldn't allow us to get into the Source Temple (the crystal that opens the door was a bugged non-object that we couldn't use and wasn't recognized by the game). I took notes during the game, here's my thoughts. As you can see, there are way more negatives than positives. Overall, I don't feel I could recommend this game.

+ Great visuals. Seriously, the artwork is fantastic. A little cartoony at times, and textures are inconsistent, but the volume of eye candy more than makes up for any visual shortcomings.
+ Game doesn't level-scale, meaning if you level up and come back to an area that was previously too hard, you will have an easier time of it. It really gives you a sense of gaining power.
+ Has co-op! And the co-op actually works pretty well. It was so nice to be able to play this with my wife.

- Some undead can be poisoned. But practically no other enemies in the game can be. I eventually stopped using poison arrows because everything was either immune to it or worse, healed from it.
- When resurrected, character sometimes comes back in T-pose and stays that way until exiting (no animations, just glides around in T-pose).
- Constant falling down if you're on an ice patch. Even high bodybuilding doesn't seem to help. On the contrary, enemies almost never fall down on ice.
- Debug draw rays are frequently visible on characters controlled by your co-op partner when casting spells.
- Running water (like creeks) isn't treated as water (doesn't make creatures in it wet, electricity and other clouds dissipate on it immediately).
- Shooting a stunning cloud arrow on a wet area won't make it electrified, only a stunning arrow will work.
- Enemies seem to have an incredibly high level of immunity/resistance to everything (specialty arrows like poison/charm/knockdown are pretty useless past the early levels)
- Initial story is interesting (murder mystery) but quickly changes to a convoluted "save the world because fabric of time is unravelling with demons and ice prisons and blood stones and dimensional rifts" mess that's impossible to make sense of.
- Crafting system is tedious and can mostly be skipped. It feels very tacked on. There's no crafting bench which would help with the UI and recipes. Instead, you have to find and drag things around in your inventory and whether it works or not is a baffling trial-and-error process (two small healing potions can be combined into a larger one, but two medium potions can't?). You can find books that hint on how to craft things, but unless you enjoy paperwork/memorization, you'll do like everyone else and look them up online, which means you'll spend half of your crafting time outside the game.
- Enemy AI is very flaky. Enemies tend to get stuck a lot or skip their turns. It's as if they disregard viable-but-dangerous options in their behavior trees (like walking through a fire area even though they have high resistance to fire), and it leaves them in a stuck state where they do nothing and eventually pass their turn. All the while you get to sit there and wonder if you game is frozen.
- Enemy AI will also sometimes be stupid and run off - probably trying to take a long convoluted path to get to you - and you have to chase them down because otherwise you're stuck in combat while they run all over the map like an idiot.
- Sometimes you "succumb to death" without knowing what killed you. I had to look up this one area online to find out why I kept dying for no reason. A little extra explanation of what happened would help sometimes.
- My enjoyment of the game was inversely proportional to the length of time I played.
- Save scumming is required, and even encouraged by the game. You'll die a lot, or your game will become bugged, and you'll have to reload and replay stuff over and over until you figure out the perfect order in which to do things or how to keep your characters from stepping in the wrong spot.
- Pixel-hunting for tiny switches on walls or floors is required. A lot. We had to come back to many areas we couldn't finish after looking them up online only to find there was a small hidden switch somewhere. Main quest lines should not require pixel hunting to finish. That kind of stuff is fine for side-quests or extra loot opportunities.
- Too much dependency on levels. If you are two levels below your enemies (especially early on), they are nearly impossible to defeat. However, if you are one level over your enemies, they are trivial to defeat.
- Smoke doesn't seem to affect enemies' line of sight. They can target you even in the thickest smoke areas - ones you can only move through because you can't target anything past your face. This has the side effect of making smokescreen arrows completely useless. I mainly noticed this after level 10 or so, it seemed like before then smokescreens would help sometimes.
- My game would crash to desktop when exiting about 80% of the time.
- Enemy "idle" animations are way too exaggerated. Elementals look like they're practically disco dancing when they're supposed to be idle. This has the side effect of making them hard to attack, since you have to click on them while they're dancing around. And if you mis-click, you get to have fun watching your character walk over to them, sucking up attacks of opportunity and walking through fire/poison along the way. You can hit "B" to go into an extreme top-down mode for combat targeting, but really this wouldn't be necessary if the idle animations had been toned down.
- The game trains you to trust certain things and then pulls the rug out from under you at random times. For instance, there is one place that has mounds of dirt that if you dig them, explode for 32,000 points of damage, killing you and anyone around it instantly. Why do these dirt mounds explode? Who knows! Just reload and don't dig there next time.
- It's extremely easy to accidentally double-click the End Turn button, which if your characters are right next to each other in initiative order will skip the following character's turn.
- Maps with tons of dangerous fire areas are just annoying, because your party pathfinding AI will not avoid cutting through lava areas and getting insta-killed.
- If you drink an armor potion (and probably any potion that "casts" a spell on you) while muted, you won't get the benefits of the potion while muted. It's as if the game treats potions as spells, which don't work while being muted.
Was this review helpful? Yes No Funny
284 of 520 people (55%) found this review helpful
1 person found this review funny
79.6 hrs on record
Posted: January 29
Divinity: Original Sin is a mixed bag. There are plenty of positive reviews out there. I personally enjoyed the game enough to beat it, but I will be focusing on the negative. The main reason for this is there are many mechanics in the game that are frustrating as a player and I think people should at least be aware of these issues. And if RPGs already aren't your cup of tea, these issues are probably enough to make it unenjoyable.

Divinity: Original Sin goes out of its way to be misleading, time wasting, and obtuse. If you're someone who enjoys not looking at a wiki when playing a game, you'll be hard pressed to do that with this game. I'll begin with a list of scenarios that have happened to me and then go into more depth. This may come across as nitpicky, but the more you play the game the more you realize scenarios like this are fairly common.

In one particular boss fight, I struggled for 2 minutes trying to align my mouse perfectly so I could actually hit the boss. The hitbox of enemies doesn't match the actual sprite, sometimes it is much smaller. This is a problem when the screen gets cluttered and you have multiple people wailing away at a boss. Sprites also move in an "idle" animation while the game is waiting for you to make your moves, causing the tiny hit box to move around while you're trying to click. If you click at the wrong moment (very easy to do), well you just moved your character, perhaps took a reaction attack from the opponent, moved through poison or fire, and now you can perform fewer actions as you move back to your original spot to try again. Eventually, I figured out the hitbox was essentially a 2x2 grid (almost down to the pixel) centered on the persons head, but it required so much precision I got so ♥♥♥♥♥♥ off trying to stab this boss, I just simply reloaded the game and waited for them to move out of the bush before starting combat. You can rotate the camera or press "b" to do a top down mode, but sometimes this doesn't help either (though top down works ~99% of the time, but it took about 60 hours and a friend to find out this particular camera angle usually works).

I decided to do a temple of trials for a particular quest line. Halfway through I realized the opponents in the temple are too strong for me to deal with at my current level. But there's a certain set of switch puzzles that took an infuriating amount of time. The game leads you to believe that if you try enough pots, barrels, and boxes the switches will open- but no, you can only use activate two of the switches with those. You need a very precise weight to trigger all the switches. That's okay, if I hadn't tried about 100 pots/barrels/boxes before looking at a Wiki to realize the game was just screwing with me at this point. Now you usually can leave areas without any real penalties, but my party contracted rot- which is essentially incurable by normal means and requires a rare item and ticks down your health by 1 health per turn until its cured (to a minimum of 1 health). Now you can use a rare item later in the dungeon, but considering I had to reenter the temple and reaquire rot to finish the quest later, I decided not to. But this required me to run around the game for 5 hours until I found the relatively rare item to cure the condition (and it only happened because my friend happened to tell me where two were that I missed). In the meantime I had to heal my party about every minute so the rot didn't chunk my health.

There's a perception stat that helps you see hidden things, along with making you have a higher crit percent. If only it actually helped you be more perceptive against enemies. I was derping around a cave and sort of knew some enemies were coming up, so I casted increased sight. Shame it didn't matter, the invisible enemies lurking in the bushes don't trigger until you trigger an enemy in broad sight further up no matter how perceptive your character is. They also can't be hit until they move once. So if you took the main route and kept your party close, you're now horribly flanked regardless of what statistical and personal decisions you made. Your only option is to reload the game and keep your party further back and then agro with a ranged weapon. Why not reward the player for actually planning instead of running semi-scripted battles and reward reloading the game because now you know how its scripted? It feels like most of the challenge from ordinary fights is from these scripted events given where I'm at in the game, and not the actual fight itself.

Other major complaints:

1. Nearly every fight in the first map involves fire and/or poison. Contracting one of these twice is enough to kill a party member early without healing, and if they come into contact with each other they explode. The end result is you spend a disprorptionate amount of time running away to remove poison/fire early in the game. There aren't any real countermeasures available early, at least not ones you can afford/waste skill points on. It's nice in small doses, but it seems like the later in the game it gets the more prone my screen is getting coated with hazards from magic spells. If I had a rain spell I could just clear it, but I don't (party choices- too late to turn back, and I can't find a skill book).

2. Vendor randomness severely limits your spell and equipment choices. You don't learn spells/skills like a typical RPG where you level up and learn them- you need skill books. Which would be fine, except vendor loadouts change when you level, and if something isn't there, it isn't there. There are some presets or high probability skill books that are almost always there, but the rarer stuff is hard to get. Later in the game there's more vendors which helps alleviate this problem, but you can go through the game and not know a spell even exists until a boss smashes you with it. Some people would argue this increases the replayability of the game, but if I don't read a wiki I don't even know what I'm missing. There's also not an awful lot of choice in the early game, because what you have often comes down to what drops/spawns in dungeons. Isn't this typically when characters start to differentiate? Leveling didn't feel particularly rewarding as a result.

3, The AI is extremely hit or miss. If you reload a game and play a fight, sooner or later the enemies do really derpy things. An example is my friend ignited an oil barrel which caused a plume of smoke around the boss. The boss sat still and burned to death because it couldn't see outside the cloud and the skeletons refused to cross the fire. A boss just sits there while eating projetiles and spells because it can't see? Another fight later has a boss that can summon a quasi-AOE fire spell that can do like 300 damage. Turns out the best way to beat him is to reload until the boss sits around ♥♥♥♥♥♥♥ its turns on other stuff and just pray to your deity he doesn't ever use it. I can't help but feel something is being lost when that's the extent of the AI and how I'm using the save/load system.

4. I feel like for being a fairly open game, it goes out of its way to force me down a certain path, Which would be fine, but having to wander around until you find monsters that are about your level and just reloading/running away when you don't feels ham fisted. Enemy level spikes don't feel natural, and often I'm unsure where to go becaues its possible to have 10+ concurent quests fairly easily. The game really doesn't prime the player enough by having difficult but barely possible fights to let them know it might be a bad idea to keep wandering down this road.

I could go on, but I'm running out of space. Suffice to say there's a lot of flaws in this game, and it tends to compound as the game goes on. There's so many simple improvements that could have been made.
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140 of 254 people (55%) found this review helpful
114.3 hrs on record
Posted: February 8
After over 100 hours of gameplay, I finally managed to slog through this game to the end, if only just to say that I completed it. Don't get me wrong, I don't absolutely hate the game; it's just that it more than overstayed its welcome in addition to having significant flaws.

First of all, the crafting system is just horrendous. It's extremely unintuitive and tedious. Let's say you want to create a magic scroll. You must first acquire yourself an ink pot and a quill. Good luck with that, because no vendors sell them. I ended up having to steal them from a friendly NPC. You must then combine them by dragging the icon for the quill over the icon for the ink pot, then stand by and watch a progress bar fill, in order to create an "Ink Pot & Quill". Now you have to get some pixie dust. Find a bone and grind it to dust using a mortar and pestle; oh yeah, you need one of those as well. Now find a stardust plant and throw it in the mortar and pestle to create stardust. Now combine the bonemeal and stardust to make pixie dust. Now sprinkle some pixie dust on the ink pot and quill to make "Magic Ink Pot and Quill"! Now find an axe and a log of wood. Hack up the log with the axe to get a few wood chips. Now find a bucket and search all over town for a well. Draw water from the well into the bucket. Combine the water and one pile of wood chips to make one "Mush of Wood". Now search all over town for a furnace. Throw the wood mush on the furnace; lo and behold: One sheet of paper! Now kill a dangerous Water Elemental and take its essence. Rub the water essence on the sheet of paper to make a "Blank Water Scroll". Now is the moment we've all been waiting for! Use the magic ink pot and quill on the blank water scroll to create... oh, no sorry, your crafting skill is too low. Now go kill dozens of insane demons and level up in order to increase your crafting. Great, can we craft the scroll now? As I was saying, use the magic ink pot and quill on the blank water scroll to create... wait for it... a random, low-level, one-time-use water magic scroll! You managed to do all of this without any indication in game of what you needed to do! Wasn't that worth it guys?

The loot in this game sucks. Mainly you will find more ingredients for crafting and lots and lots of vendor trash. It's hard to afford anything in the beginning, but keep picking up those garbage items and dozens of hours later you'll be swimming in gold! Which goes back to my previous point: why would you craft anything when the items you craft are inferior to the gear you will inevitably have already found by the time you figure out how to craft anything?

I like that this game avoids the "follow the pointer" trend in modern video games. However, the game world is quite large and it would be nice if there was some—any—indication of where you need to go without exploring every square inch of the map. Want to know where some place is in town? Too bad you can't just ask an NPC, because they don't have that interaction programmed in. Want to delve further into your current quest objective in order to understand what it is you're trying to accomplish? Too bad, because the one relevant NPC can only tell you some generic, fluff dialogue.

I could go on, but the final criticism that I want to raise is that the writing is just not compelling. It's one of the most ham-fisted and saccharine takes on the "world is ending" trope I've ever seen. It would have been nice if I could just go on adventures with some nuance and intrigue, rather than having to prevent existence from coming to an end by a contrived plot device.

Not recommended.
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