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  #1  
Old 07-09-2012, 01:57 AM
Dude Dude is offline
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Default Divine Divinity

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.
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Old 07-09-2012, 03:36 AM
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You know of any place where I can get my hands on a free-demo/copy of it?
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Old 07-09-2012, 09:05 AM
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Quote:
Originally Posted by The Madman View Post
You know of any place where I can get my hands on a free-demo/copy of it?
Well it's not free, but is DRM free for $6 on GOG
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Old 07-09-2012, 11:59 AM
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It's also on Steam for 6$
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Old 07-09-2012, 03:38 PM
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I actually just saw the thread on these forums saying that it was on Steam. Thanks for the responses, Opal and Skellt!!! Much appreciated!
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Old 07-09-2012, 11:57 PM
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Saw the game, thought about getting it since 5 bux and all, but my backlog on games to beat is already hooge
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Old 07-10-2012, 01:40 AM
Dude Dude is offline
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I believe the demo link is still good on File Planet. It doesn't support the higher resolution however.
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Old 07-11-2012, 08:05 PM
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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.
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Old 07-11-2012, 09:01 PM
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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.
**Disclamer: It's been quite a long while since I played it last, so what I say here could very well be wrong**

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:
Originally Posted by LostSoul View Post
I didn't, however, finish it. I tried but couldn't. Anyone who has finished the game will probably understand why.

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...
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  #10  
Old 07-12-2012, 12:49 AM
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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.
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