Intro
Without a doubt, this year has truly been a banner year for RPGs.
Rarely have fans of the genre been privy to such a large number of
high-quality titles within a single calendar year: between the likes
of Morrowind, Neverwinter Nights, Geneforge,
Avernum 3, Icewind Dale 2, Dungeon Siege as well
as the upcoming Arx Fatalis, Gothic 2, and Morrowind:
Tribunal, it truly seems as though there's no shortage of tremendously
entertaining - and tremendously different -- offerings. As the year
winds down, Divine Divinity quietly makes its way onto this
extremely competitive scene, without much fanfare or publicity. Don't
let the game's quiet arrival into the RPG arena fool you however,
as its understated charms and time-tested qualities easily elevate
it to a level comparable to its peers.
Gameplay: 8.5/10
Set in the standard fantasy world of knights and mages, humans and
orcs, dwarves and elves, Divine Divinity tells the tale of
a single adventurer - you - who, while fighting a handful of orcs
in the woods, finds him- or herself struck unconscious by a beam of
white light. You are discovered by a wandering healer, who takes you
back to his small community of like-minded healers and informs you
that all is not well with the world. Sure enough, you soon discover
that an ancient evil is set to rise up once again, and only the Divine
One is capable of stopping him. Naturally, you're one of the three
Marked Ones who may or may not be this savior, leaving you to travel
and high and low while fighting armies of enemies while discovering
the deeper mystery of the land's sicknesses, as well as the possibilities
of who you truly are. As far as fantasy tales go, the story is not
particularly original; in fact, it's downright derivative. Thankfully,
the completely non-linear approach that the game offers, which allows
you to criss-cross between the main story and countless optional quests,
helps to dilute the generic plot while giving the gameplay a more
wide-open feel that too often is missing in modern CRPGs.
In virtually every interview he gave
prior to Divine Divinity's release, Swen Vincke went to great
lengths to emphasize that no matter how it looked, his game was
in fact absolutely, positively not an extension of Diablo 2.
Upon firing up Divine Divinity, one can guess as to why Mr.
Vincke so vehemently protested the apparent resemblance, because
the game does in fact bear a tremendous and at times overwhelming
similarity to Blizzard's blockbuster action title - at least initially.
It takes time, but you'll gradually come to realize that although
it borrows much of its combat stylings from Diablo 2, Divine
Divinity possesses infinitely more depth, refinement, texture
and soul than any straight-up hack-and-slash. With that said, the
similarities are still worth noting and discussing, as they make
up certain core aspects of the game.
For starters, the combat is much the
same, as a single click is all that's needed to get your hero to
target his enemies and mash away until they die. And there is certainly
no shortage of bad guys to kill; in fact, there are waves upon waves
upon waves of them lying throughout the game, which more or less
places this title in the "Action RPG" camp - not that
this is a bad thing, necessarily. However, this often means that
even the good ol' Diablo 2 combat ethic of "pound away
the healing potions, flee, rest up, then drink more healing potions"
is fully in effect here. Fortunately, this particular combat system
- like much of the entire RPG canon -- has been considerably refined
and streamlined, and made much easier to use. Grafted onto Diablo
2's combat skeleton is a Baldur's Gate-ish option to
pause the action at any given point; this allows you to think through
whatever tactics you might wish to employ, and to make whatever
preparations might be necessary, such as quaffing potions of healing
or strength, and activating spells or skills. This tends to make
the protracted bouts of combat much more palatable and definitely
more engaging; of course, you can do away it altogether, and just
mow through entire armies without stopping for breath, if you so
chose. In this sense, the game's combat system can work extremely
well for fans of straight-up action as well as vaguely tactical
combat, though players who like their RPGs a little slower-paced
will definitely find themselves turned off. This is especially true
in the beginning stages, where you're forced to play through one
of the largest monster-infested dungeons in the game; this is sadly
misrepresentative of the larger experience, as a great deal more
non-linearity and role-playing freedom is offered as you persevere.
The formation of your character via
the skill tree and bare-bones attribute system is yet another example
in which Divine Divinity instantly reminds one of Diablo
2, although, as with the rest of the game, there are enough
changes and adjustments to arguably make this the better offering.
Each of the game's three classes - fighter, mage, and thief (or
survivor, as it's called here) - possesses not only a special class-specific
ability, but also a series of skills that can be upgraded with points
earned by boosting one's level. The terrific advantage here is that
you're not barred from dipping into skills from other classes; in
other words, a warrior could very well toss a few points into spellcasting,
while a mage could invest in the thiefly talents of hiding in the
shadows. It is a truly rewarding system that enables you to break
free of any built-in restrictions, and allows you to craft your
character in whatever way you see fit. As a result, you could have
a warrior that can cast healing spells and pick locks, as well as
a thief that can repair armor and cast defensive spells. It's a
liberating experience and definitely contributes to the terrific
sense of non-linearity that is so very much a characteristic of
the game as a whole.
Of course, due to this cross-class
use of skills, players might initially assume that there's hardly
any use of distinguishing between warriors, mages and thieves, as
they can all use the same abilities anyway. To attempt to do away
with this impression, the game imparts each class with a singular
talent that is specific to their realm of expertise. Warriors can
pull a barbarian-style whirlwind swing that hits any nearby enemies;
mages can switch places with any enemy within eyesight; and thieves
can slip into the shadows at will. These talents, though interesting,
aren't going to make or break the game; in fact, the only area in
which this truly makes a difference is with regards to the warrior.
For instance, a beefed-up thief might be able to use his borrowed
skills to enable him to more easily pound through enemies, but an
actual warrior will have a much easier and quicker time of dispatching
armies of bad guys thanks to his specialty move. Sadly, this difference
doesn't apply to the other two classes. Both warriors and mages
can essentially purchase the thief's specialty talent within the
appropriate skill menu, and the mage's body-switch is relatively
useless when it matters most. As a result - and Morrowind had the
same problem - the only time where class choices make a difference
is during the beginning stages; once you start accumulating skill
points, the barriers effectively come down, making class distinctions
and specialties largely moot. Die-hard RPG purists can always restrain
themselves from certain choices to try and preserve some sense of
class individuality, but they shouldn't have to. This shouldn't
necessarily be seen as a knock against the game; it's actually refreshing
to see a title that has too much freedom rather than not enough.
This is where the similarities between
Divine Divinity and Diablo 2 end, as it's in the details
that the game truly takes on a highly addictive life of its own.
Nowhere is this more noticeable than within the reams of items that
are liberally strewn about the land. In this respect, the game more
closely resembles the classic Ultima 7 - which is no coincidence,
as Mr. Vincke has stated it as a major influence. In other words,
you'll often find yourself surrounded by countless objects, some
of which are just decoration, but most of which can actually be
picked up, manipulated, or used. And although you can't quite delve
into the level of depth permitted in Lord British's world, you can
come awfully close; for instance, you can use various items to collect
honey from beehives, while an appropriately skilled character can
even use garbage and rotted food to create various types of poisons.
This aspect even offers tactical benefits to sneakier characters,
as the various torches, candles and lanterns all cast shadows which
can be hidden in; failing that, you can even extinguish them altogether,
allowing you to sneak about in the cover of darkness. It's an interactive
world the likes of which are almost never seen in modern RPGs, and
considering the visually elaborate but functionally impotent backgrounds
of the likes of Baldur's Gate, it's great to be once again
able to be actively involved with one's environment.
The types of quests you'll receive
throughout Divine Divinity thankfully range beyond the standard
"go here, deliver this" Fed Ex-style goals that so many
RPGs are happy to throw your way. Whether you're searching for lost
children, investigating a string of murders, or blowing up orcish
supply trains and poisoning their wells, you'll often find yourself
running completely different types of missions, which helps to lift
the occasional monotony that results from hacking and slashing for
hours on end. What makes it all even better is the goofy sense of
humor that pops up every once in a while; for instance, while pounding
through a dungeon, you might find two skeletons who collapse after
having a discussion about the impossibilities of their own existence.
While pervasive, it's not overbearing, and never really detracts
from the seriousness of the overarching story.
Divine Divinity also introduces
an interesting system of trade that actually feels a great deal
more realistic that we've come to expect from most RPGs. Instead
of offering set prices in set areas or simply basing costs upon
your reputation - which is still a factor, incidentally - the game's
many merchants mostly begin with a relatively neutral opinion of
you, which directly influences how much they're willing to charge
you. Improved reputation will help to lower this price, but it's
only a small portion of the bigger picture, as repeatedly giving
them business will gradually boost their opinion of you. As a result
of this particular system, you'll often find yourself frequenting
specific merchants as your mutual trade relationship improves, and
sometimes you'll want to hold off selling your treasure to closer,
more convenient individuals in favor of your preferred trader -
something that the developers surely had in mind, and it works beautifully.
You can also make people happier by
offering them gifts, which is sometimes necessary if you've angered
someone to the point where they're no longer willing to trade or
talk with you. This unfortunate turn of events can often occur if
you alienate them through regular conversation, or if you regularly
attempt to steal their goods in front of them, or even sometimes
by attempting to explore their personal chambers or off-limit areas.
A hilarious example of this type of negative influence appears early
in the game, where you're faced with a particularly surly dwarven
healer; irritated with his disagreeable ways, I slaughtered one
of his pet pigs, which earned me a death threat and steep increase
in barter costs. His mood wasn't improved any when I accidentally
destroyed the remains of his ancestor; needless to say, he was barely
worth speaking to after that point. This type of behavior isn't
tolerated in larger cities, where you'll find yourself fined, or
worse, thrown in jail for repeated anti-social acts. Still, imprisonment
can be circumvented, so players who want to try and follow a more
unethical lifestyle can attempt to do so without too many negative
repercussions.
As Divine Divinity's gameworld
can be quite expansive at times, it's quite fortunate that a few
methods of travel have been implemented. Apart from tromping about
on foot, there's also a number of interconnected teleporters scattered
around the landscape that enable you to instantly zap between them.
The only hitch is that you have to find and activate them yourself,
not to mention that you also have to earn the proper activation
tools from various groups around the land. This adds more incentive
to explore and seek out the different guilds and races, which is
only a good thing. More useful to the adventurer, however, is the
ultra-handy pair of teleport pyramids. By placing one of them on
the ground somewhere useful, like, say, next to a safe bed, you
can use the second one to snap back to your safe haven whenever
you need a quick rest from a heavy battle. If you dropped your second
teleport pyramid before using it, you'll even be able to return
to where you left off, ready to kick back into combat completely
refreshed. It's surpassingly handy and shaves eons off your travel
time, which can make all the difference when you need to dump some
of your overly heavy equipment, or simply to take a break.
The only kick is that, like much of
Divine Divinity, these teleport pyramids offer an exploit
that simply shouldn't exist: by pressing the SHIFT key and scrolling
to the edge of the screen, you can see for miles. In fact, as long
as you have the patience to sit and wait while it scrolls, you can
see forever. The problem comes in when you realize that, as long
as you can see something, you can throw an object to its location,
which means that you can lob a boulder, dagger, or more importantly,
a teleport pyramid just about anywhere. That's right, if you're
on one side of the map, scroll, toss and use your pyramid, you can
teleport to the opposite end of the map. Now, one can't knock a
game for possessing exploits; the problem is that this is a pretty
big one, it's extremely easily discovered, and it's representative
of the many gaps and holes you find in Divine Divinity. It's
fortunate that none of these are on the same level as those found
in Ultima IX - arguably the buggiest, most unplayable big-ticket
game in recent memory. It should be pointed out that crashes to
desktop are fairly common, and many of the quests are extremely
easy to break; explore one area before talking to the right person,
or take X before doing Y, or a million other things, and you've
effectively busted the quest. Since most quests are optional, this
isn't terrible; there's only one game-breaker I've seen thus far,
and this is somewhat fixable. However, it is a definite irritation
and scratches a little bit of the shine that makes Divine Divinity
one of the brighter RPG experiences to be had this year.
Graphics: 8/10
Divine Divinity is easily one of the best-looking 2D RPGs
seen in recent years, and although it doesn't quite match up to
the sheer artistic beauty of the Bioware titles, the sheer interactivity
of its backgrounds instantly makes it every bit as impressive as
Baldur's Gate or Icewind Dale. Even though the primary
backdrops of your adventures tend to consist of forests and dungeons,
the accompanying details tend to be intricate enough to make you
forget about the thematic blandness. And make no mistake, this game
is rife with wonderful visual details: the countless items that
can be interacted with all stand out beautifully, instantly evoking
images of Ultima 7 as you're able to not only collect the
food on someone's dinner table, but their plate, utensils, and drinking
mug as well. The fact that you're able to see all of this extremely
clearly is a testament to the game's sharp visuals, a quality that
largely dispels the admittedly minor flaws that crop up every so
often. For example, while your equipped weapons and armor show on
your in-game character, some items are portrayed with generic placeholders,
which ruins their novelty; being able to arm yourself with a broom
or a pitchfork is extremely cool, but there's very little point
in actually doing so when equipping them simply puts a bland and
boring staff in your hero's hands. Also, certain item animations
need to be tweaked: on a P3 667, you might find that a chicken roasting
over a fire is rotating more than a little quickly. On my P4 2.4,
I'm surprised it didn't fly clean off the spit, as it appeared to
be spinning at speeds approaching Mach3. Fortunately, this problem
didn't extend to character animations, which were quite appreciable
and clean, if not a bit sudden at times. Your hero can move and
run with surprising fluidity, but it's a tad disconcerting to suddenly
see his weapon pop to his back and then to his hands again as he
slows from a run to a walk. Ultimately though, this is just simple
nitpicking, as the graphics are by and large colorful, appealing,
and beautiful.
Sound: 8.5/10
When you sit back and simply listen to Divine
Divinity, it's difficult to believe that a tiny group of developers
such as Larian Studios could create an aural experience that's every
bit as majestic and immersive as anything you'll find among the
year's A-list titles. The soundtrack is full of thunderous, epic
tracks that fit nicely in the fantasy realm, and although they're
not quite on par with Jeremy Soule's Icewind Dale or Morrowind
scores, they're impressively close. The voice acting is almost as
good as the music, with only occasional vocal blandness marring
an otherwise professional-quality showing. Something that's definitely
appreciated here is that there are essentially six different playable
character prototypes - three classes, two genders for each - and
all of them feature a different and distinctive voice that goes
a long way towards bringing each character to life. There's also
the sound effects, which are largely well-done, and only become
truly irritating when it comes to combat, as the death of each enemy
results in a different sound as their corpse falls to the floor.
This is fine on its own, but when you're wading through literally
hundreds of bodies at any given session, it's quite easy to get
sick of the constant clangs and thuds of your fallen foes. Still,
they're generally quite good, and stand nicely alongside the music
to create a complete audio experience.
Control: 9.5/10
If there's one aspect where Divine Divinity truly shines,
it's in the realm of control. Like no other game, this title features
such a strong, streamlined control system that it's hard not to
be impressed by how drastically it simplifies your life as an adventurer.
For starters, there's the wealth of hotkeys that bring up virtually
anything you could hope for at the touch of a button. If you're
not fond of the pre-set configuration, you can always remap it to
suit your needs; you can even create your own entirely new set of
hotkeys as you're able to easily apply the F-keys to whichever skills,
spells, weapons or potions you prefer, which happily does away with
the need to pause every time you want to change or use something.
Naturally, this salvages a lot of the combat frustration inherent
in the likes of Diablo, something that the game builds upon
by removing the difficulty of frantically attempting to click on
your numerous enemies as they run around, trying to kill you. This
is accomplished by using the CTRL key to instantly and easily target
your nearest foe, which is a definite life-saver.
You can even keep track of the treasure
lying about by pressing a single key, which in another Diablo-esque
fashion will reveal anything collectible that's lying about, such
as potions, weapons, or treasure. The only negative to this otherwise
terrific feature is that ruins much of the suspense of key-hunting.
After all, it's obvious that the developers have gone to such lengths
to take advantage of the moveable and interactive objects by hiding
necessary keys under packages, boulders and so on, and it truly
is a shame that being able to instantly see them with this function
removes the fun of having to look for it. This is fairly minor complaint,
though, and becomes truly inconsequential when you factor in such
tremendous bonuses as a automatic cash-balancing system for use
in trades, a compact automap, a fully annotatable map, draggable
and floating windows, a self-updating quest log, a list of all your
kills, and most impressively, a complete and timestamped log of
all conversations you've had. This is the single most polished and
versatile control scheme you'll find in any RPG, and is one that
truly befits the game itself.
Overall: 8.5/10
Divine Divinity isn't innovative, nor is it ground-breaking
or original. What it is, however, is an extremely solid, incredibly
addictive and highly entertaining game that takes the best elements
of past RPGs and fuses them in a wonderfully engaging whole. Borrowing
the action from Diablo 2, the tactical combat pause and open
quest systems of Baldur's Gate, not to mention the non-linear
and interactive style of Ultima 7, this game has an impeccable
pedigree, one that's only enhanced by its stunningly polished and
intuitive control scheme. Though it's easy to fault Divine Divinity
for being as derivative as it is, there's simply no denying the
sheer, unadulterated fun to be had from exploring its expansive
landscape. And while the vast amounts of combat will likely label
this as an action-RPG, the game features actual role-playing, non-linearity,
as well as a blissfully versatile skill system that combine to enable
players to mould their characters as they see fit, giving them the
chance to help create the kind of experience they wish to have.
It might be a tad rough around the edges, but Divine Divinity's
got more than enough where it counts, and easily stands as one of
the best RPGs of the year.
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