Divinity – Original Sin 2: Progress Log #6

[Click here to start from the first progress log]

It’s too bad that this game didn’t release even just a few months ago when I had much more free time. Now I have upcoming titles that I need to move on to ASAP, and my lack of free time is making me resent how much fluff there is to wade through here because I can play for 5 hours and feel like I’ve made no progress whatsoever. That’s admittedly a “me” problem, though one that could nevertheless suggest a slight pacing/progression problem (I’ve come up against enemies I’m simply too weak to possibly beat without going through a bunch of filler sidequests for extra experience). It’s not like this is enough to make me hate Original Sin 2 or anything. It’s more like my experience of this game is a lot of enjoyment mixed with occasional moments of tedious, groan-inducing busywork necessary to progress.

There’s some seriously great voice work here

The amount of text that’s voiced in this game is ridiculous. Almost all of it, as far as I’ve seen. Despite that, it’s retained an absurdly high quality throughout, the type of voice acting you’d expect from a game with a 10 times larger budget and 10 times fewer lines in need of voicing. Seriously, just listen to the spirit sing in the video above and consider the implications of such stellar voice acting in a game as absurdly long and full of dialogue as this. The biggest argument I’ve seen against voice acting (that up to this point has been borne out by numerous examples) is that it limits the amount of money spent on other parts of the game, necessitating cutting back, but Original Sin 2 shatters those arguments. If this isn’t a killing blow to shallow dialogue wheels, then we’ll know that there’s truly no justice in this world.

Status effects are getting cursed

Sebille has had a helpful ability that allows her to clear a small patch of fire, poison, and other “non-cursed” surfaces, but I didn’t know exactly what that non-cursed bit meant until my first run-in with necrofire, which is basically fire that can’t be put out.

On one hand, it feels kind of cheap to undermine the fun of mixing elements by having super-elements that can’t be dealt with in normal ways. On the other, these elements (and necrofire in particular) can be spread to make dealing with enemies even easier. I suppose I have no real feelings on these elevated elements one way or another, then. Still, it gets annoying when a fight ends with a character on necrofire and they die almost immediately because you can’t put it out without wasting a Source point. All of my characters still have a single one of those to work with (that keep getting stolen by enemies, annoyingly enough), because of course my lead in that regard turned into a giant, tangled mess of even more quests.

Teleporting is fun, but kind of a hassle

Teleportation is an Aerothurge skill and Cloak And Dagger is a Scoundrel skill. I guess it was kind of a bad idea to have my Scoundrel-centric character also be the one with points in Aerothurge, then, because it means I have to slowly wait for her teleport skill’s cooldown three times before finally having her cross whenever I need to move the entire party across an impassable area. In her defense, she usually has a bunch of action points during combat, so having her teleport has worked out in that regard since she can move an enemy into fire and such pretty consistently, but outside of combat it gets a little dull waiting around for cooldowns.

[Click here to go to Divinity: Original Sin 2 log #5]
[Click here to go to Divinity: Original Sin 2 log #7]

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