Divin­ity: Orig­i­nal Sin

A clas­sic mod­ern RPG that’s also a love let­ter to the RPGs of old

Mac Format - - CONTENTS -

Ev­ery­thing we look for in RPGs

£30 De­vel­oper Lar­ian Stu­dios, lar­ian.com OS OS X 10.8.5 or later Re­quires In­tel Core 2 Duo, 4GB RAM

Divin­ity: Orig­i­nal Sin is what hap­pens when old-school RPGs such as Ul­tima VII and Chrono Trig­ger are fused with the power of mod­ern tech­nol­ogy and 20 years of progress to cre­ate some­thing that feels as in­no­va­tive now as its in­spi­ra­tions did back then. This nos­tal­gia trip will take you some­where new. It’s one of the best RPGs in a long time – pro­vided you’re up for a chal­lenge and can tol­er­ate a few rough edges when it comes to game bal­ance and some sloppy sign­post­ing of ob­jec­tives.

Orig­i­nal Sin is the fifth Divin­ity game, but also a pre­quel; no prior knowl­edge of its (of­ten shaky) pre­de­ces­sors is required. You play as a team of two Source Hun­ters (think Tem­plar types track­ing down il­le­gal magic users) backed up with a cou­ple of dumb Hench­men or scripted Com­pan­ions as you choose, whose mun­dane task of solv­ing a mur­der is soon up­graded to a full-on quest to save the world – that world be­ing a flow­ing, beau­ti­ful land of con­stant hu­mour where any­thing could be wait­ing around the next cor­ner. It’s pos­si­ble, for in­stance, to talk to the an­i­mals, in­clud­ing having a dog find sus­pects for you by having it sniff their un­der­pants.

You play co­op­er­a­tively, with each per­son con­trol­ling a Source Hunter – or you can play as both your­self. Ei­ther way, the char­ac­ters evolve over time and their rap­port is based on how you play, which can in­volve any­thing from hero­ically solv­ing

In­cred­i­bly smart, long, and tough as nails, Divin­ity isn’t just a great game, but a truly spe­cial one; an ad­ven­ture to savour

peo­ples’ prob­lems to emp­ty­ing their houses and mur­der­ing ev­ery­one. The over­all story fol­lows a lin­ear path, but within that you get plenty of free­dom for ex­per­i­ment­ing with the rules. If a clever trick or idea feels like it should work, it usu­ally will, from us­ing fur­ni­ture to cre­ate a bar­ri­cade to out­right tele­port­ing a boss away from its body­guards.

This free­dom helps make com­bat one of the most in­ter­est­ing parts of the game. It’s turn-based, tac­ti­cal, and takes no pris­on­ers – but it’s easy to cre­ate a poor team, and there’s no op­tion to re­think your char­ac­ters’ abil­i­ties un­til far too late in the game. Even ba­sic zom­bies get bows and pow­er­ful magic spells; tough fights can take up to an hour. It’s fair, though, and hard for the right rea­sons, de­mand­ing strat­egy as well as raw power, and in par­tic­u­lar mas­tery of the el­e­men­tal magic sys­tem – com­bin­ing light­ning and rain will cre­ate quite the shock, while rain and ice freezes in swathes.

Whether you re­mem­ber the RPGs Orig­i­nal Sin draws in­spi­ra­tion from or not, the re­sult is a must-play for all fans of the genre. In­cred­i­bly smart, long, and tough as nails, Divin­ity isn’t just a great game, but a truly spe­cial one; an ad­ven­ture not just to en­joy, but to savour. Richard Cob­bett

Having two char­ac­ters isn’t some gim­mick. It’s part of the story, and a big tac­ti­cal con­sid­er­a­tion.

Orig­i­nal Sin is tongue-in-cheek through­out, with over 50 hours of fun things to dis­cover.

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