|
#1
|
|||
|
|||
|
What a great game and takes it to a new level with high res. Very impressed with the game. If you liked the original diablo and Ultima 7 and you haven't played this you should dig it.
|
|
#2
|
||||
|
||||
|
You know of any place where I can get my hands on a free-demo/copy of it?
__________________
"Do you like cool items? We like cool items. We should probably have cool items!" Zantai - Crate Employee, Designer Currently Playing DCUO & Skyrim Waiting For GW2(maybe), ESO, SO:TL DLC, Halo 4 and of course GD |
|
#3
|
||||
|
||||
|
Quote:
__________________
Quote:
|
|
#5
|
||||
|
||||
|
I actually just saw the thread on these forums saying that it was on Steam. Thanks for the responses, Opal and Skellt!!! Much appreciated!
__________________
"Do you like cool items? We like cool items. We should probably have cool items!" Zantai - Crate Employee, Designer Currently Playing DCUO & Skyrim Waiting For GW2(maybe), ESO, SO:TL DLC, Halo 4 and of course GD |
|
#6
|
|||
|
|||
|
Saw the game, thought about getting it since 5 bux and all, but my backlog on games to beat is already hooge
|
|
#7
|
|||
|
|||
|
I believe the demo link is still good on File Planet. It doesn't support the higher resolution however.
|
|
#8
|
|||
|
|||
|
I own a copy already. It felt really unbalanced combat wise (or perhaps designed to make you feel very much *not* the resident bad-ass killing machine which is fine if the game is also designed with that in mind), but I definitely enjoyed playing it.
I didn't, however, finish it. I tried but couldn't. Anyone who has finished the game will probably understand why. |
|
#9
|
||||
|
||||
|
Quote:
Divine Divinity is definitely more of an RPG than a aRPG. It has some things in common, and does a nice job (I think) of finding a very good middle ground. But the combat and pacing is not intended to be the "run'n'gun" style of an aRPG. Lots of confrontations are sudden and dangerous. The extended dungeon crawls aren't about running around destroying everything in sight. They are more about watching for traps, not taking a ton of damage, and making sure you don't run out of supplies. Yes, proper use of the transport stones can give you quick access to supplies. However, that doesn't mean you'll have the money to buy enough that you can just saunter through a dungeon popping potions. The entire game is more about decisions and a decent amount of freedom to choose you own type of character than about steamrolling through droves of monsters. Quote:
Stuck this in a spoiler. Not because there are any specifics, just a general feeling. Anyone who hasn't played the game might not want to read it.
Spoiler!
This is making me want to do a new playthrough! Ahhh... to play a game where you can actually screw yourself over via bad transport stone placement! But it allows for so many good, entertaining decisions too...
__________________
Quote:
|
|
#10
|
|||
|
|||
|
Divine Divinity was nice. Took some getting used to. It's highly open-ended, leading to hard-going mid-games that you grind through and then you gain steam and can pummel things a bit more as you maybe explore areas you passed by earlier. Skill choices make a huge difference - poison weapon is very strong, but then you have to forage every plant all game long. Still, with a bow, it's about the easiest way to rush tough areas well before their time. iirc, poison always applied even if the attack missed.
Classes weren't that balanced... They had only one unique skill each and otherwise only differed in stat scaling. You can mage as well as a mage just by getting +mana and/or buying lots of potions. Mage damage just didn't scale, and rogues... were sort of ok, I guess. Potions weren't balanced, either, with a rejuvenation potion that does 35% instantly with no cooldown. Warriors have a right-click that makes it reasonable to pause, right-click, pause, check health/energy, unpause, maybe use a potion, right click, and pause again. You can take damage rapidly in many places, but if you aren't getting one-shotted, then this cheesy method works, especially after you forage some more and basic potion costs stop being relatively high (rejuv potions can be made from early-game potions). Could've used balance, class differentiation, and curbing of exploits. Though it came at a time when potions were often implemented in an OP and thoughtless sort of way, admittedly. |
![]() |
«
Previous Thread
|
Next Thread
»
| Thread Tools | |
| Display Modes | |
|
|
All times are GMT. The time now is 07:21 AM.











. I do remember it being somewhat off compared to the rest of the game... But that's comparing it to the rest of the game, which is a pretty high bar to judge it against. Like any game worth the time and effort, it's the journey and overall enjoyment. Not just the destination.
Linear Mode
