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.
用户评测: 特别好评 (9,911 篇评测)
发行日期: 2014年6月30日

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购买 Divinity Original Sin

购买 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!

购买 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.)

 

由鉴赏家推荐

"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."
点击这里阅读完整评测。

最近更新 查看所有(43)

3月19日

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/

53 条留言 了解更多

1月30日

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

88 条留言 了解更多

评测

“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

关于这款游戏



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]

系统需求

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
有价值的用户评测
35 人中有 29 人(83%)觉得这篇评测有价值
有 3 人觉得这篇评测很欢乐
61.4 小时(记录在案的)
发布于:2月11日
+充满创意的合作模式
+互动性极强的世界
+玩家对世界能够造成显著的影响
+富有艺术感的画面
+非常,非常,非常高品质的配乐

-节奏略慢
-任务提示不足
-等级压制比较明显
-音效和配音较单一


如果你有喜欢的妹子,而妹子恰好也喜欢玩游戏,送她一份神界:原罪(简称原罪)吧。

在这个游戏越来越快餐的年代里,原罪遵循着如同博德和冰风谷时代传统RPG时代的精致和克制,但却又没有拘泥于经典,反而处处充满了让人眼前一亮的新意。也正是这种古卷一般的精致,让它显得分外有魅力。

游戏的画面非常漂亮。在“画质”被普遍等同于“多边形多”、“光影渲染强烈”、“高清材质”等技术参数的年代里,原罪的设计师再一次证明了只是靠色彩和光影的搭配一样可以营造出充满艺术感的画面来。在黑暗系的尖锐风格当道的如今,神界的画面却采用了非常明亮的暖色调和充满油画感的过度渲染,但却与游戏本身轻松明快的风格十分贴切,让人能有带着愉悦的心情,放慢节奏来享受这段冒险中的种种细节。

游戏的配乐可谓神来之笔,对于乐迷来说,甚至可以算是游戏最大的闪光点。主题曲The Original Sin哀而不伤,委婉中带着悠扬,配合主界面明媚的海边景色和阵阵海浪冲刷沙滩的音效,让人仿佛能够感觉到海风迎面吹来。在大多数场景中,配乐与画面都呈现出完美的结合,既不会喧宾夺主,也丝毫没有显得突兀。往往当你从战斗或者剧情中放松下来的时候,才意识到原来背景音乐已经在耳边响起了这么久。我始终觉得这才是一款游戏最难得的一点:每一种元素都恰如其分地在整体中起到应尽的作用,不会为了突出自己而显得格格不入。

主题曲The Original Sin:http://music.163.com/#/m/song?id=28755720

相比之下,音效倒成了一个相对的短板。环境音效较为单一,人物的配音又更加单一,许多剧情人物用的却是和路人一样的配音和音效,让本来就容易脸盲的人设和不容易记住的名字更加没有辨识度,这算是一个短板。

技能与环境的影响算是本作的核心系统之一,德国人的严谨在这一系统上体现的淋漓尽致。在游戏的初期,你会经过一艘着火的船,而画面上并没有任何可以互动的物品让你灭火。但经过了教学关卡的我,很自然地就掏出背包里的降雨术卷轴,用大雨浇灭了船上的火,并成功触发隐藏的剧情。在另外一场对抗燃烧骷髅的战斗中,我同样使用了降雨法术,然后就发现怪物果然在雨中被削弱了。熟练地使用环境伤害,甚至能让你在一回合之内就秒掉那些正面绝对不可能刚得过的敌人。

在很多时候,具体怎么做完全凭借你的想象力。当前方有一团毒雾的时候,你可以先用火焰烧掉毒气,然后降雨熄灭火焰从而通过,你还可以用技能把队友直接扔到毒雾对面去,虽然会摔掉他一些血量,当然,你也完全可以直接硬碰硬地闯过去,然后再用药水和技能解毒。就像我前面所说的,全靠你的想象力。

类似的情景还发生在我用火烧掉一扇打不开的门,和将怪物摔到一片带电的水洼中的时候——在这一过程中,没有任何提示告诉你应该怎么做,你只是遵循自己的本能认为“这是有效的”,然后就会惊喜地发现,制作组早已预见了你的选择。

从剧情来说,原罪的剧情其实只能算中规中矩,整个游戏就像是一本《原力猎人故事集》,记载着两位搭档众多冒险中的一段轶事,点到为止,不多一分。整个剧情没有太多的煽情点,也没有太多让人感觉“用力过猛”的角色渲染,那些剧情的波折最多会让你会心一笑,惊奇有余,不至惊讶。

游戏中充满了道德选择——这就引出了游戏另外一项非常核心的系统,队友。这就是我为什么推荐你一定要找个自己喜欢的基友或者妹子一起玩的原因:游戏里的队友可以各自具备独立的选择,并且当选择不同的时候,还可以与另一名玩家控制的队友发生分歧,甚至争执。游戏提供了一种相对较轻松的方式解决争端,但却并没有因此就限制玩家的行动,如果你看不惯队友的行径,完全可以和他分道扬镳,用自己的方式去解决剧情里的难题。

不止一次,当我和妹子一起玩的时候,喜欢探索的她满城市潜行、偷窃、搜刮、研究机关,我则到处跑来跑去,解锁任务,调查线索。幸好,游戏提供了非常方便的快速旅行的方法,可以让两名玩家瞬间到达对方的位置,物品的分享也不受距离的限制,妹子可以把搜刮到的未鉴定装备即时转移到我的背包里,然后由我鉴定完毕后,或卖钱给她,或交给她穿上。

如果你只是把原罪当作单机游戏来玩的话,那缓慢的节奏和回合制的战斗很快就会让你感到无聊,但当你的队友是另外一个人的时候,游戏就充满了一般合作游戏所不具备的独特乐趣。在这样一个游戏里,你和他/她各自作为独立的个体,那个头像紧靠在你旁边的队友,比世界上任何一个AI都更加鲜活、更加富有人性、更加让人不可预料。

不可预料的事件走向、充满互动性的世界、能够看到自己对于世界和他人的影响、充分发挥想象力和发现“行得通”时的惊喜——这不正是冒险的魅力所在吗?

所以,如果你有喜欢的妹子,而妹子恰好也喜欢玩游戏,送她一份原罪吧。你将拥有的是和她独处的数十个小时。
这篇评测是否有价值? 欢乐
22 人中有 20 人(91%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
27.8 小时(记录在案的)
发布于:2014年11月28日
一直不知道怎么下手,因为这种 DnD 游戏一直是个人最爱之一,反正不管是无冬之夜还是冰风谷都是炒鸡棒的..
那么问题来了,挖掘机...(呸呸呸
问题来了,无冬之夜老了,画面也看着不华丽了,系统也玩腻了,眼看着 naive 的玩家都去玩3亿脑残的梦想了...

于是这个时候神界突然发大招了

当初在 kickstarter 上看到就觉得相当的赞,现在看来没看错它。不管是社区评论还是专业评论还是塞钱就能上高分的IGN都给了90%上下的评价,其实社区反响和和专业评论的高度一致已经从侧面证明了本作的实力。

具体的好坏估计已经有很多反馈了,不过还是想说本作中的真正开放的世界和冷不丁的幽默(或者说讽刺)还是非常令人满意的。剧情的安排非常完美没有尿点,一些任务费脑子但是不会让你心生玩传送门2的无力感。AI 么...至少他们会自行绕过路径上已知的毒雾或者陷阱233

还有人喷回合战略,谁说这类游戏上回合就一定尿了!?事实证明这个 indie 小公司比很多(卖DLC出名)的大制作商还干得漂亮 :D

不知道现在有没有更多的职业,不过个人来说有战士♂和法师♀就够用了^^

现在貌似在打折,反正不打折也值这个价。 顺便小声说一句X宝的还是能买的..

GG Larian,我愿意用我2.33秒钟的节操给这游戏下个
9.5分

哦对了nexusmods上面有不少有意思的 mod 提供下载 具体的自行谷歌(这次官方还是没超过同人2333333
这篇评测是否有价值? 欢乐
8 人中有 8 人(100%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
29.4 小时(记录在案的)
发布于:2014年11月30日
就目前跟基友一起玩的尿性而言,我要给这个游戏9.5分。
偷了一个晚上的内裤,笑得停不下来。
剧情方面就目前而言各种悬疑各种赞,除了不能把NPC扒光之外,其他的都毫无瑕疵~
妹子方面,我给十猴。要是能再多两个人联机那就更好了233
这篇评测是否有价值? 欢乐
8 人中有 7 人(88%)觉得这篇评测有价值
4.9 小时(记录在案的)
发布于:2月15日
太!TM!好!玩!了!各種彩蛋和隱藏要素,如果你真正研究這款遊戲看你要琢磨很久,其實最有趣的還是雙人合作上,從來沒見過這種RPG+雙人合作的遊戲,況且遊戲蠻良心的,必!須!點!個!讚!
这篇评测是否有价值? 欢乐
5 人中有 5 人(100%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
72.0 小时(记录在案的)
发布于:1月14日
1代我没玩过,2代玩了开局受不了那个视角,在角色扮演的游戏里加入了回合制的战斗,传统的职业选择和人物升级加点模式,有趣的工艺锻造系统,和开放的任务模式以及装备和外观系统,让你玩的根本停不下来,联机模式机制不太喜欢,如果你是一个完美主义者一定不能触碰这款游戏,这会对你是一种折磨.......相信我,当打了BOSS没掉橙色装备的时候F8,当任务选择特性加错后F8.当和NPC划拳失败直接战斗或没得到有用消息后F8,鼠标不小心点错偷了个东西被抓后F8,战斗开局被敌人直接秒死一两个角色后F8,走着走着踩机关死了同伴后F8...........最后说下F8是读取存档...任务模式很有趣,不同的选择注定不同的结局,其中很多任务有数种结果,而往往任务只有一次提交机会,所以这也让很多玩家有着追逐二周目的动力..我的朋友是这样介绍这款游戏给我的Just because"game of the year" so buy!buy!buy! 哈哈哈
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7 人中有 6 人(86%)觉得这篇评测有价值
51.0 小时(记录在案的)
发布于:1月12日
离3A级别还有差距,不过战斗系统很让人怀念。自由度还是不足够,那么多吃的干嘛不做个饥饿值系统?
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7 人中有 6 人(86%)觉得这篇评测有价值
119.0 小时(记录在案的)
发布于:2014年11月16日
目前玩到过的最好的RPG之一
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4 人中有 4 人(100%)觉得这篇评测有价值
7.3 小时(记录在案的)
发布于:4月2日
真正的RPG 剧情 游戏性 画面 都相当不错 没白花钱买
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3 人中有 3 人(100%)觉得这篇评测有价值
40.7 小时(记录在案的)
发布于:1月7日
好评,这里主要说下我不喜欢的地方
1.节奏实在太慢,喜欢快节奏的朋友还是不要考虑入手了,会气疯掉的
2.难度可能大了点,也许我没有这方面游戏天赋,但是我所有职业两级的时候出了塞西尔就秒躺就有点夸张
3.偷窃没什么难度,而且迅速致富
4.这类经典RPG的玩法让我快疯掉了,没有任务提示,没有小地图引导

总体.9.1/10
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2 人中有 2 人(100%)觉得这篇评测有价值
70.9 小时(记录在案的)
发布于:2014年12月19日
自天际以来最好的RPG
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2 人中有 2 人(100%)觉得这篇评测有价值
132.7 小时(记录在案的)
发布于:1月9日
作为一款RPG非常的赞,玩起来是真的有在探索的感觉,一般任务在地图上都是没有任何提示的,完成一些任务需要仔细观察,完成了也会非常有成就感,职业及法术的设计也有很有意思,能有很多不同的玩法,不看任何攻略的情况下,游戏难度算比较大了,总体来说,是一款值得花时间慢慢探索的RPG,很满意!
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2 人中有 2 人(100%)觉得这篇评测有价值
126.0 小时(记录在案的)
发布于:1月24日
2014年最佳RPG! 因为不吹牛B.认真做游戏。
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2 人中有 2 人(100%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
8.1 小时(记录在案的)
发布于:3月8日
唯一玩不懂的游戏。。
为了找到主线把支线全都给做完了 TAT
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1 人中有 1 人(100%)觉得这篇评测有价值
81.8 小时(记录在案的)
发布于:1月6日
喜欢玩无冬之夜的朋友绝对不能错过这游戏。好久没有沉迷一个RPG游戏了。
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2 人中有 1 人(50%)觉得这篇评测有价值
11.4 小时(记录在案的)
发布于:2014年12月5日
很好玩,但是有点难懂,新手教程非常古怪,到后面我才知道原来新手教程是一个山洞,我一开始还在奇怪为什么没有新手教程= =
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93 人中有 70 人(75%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
76.9 小时(记录在案的)
发布于:2014年11月6日
Complexity. It’s an old RPG trait largely forgotten by a lot of gamers and ignored by most developers. If you like your RPG’s action-oriented and filled with commodities such as quest markers, move right along. Divinity: Original Sin from Belgian developer Larian assumes you’re prepared to actually figure out quite a bit all on your own. It provides a large game world and simply lets you wander around in it. Areas aren’t closed off, all quests can be finished in at least two different ways and you won’t be punished for playing your own way. It brings about the kind of design philosophy that really should exist in every RPG, regardless of its style, combat system or any other differentiating feature.

The story follows two main protagonists who start out as Source Hunters trying to figure out a local murder mystery. Naturally, soon they find themselves involved in something much bigger including an orc invasion, undead uprising, mad kings in a frozen land inhabited by elementals and they’ll even visit other dimensions and take to the heavens. Unfortunately, this is the weakest part of the game as the writing isn’t particularly compelling and the characterization is awfully shallow, especially regarding the playable characters. Speaking of which, apart from the two main characters, you’ll be able to recruit more people along the way. However, you’ll only be able to keep up to four in your party. Any others will await for your call in a place called the Hall of Heroes if you get the urge to switch them up a bit.

The only real reason to switch characters is to try out different classes and tactics. The character upgrade system is extremely deep and customizable, each class is extremely different with a load of unique traits, abilities and spells. And it’s extremely flexible as well. Just because you committed to a certain class at the beginning doesn’t mean you’re stuck with it if you change your mind. On the contrary, you can mix things up and create something like a rogue specialized in fire spells. You can customize all characters further with weapons and equipment you find along the way. And there’s a ton of loot in this game. Upgrading and customizing your character as well as constantly finding new loot is a huge source of addiction and probably the biggest motivation to continue playing.

Original Sin has a turn-based combat system which is awesome because it’s not an under-the-hood system with pause, but with actual turns akin to a regular turn-based strategy game. Apart from being able to witness the myriad of different combat styles, the combat shines thanks to its fantastic convergence of elemental powers. For example, summoning rain will create puddles on the ground and will make your enemies wet. Throwing a lightning bolt onto one enemy will fry him, but will also zap anyone standing in a puddle nearby. Then you can throw a fireball which will dry out the puddles and create mist that will cause enemies to have limited sight. Frozen surfaces will make characters slip and fall, spilled poison can be ignited for additional damage, the possibilities are nearly endless. Naturally, considering that everything you cast on the battlefield will affect your party as well, you have to be careful what you’re doing at all times. It’s just a superb system that never gets old.

Divinity: Original Sin is a fantastic looking game, however the art style isn’t particularly distinctive and falls under usual fantasy tropes a bit too often. The same can be said about the soundtrack, it’s definitely pleasing and appropriate, but just doesn’t really stand out in any way. My biggest complaint about the game is that it can be incredibly obtuse at times, particularly regarding the puzzle design. You will actually get hints from books and other sources, but I honestly don’t know what frame of mind you have to be in to figure some of this stuff out. This can get especially frustrating due to how big the world is and considering that a lot of quests span across multiple huge areas.

Divinity: Original Sin is one of the big Kickstarter success stories – a rewarding, addictive and unapologetic hardcore RPG brimming with complexity, gameplay depth and content breadth. If only it had a more motivating story, more interesting characters and a more unique game world, it would have been a masterpiece. Still, a few design quibbles aside, this is a great game that will delight anyone looking for a true RPG that brings back cherished genre values and wraps them up in a modern package.

8 OUT OF 10 (GREAT)
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77 人中有 55 人(71%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
82.4 小时(记录在案的)
发布于:2014年11月26日
Divinity: Origin Sin is a top-down, turned-based Role-Playing-Game that does without the hand-holding, 'let me guide you through my story and you'll learn to love it' experience. There's a huge emphasis on freedom; genuine freedom, not the kind that lets you do what you want for five minutes before prompting you there's a quest you should be doing. In short, Divinity: Origin Sin raises it's middle finger to the concept of guidance and allows the player to decide what to do and when to do it.

Graphics:

In every aspect, this game is beautiful, and arguablly one of the best looking games, not just within it's genre, but within in all games, ever.

From the huge towns filled with NPC's to the lonely mountain passes, the game world feels alive and genuine; never do you feel like you're following a path, you feel as you should, as if you're exploring this huge, open world with a story behind it, and everyone within.

It's difficult to describe the graphics in this game purely because they're done so well. There is particle effects, high-quality textures, gorgeous lighting and a strong sense of atmosphere everywhere you go. You might be exploring an old celler, in which case it's misty and gloomy, whilst in town centres the sun is pumping pure beauty upon the entire world. The game is simply gorgeous and without doubt, the best looking game within it's genre, by a large margin.

Audio:

From the subtle creeks of floor-boards to the raging torrents that is the mountain pass winds, Divnity: Origin Sin delivers a flawless experience in auditory experience.

The best possible way to explain the quality of audio in this game would be to ask you to think of a game, any game at all that you think has the best audio. You might say Amnesia because it's subtle but terrorfying or perhaps you might say Child of Light for it's amazing soundtracks, and both would be correct, and I'm sure other examples you might have suggested would be too, but most games have one particular aspect within it's audio that's memorable or excels in some aspect. This isn't true for Divinity: Origin Sin. This game excels in every aspect, from voice acting to the empowering shimmers and charges that spark when casting a spell.

It's simply perfect - And that's not a comment I would make lightly.

Gameplay:

Divinity: Origin Sin is a turn-based game, but only within combat. Outside of combat you're free to explore and roam the world in any way you please. You might find yourself engaging enemies that are a few levels higher than you; you might help an old man steal some fish, then report him to the guards and watch him be dragged away to prison or perhaps you simply want to go around the entire world slaying every single living thing that stands in your way. Freedom is what makes Divinity: Origin Sin so immersive and enjoyable, you're never tied down or told what to do, or when.

This game is hardcore, but not in regards to it's difficulty, more in terms of how it presents itself. There are no exclimation marks above NPC's heads to signify importance. There is no charts or tables to show you crafting receipes. There is a lot missing, but it's a very positive aspect of the game that makes it so much more enjoyable and immersive than other Role-Playing-Games. To find out how to craft a weapon, a potion or how to cook a pie, you must find a book, or a note and read it. You won't unlock the receipe, everything is available to craft as long as you know how to do it. Once you find the receipe, you simply need to refer back to it when creating the item. When deciding to complete quests, to find out where to go or what to do, you must talk to NPC's and listen. The information given to you is only useful if you read what was said. There will be no waypoint given or a 'Hey, good job finding that clue, i'll remove all challenge from this game and simply tell you what to do now'. It's challenging, but rewarding.

The combat is much alike what you would expect. Every character involved within the combat scenario will take turns, have a set amount of action points and, if they choose, can reserve points for future turns. The system is very fluid and intuative. What makes the combat, and gameplay so enjoyable however, is the emphasis on environmental interaction. See a group of enemies standing in water? Why not zap them with lightning and fry them? -No? How about we freeze the water and stick them in their place. Perhaps you want to spill some oil and ignite it, or perhaps use a teleport spell to throw an enemy off a cliff. If you can think of it, you can probably do it.

Narrative and Lore:

Now I'll admit, I'm not the kind of person who is likely to sit down and read every piece of lore or material in a game, especially not role-playing-games. I generally don't have the patience nor' interest, so perhaps this next statement will give some meaning to the quality of the writing in this game.

I've played for about 15 hours, at the time of writing this review, and have read every single piece of material I've found, and generally find it annoying when I then switch to co-op, and have my partner skip through it all. The writing in this game is really well written, and because of the nature of the game, enaging and meaningful. I know if I don't read it, I won't know what to do. It's almost like a very intelligent scheme plotted by the developers to discourage skipping through material, and I like that.

Co-op:

The game allows for four characters to be played at any given time, in co-op, you can play alongside another player and control up to two each. There is no limations in co-op, everything you can do it single player, you can do it co-op, but arguablly, it's more enjoyable when played with a friend due to a feature that allows you to argue amongst your characters about what choices to make it quests. Perhaps I want to slay the target, whilst you want to help them. Lets discuss it with in-game dialouge, then argue and see who wins. It's genuinally enjoyable and adds a new layer to the immersion of the games experience.

There is also a mod, for those interested, that allows the game to be played four-player co-op, so if that's of interest, good news for you!

Mods and Editors:

That game supports workshop, mods and even comes with the developer tools to create your own custom campaigns. I've toyed around with this a little, and not being a guru of game development software, I can say it's actually pretty easy to use. There is some script-writing to do when creating dialouges, cutscenes or combat sequences, but there are plenty of easy-to-understand tutorials that can be found within the discussion pages of the Steam community hub as well as on media sites such as YouTube to help guide beginners in creating their own mods.

Whilst I'm unlikely to spend much time using these features myself, it's a great addition to have and ultimately means there's a huge pool of endless content to play with once you've completed the main game. That's never a bad thing.

Overall:

Divinity: Origin Sin is a beautifully crafted RPG that was obviously created by developers who genuinally cared about their product. Every aspect of the game feels polished once, and once again. The game runs perfectly at maximum settings on my GTX 760 and AMD FX-8350 at more than 120FPS solid, without hiccups. The gameplay is hugely enjoyable, the lore is engaging and the hardcore approach to giving the player complete freedom makes this one of the best turn-based role-playing-games, ever.

No game is without it's flaws ~ I just can't single out anything I dislike, honestly it's near perfect.

It's a masterpiece, a genuine must buy for any RPG fan.
~One of the most enjoyable and engaging experiences to be found within gaming.[/b]
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168 人中有 102 人(61%)觉得这篇评测有价值
有 2 人觉得这篇评测很欢乐
47.2 小时(记录在案的)
发布于:2014年11月7日
For me, games is good if :
1. Make me think HARDER
2. Make me FEAR
3. Make me MAD
4. Make me forget about LIFE

It's what i call FUN!
This game is one of those games that made me not regret having bought it, that's RARE..:)
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40 人中有 28 人(70%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
47.4 小时(记录在案的)
发布于:2014年11月11日
+ very rare attention to details, both in graphics, music and storywriting
+ huge amount of missions, quests, and gameplay lenght, it is easy to sink 40-50 hours into one playthrough
+ an old-school, Baldur's Gate-style RPG with a new coat
+ Lone Wolf trait option for single player (only 2 chars intead of 4)
+ everything you do is permanent (although you have to pay attention to the character development)
+ great coop possibilities, with Workshop, even for 4 different players
+ adjustable difficulty

- rock-paper-scissors game (adds to the luck factor, I personally didn't like it)
- and advantage is also a disadvantage, it is not for everyone, due to the length and difficulty level

If you were ever amazed by a 3rd person RPG, this is your game, and by buying, you also support an independent developer.
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335 人中有 189 人(56%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
79.6 小时(记录在案的)
发布于:1月29日
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 pissed 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 pissing 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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