For the love of critical fails, tell me how anyone thinks they can build an immersive interactive experience around crap like this:
Yes, that's a chibified skeleton with a bomb strapped to its back. The first time I encountered one in Divinity: Original Sin, it put me off the game for days... but not before screenshotting it for bitchery purposes. Priorities, people!
As I complained vis-a-vis Wasteland 2, there's a crucial line between telling a joke and being a joke. No reason RPGs can't include humor, but it must be in-universe humor, based on actions undertaken by characters within that universe. And sure, it's entirely possible for games to fall into needless self-indulgent drama, but the extent to which absurdity and farce can work in an interactive medium depends on the genre. One of the improvements brought by the second Baldur's Gate game over its first installment, one of the reasons it became such a classic, was ditching BG1's random goofiness. Almost to the same extent as old-fashioned adventure games, the success of RPGs depends on maintaining immersion. Hard to play my role when all the NPCs keep breaking character.
At one point some NPCs in D:OS say they're "shaking like chihuahuas" which might mean something if Rivellon actually included a place named Chihuahua from which the dog breed could take its name. It makes no more sense then a French poodle or an English bulldog in the absence of a France or England. Tip of the iceberg. Larian tried to build a whimsical fairytale world and fill it with personal drama but instead wound up with a bunch of personae lacking personality and fairies with no tales. Don't get me started on the way, waaay too many talking animals with completely mundane human personalities. Or the fact that being The Chosen One got old a long time ago. Add to that the aforementioned nuisance of unjustified medieval stasis (no matter how far back in time a prequel goes, it will always hearken back to an even more distant, even more glorious past... which looks exactly like the present and even more exactly like the future) and the terrible decision to base the entire game on 2-player online co-op, constantly interfering with any single-player playthrough. I have to say it looks like a fault in project leadership. The visual artists, voice actors and music score were otherwise top-notch.
In addition, much of its interface functionality rendered combat a chore, like pointlessly locking almost your entire interface while a spellcasting animation executes, compounded by such animations' undue length. Or a crafting system which is half crucial to your success and half pointless flavor-text chore, with no way for a starting player to discern valuable items. Or the "dynamic" combat camera constantly rubberbanding around in fights, potentially twice in a single combat action. At least that nuisance can be disabled, which can't be said for the exaggerated idle animations constantly making me miss-target attacks as my targets wobble about randomly. Or characters gaining no experience if knocked out during a fight, a universal no-no for any party-oriented game whether single or multiplayer.
So you have to wonder what's made D:OS even borderline playable. As with Dead State I must note an undue amount of amateurishness despite its creators having been at this game-design game for quite a while. And, just as with Dead State, it's salvaged in part by a nerdy dedication to creating interesting tactical options.
That's me about to rain icy death on some poor unsuspecting zombies. The bushes lining that cliff overlooking their campsite block simple ballistic projectiles like arrows or grenades, but not the scroll of Hail Attack my thief had in her pocketses. Line of sight can be blocked both by terrain and clouds of smoke or dust kicked up during a fight, and in a fair show of cutting the Gordian Knot, smoke clouds also block LoS out of combat, which can make thieving possible in otherwise counterintuitive situations. Positioning matters, as do attacks of opportunity, status effects and specific counters for same. Spells interact in logical ways. A wet character is more susceptible to electric shock or freezing and a frozen character can be thawed out by fire. Monsters possess resistances up to and including being healed by their native element (don't shoot fire at a fire elemental, dumbass) and such immunity can even apply to your own characters.
D:OS' greatest claim to fame however has to be its "surfaces" or ground effects left behind by magic. Using a poison spell leaves behind a poison cloud... a combustible one. Oil patches can both slow you and be ignited into a stable AoE firestorm. Fighting in a puddle can turn an otherwise minor shock effect into an AoE stun. You can slip and fall trying to cross ice patches. All in all, Larian took an excellent stab at elevating wizardry above stupid old magic missiles, at enabling magic to alter the game environment, to change the physical laws of the universe.
It's also interesting to see a modern RPG with a heavy (very heavy in fact) puzzle-solving element, even to the main quest itself. Placing objects, activating sequences of symbols, good stuff. But here I must once again bemoan some awkward implementation. Too many of the puzzles either relied on pixel-hunting (and that idiocy belongs back in the 1980s) or were blatantly meant to be brute-forced by simply trying various options, usually over several reloads. The entrance to the Source Temple was especially heinous.
Overall I can't say I'll be re-installing this frustrating little gem anytime soon, but D:OS definitely earned its fame and it's easily worth at least one playthrough. If you want creativity, look to Europe.
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